Showing posts with label virtual reality technology. Show all posts
Showing posts with label virtual reality technology. Show all posts

Wednesday, May 17, 2017

How VR Alters Everything and helps Connecting with the Customers

Understanding our customer is what we all aim for. Because of this reason, we get out of bed every day and this is what keeps us up at night. Knowing their problems are difficult: from cancer treatment to service providing for autistic children and 360-degree view for shoppers. Product development teams must empathize with the diverse users across all industry types and this difficulty must get incorporated into our software.
Innovative ways to better know our customers and sharing the knowledge across our organizations is what we must be looking forward to. Start experimenting a little bit with teams using VR to conduct customer research on location with real users.


 Image courtesy:- www.cdn.shopify.com

From the hype and games into the useful, practical and widely acceptable way, VR has moved so much.  VR has moved beyond this hype that got created.
Sensory experience, incredibly immersive that allow viewers to connect deeply with those who are being recorded. By seeing someone’s world from their perspective, enable you to empathize with their viewpoint and understand their feelings. VR can be used to appreciate difficulty level of the customer’s needs through recording them while performing the jobs and sharing 360-degree videos widely across the organizations.
You can tell what it would like to be a part of an interacting session with a patient in a doctor’s office or selling shoes in a retail store. By understanding the customers better, it will result in developing much better products than before.

Image courtesy:-www.images.forbes.com

VR research is cheaper than the setup and scaling. Lean mentality team which always tries a minimal viable idea before going all in on an experiment does well. Consumer grade cameras have hit a rapid low in price and are only improving every quarter.
The equipment should be used as such to conduct the research costing less than $1000 entirely which includes two cameras with live streaming capabilities, various Google Cardboard Headsets, all the software and cords required to do the jobs. This is cheaper for technology which was literally science fiction. Most frugal budgets can also afford this setup.
Nikon recently announced that a 4k 360 VR camera costs around $500. You can use it around or by immersing it in water while capturing sharp videos backed with 360 degrees. A year ago, something like this would have cost around certain thousand dollars. Things are moving this fast in this area.

Museums Started Adopting Virtual Reality Technique

A virtual reality presentation model named theBlu has been added to the Natural History Museum of Los Angeles County, in between megamouth shark, bison diorama, and a bunch of excited school kids.
In general admission fees of $12, with an extra $10 fee, visitors can put on a VR headset and explore the ocean with blue whales swimming over the head or a group of silvery fish darting by. Visitors can use virtual flashlights to further explore the abyss.
Senior project manager and developer from the VR presentation model say that for the young audience, this thing is attractive. Experiment with VR technology in order to get more people in the door and interested in a wider collection is going on.
Image courtesy:-www.wareable.com

This appeal is not restricted only to tech-savvy teens. Several older adults also come to have a look. This is the first time they were doing anything like this and they were thrilled by the idea.
This kind of exposure is something the virtual reality industry is chasing as a whole. Despite the promise made by VR as the next big thing in technology industry, it’s still to get mainstream.
Venues apart from home are a great space for the public to have their first experience in VR, according to the CEO of the company behind the Blu.
Image courtesy:-www.i.ytimg.com

Wevr gave a loan to the museum, the computers, and headsets. But, the company's broader vision is to make fans of this technology. At some point, perhaps, people will get inspired for buying their own headset and also to subscribe to the VR content produced by Wevr.
Some institutions are coming up with VR tours which allow users to explore the galleries in 3D and 360 degrees for the users that are already comfortable with VR. It enables them to go where people are. It’s no worry that VR will replace what is real. The more the image is digital to publish online, the great attendance it would gather. People when come to know that something exists, they want to experience it in real, original way. And that real life feeling is something VR isn’t yet able to replicate.

The experience is partial; it’s a glimpse or a hint, like seeing something which makes you want to see more. In VR tours, the sounds of museums get missed, the footsteps and whispers of echoes and conversations. 

Monday, May 15, 2017

How VR will help in Transforming Web Design

You all must be remembering all the fuss that was going about 3D a few years back and how it was promised that all TV’s would gradually be 3D and everyone will have to watch it through polarized goggles. Instead, the 3D movies become the niche and because of this, everyone thinks that VR is some trick or stunt which is not true. Everyone involved in web designing will be affected by VR in some way or other. Beneath is discussed ways in which virtual reality is changing web design:-

Image courtesy:-www.amazonaws.com


  • 1.      Moved to the Browser

Until very recent you need to have a headset and an application to get access to VR content online but now web browsers are working on an open standard which makes VR experience possible in the browser. Their plan is to ship to consumers this year which means that ordinary web visitors have to just click and start interacting with VR content without disturbing downloads and that is going to accelerate huge take-up.   

