VR/AR Will Be Popular But When Can Problems Really Be Realized?

According to an article published by Forbes, immersive innovations in the field of virtual reality and augmented reality are reaching new heights from the recent VRLA summer show held in Los Angeles.

For the more than 6,000 people who appeared at the VRLA Summer Show last weekend, the world of virtual reality and augmented reality is moving closer and closer to becoming a standard reality. Companies at the forefront of the industry have shown their latest developments, while newcomers have also brought fresh vision. Whether VR and AR will be widely used will no longer be questioned, but only when the problem is realized.


VR


This is a common view of many people in this field. Virtual Reality and Augmented Reality used to be merely subdivisions of future technologies. Today it is expected to become ubiquitous in industries such as education and entertainment. Its growth potential makes consumers excited; the continued growth of the industry will also bring more innovations and lower product prices, giving consumers a better experience. Its growth has also excited investors. They are eager to pay attention to and nurture its growth.

“I'm very excited about the overall demand for VR.” said Jeff Wasson, partner of Boost VC who has conducted more than 40 VR investments. “We think we will welcome a lot of games this year and next year. The entertainment options, but what really excited me was the future after that. I was very excited about the prospects of VR in education and training. Traditionally, education technology has always been about faster ways of disseminating and evaluating old content. And VR is a new way of learning. This change will greatly promote human development."

Application extension

One of the reasons that the industry is expected to usher in exponential growth in the future is that VR technology is becoming more popular. Many mobile phones support VR, and a new generation of consumer electronics companies are also trying to launch related devices. For example, Lucid Cam has developed the world's first consumer-grade 3D camera for VR. The camera is aimed at the consumer market and is relatively price-appropriate, allowing many people to shoot 180-degree video on their mobile phones.

“LucidCam's specifications are similar to that of a mobile phone. You can easily put it in a pocket, put it on anything, and don't have to carry it through other equipment,” said Han Jin, CEO and founder of Lucid Cam. No other 3D VR camera on the market sells for $399, but there are many options for tens of thousands of dollars, such as Nokia's $60,000 OZO."

VR use cases are also beginning to expand. VR was initially considered only as another form of entertainment, but it is now extending to all walks of life. Trinity VR has developed a simulated baseball that allows players to practice swinging in a VR environment. This opens up the potential for additional feedback in a controlled environment.

Even the field of online poker has attracted new innovations: players can observe the opponent's facial expressions just like playing poker in reality. Binary VR has developed a technology for tracking facial expressions. Through it, your digital avatar will show the same expression as you.

“When users interact with other people in the virtual reality world, our real-time face tracking technology will make their social experience more attractive.” Kenry Long, Chief Operating Officer and Co-Founder, Binary VR Kenneth Ryu points out, "Imagine that you play poker in VR. Without face tracking technology, you can't scare each other. Real-time face tracking technology will bring a better gaming experience."

VR audio

Video is not the only focus of VR technology. With video, we need audio. Creating an immersive experience is not just about giving users content to watch. Although users may not be able to fully perceive their environment in the short term, they can at least begin to hear the voices inside. An audio company called Sennheiser presented audio-related equipment at VRLA.

“We are still in the early stages of VR audio and content producers are beginning to realize the importance of sound in this new and transformative medium.” Brian Glasscock, Sennheiser Strategic Innovation User Experience Researcher ) pointed out that “more and more artists and designers are embracing this art form and seeing that they are exploring the new technologies needed to create an immersive experience. We are very excited. At Sennheiser, we are committed to helping content makers shape The future of audio provides them with the tools they need to create a great sound experience: Start with our AMBEO VR Mic show at VRLA. We look forward to the emergence of new content creation, AR and Volumetric VR bring a variety of audio simultaneously Challenges and possibilities."

Augmented reality is eye-catching

VR has always been the main focus of VRLA's summer show, but this year's augmented reality is also quite eye-catching. Flarb developer Ralph Barbagallo demonstrated his Ether Drift experience for Microsoft Hololens.

"Hundreds of people participated in the Ether Drift demo. For most people, this is their first experience with AR." Babagaro said, "Although HoloLens has limited field of view and other constraints, many players are the device I was impressed with this game. It was really surprising that people could fix things in the real world and use the walls, ceilings and floors in the environment as the game background."

The field of augmented reality has great potential, as can be seen from the global popularity of Pokémon GO. Professionals in the media and science and technology, such as the writer and writer Brad Keene, have begun to boldly say their predictions.

“Interactive stories are a promising area, mainly because of the arrival of augmented reality.” Keane said, “AR technology is constantly improving, and it can bring unprecedented real-world interaction so that any environment can become storytelling. The scene. It has unlimited possibilities."

Babagaro added, "This may sound crazy, but with the current speed of development of this technology, I think we will enter the era of no screen at some point. You will not see televisions or monitors everywhere - People will have private screens that can be shared with others, or large public screens that many people wearing the same AR glasses can see."

Immerse the audience into the story

Tipatat Chennavasin, co-founder and general partner of The Venture Reality Fund, is excited to see how some companies participating in VRLA and AR will change from consumption patterns to creation and sharing models.

"On VRLA, the companies most talked about are the Visionary VR with Mindshow, an excellent animation and storytelling platform, and TheWave VR, which creates a hypnotic EDM experience that uniquely connects audiences, DJs, and music," said Chenawaxin. "It is really wonderful to let people express themselves creatively in social situations. How VR can enable this in a new way and push people to more people is the future of VR."


Finally, no matter how technologically advanced, the virtual reality and augmented reality world will also depend on the storyteller. Users will enter the world of stunning, new mental, audio and visual simulations. The storyteller will be their guide, whether in an educational environment, an entertainment environment, or an enhanced version of real life. Are you ready to find new realities?

“As a storyteller, I will for the first time really be able to immerse my audience in my story (live story). The audience can gain a personal experience and will therefore form a unique memory in my world.” According to Evette Vargas, the director and multi-platform storyteller, "The narrative is no longer flat. The audience can witness the development of the story, not only as an observer, but also as a story of my own. In person, in the vast universe, time, space, and human emotions collide."


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