  • 2.      Next phase after Demo

Web VR experiments were regarding proof concept & demos until recently, but now developers have surpassed that stage and are working on real apps which can be useful for real people.  



Image courtesy:-www.thenextweb.com


  • 1.      Possibilities ahead

In order to get a real feel for a place, just put a headset and virtually wander around the whole hotel at your leisure. Or rather than navigating a cluttered layout on the screen of your desktop, move all the content in virtual space. If you can’t make it to the conference, the organizers would offer you a way to participate in it using 360 VR.

  • 2.      Content Creation Getting Easy

The huge production of headsets has made it easier for consumers to access the VR content over the web. The growing availability of the libraries of open source has made it easier to create that content. Famous frameworks for developing VR content like PlayCanvas, A-Frame, etc means even amateur ones can use to build VR experiences in very less time.

  • 3.      Billions getting Invested in VR

Venture capitalists are investing billions in VR right now, with a consortium called VR venture capital alliance declaring $10 billion value of investment in VR and augmented reality projects. The return on that capital will be out soon. It is forecasted that by 2020, VR/AR market will witness a market worth $162 billion.

Monday, November 14, 2016

THE NEXT STEP OF 360 VIRTUAL REALITY

Ever since the announcement of  360 videos on YouTube, the global tech industry was buzzing about what’s going to be the “next” move for it & now with the launch of Google’s new virtual reality application for YouTube, the tech-giant has made it clear to the world that despite all the speculations going across the globe, their belief in this amazing technology will be continuous.


Being named as YouTube VR this app is now available for free download on Google Play Stores, Appreciable that you’ll require “Daydream View” (vr headset) for a terrific experience with this app. If we speak about the VR app, not only the users would be able to watch immersive content using VR technology also they’ll be allowed to ‘step inside’ in a huge world of YouTube videos. From the hardware to software everything about this application has been crafted by Google with a clear indication that these devices are much more the sum of part for the end user.

Image courtesy:-www.tubefilter.com

The users will be able to watch 360-degree videos in a 3D virtual reality format or even the regular videos with a rectangular frame in a theater mode. It basically overlays a familiar interface & feels like a floating arena of semi-transparent controls, that works well. The controllers in Daydream makes clicking and scrolling a photographic experience, But users have to struggle a bit for searching by typing, here the availability of voice search, it is like a helping hand. Another feature that grabs your attention is the ability to grab the screen and reposition it. You just need to click and drag to your desired location. As of now, YouTube VR is the most satisfying part of virtual reality that we’ve ever used.

Image courtesy:-www.luciddreamvr.com

Like every other technology, pros & cons comes along. First, the Daydream View like other VR headsets can get a bit heavy on our head after a while and we need to  hold it with one hand or reposition every few minutes. This issue can be rectified by reclining or by lying flat on the back. Second, we need to have a strong internet connection for the 360-degree video since there’s a huge possibility of  heavily blurred or pixilated views when the video will stream & it would often pause too. Third drawbacks are the streaming and advertising concept of YouTube. However, there’s a simple solution of  downloading the videos to watch offline, allowing you to sidestep the issue.

Discussing future, it’s expected the scenario to change rapidly as YouTube get a sense of what will click slowly growing VR headset owners since YouTube as moved from rectangular to 360 stereoscopic with positional audios. With the boundaries being pushed for more immersive content, it’s definitely an exploring direction that needs to be focused.






Thursday, September 22, 2016

Digital Revolution Becoming An Overpowering Thing For Telecom Sector

There was once a time when driving a car was easy and simple and all the transported had to do was go from a location to other one in order to save time. Now we are continually updated with route tracking, knobs of the car, performance of the engine, accident support and other future oriented features. There is a mobile app which talks to the car through a data connection which is taken care of by the car manufacturer. The telecom company for the data connection can be a ghost for all anyone knows.


The telecom companies know everything about the minute details regarding our preferences. Although these companies have brought the digital revolution, they do not seem to be going on with the same. In consequence, several companies like Google, Netflix and Skype which offers video, audio and other media content through internet have leveraged their basic services.

Picture Courtesy:-www.realquiz.blogspot.com

By 2020, most of the electronic devices will be paired. The then life will revolve around forms of communication and social engagements. Skype will be like every moment thing. Also there will be a rise in Augmented Reality and Virtual Reality technology experience which will not only be confined to just games. Applications will be the way of life. Everyday necessities will be the data plans and they will also be considered as luxuries by many.

Picture Courtesy:-www.electricrunway.com

Clothes are huge already in the market and it will become indispensable in the future. Intelligent robots will help customers gain quick and personalized information. Except for enhanced vision, AR lenses and Google will allow offering information such as brand preferences, behavior, patterns, trends, location, etc. to the relevant service providers. They will offer the customers the fine tune to customers. Ironically this kind of dependency will make life intrusive and pervasive.

Telecom Sector Will Aim More For Businesses

Telecom companies are going to enter long term agreements with enterprises and governments. Services will be designed with online chip bundled with the plans and data through which the customers will know every minute detail about the providers.

What To Be Done Today

Create strong relationships with fast moving consumer goods, products and Over the Top operators (service providers allowing media content through Internet)
Once the appliance are connected, the demand for the online chips will rise and companies need to invest in research and development for creating eco friendly system around the Online chip business plan for the businesses.
Plans should be according to the data speed and the customers should be given their worth of money.

Picture Courtesy:-www.insight.nokia.com

Customization Will Rule

Companies will offer comprehensive data plans customized for every customer as more no. of devices will be connected. Each device will be connected to the internet.

The plans will differ depending on the device. For instance a connected refrigerator will discern the ingredients stored and will suggest various recipes of the internet for the user to utilize them.

Rise of the platforms where the customers can customize their requirements will also be experienced. Customers will be able to view their bills, value added packs, request for certain packs on the apps.

Number of glitches will also increase and agreements will become a necessity between the manufacturers and the service providers.

What Should Be Done Today?

Telecom companies should-

  • Aim on providing Responsive Web Design which can change the plans based on the machine being used.
  • Re-design self care applications which can be customized, retail and call center operations.
  • Put customization in the hands of the customer.
  • Restructuring the process of billing to include new line items for end point consumption’s and build plans to factor delayed payments.

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Monday, August 29, 2016

Startups will Dominate Augmented Reality and not Virtual Reality

The excitement of Pokémon Go is still on but I think that for investing, virtual reality is not a good area to invest, instead augment reality is. Considering the checkpoints in the value chain, there is a difference between the two.


Each media needs means to work, the medium, the matter, content distribution, discovery of the content and monetization. Each of these has its own theory which depends on the medium. The different theory leads to a separate propensity to be managed by a small group of companies.

Image Courtesy:-www.primabuzz.com

By medium, we mean the way through the content/matter is presented to the user. So, for newspaper, printing press and paper becomes the medium. Similarly, network is the medium for internet. The act of getting to the user is not what is meant here rather than the means. Record labels may have the distribution function but Amazon and iTunes are the medium for distribution.

Radio industry has radio sets as mediums, distribution through radio broadcasts, radio shows as content and branded networks to facilitate sell advertising and content discovery. The cost of economies of scale of content discovery and ad sales would mean that the radio industry got dominated by the networks who were the owner of these things and the creators of the matter were not paid very well. The radio sets were subsidized automatically in order to build the audience targeted to create the economies of scale for the networks and break even business was of radio manufacturing.

Image Courtesy:-www.media.licdn.com

What happened later with television matches with this model and not have been a right place to invest. The networks were created by companies which already had complementary assets and also significantly the cash and political power for them to maintain dominance. As existed earlier, those who win don’t require a financing through venture type and companies that needed financing from outside were inevitably destined to go out of business.

Movie industry has developed differently. Movie studios dominated earlier, at that time and they were primary creators of content. The theaters were the means of distribution and not of studios. This is same as record industry. But because of the disaggregated nature of monetization & distribution, movies and music can be made outside of the studio system and occasionally made money. It is arguable that outside financing is a good bet, but the odds can be worse than VC if one knew what he was doing.

There were not any bottlenecks in the value chains and because of this, internet is different. Opportunities were there in all the sectors. Company startups like Cisco and AOL made money in the same medium along with monetization and content discovery & creation which lead to early concentration at discovery of companies like Google. For the content creators, it has also leaded to quite a tough environment.

Image Courtesy:-www.prophet.com

Content creation will dominate Virtual Reality’s value chain similarly like movies and computer gaming. The cost of creating Virtual Reality Content is going to be high so the content development is going to economically dominate distribution and discovery. High cost of content development would mean less popular content discovered through typical marketing and PR; word of mouth.

VR headsets need to be cheap because the reimbursing the content cost will require large audience. They can be subsidized initially but eventually the content developers will need them for high margin and low amount hardware. Scarce and expensive content will bend towards lowest common denominator in order to manage risks through portfolio approach like console computer games. This means that few large companies will dominate virtual reality especially those which enter from adjacent industries.

Augmented Reality is altogether different. Because uses of AR are different and content development will be less expensive due to the fact that it won’t be fully immersive environment so no single part of the value chain will dominate.

Augmented Reality is expected to be more similar to internet and its evolution. Content can be out there and get popular and fade but there won’t be any winner takes all in AR content. Because content is less expensive to make, content tool companies will be required. Because this will further lead to different types of content, hardware makers will do it well. It will be according to worker needs and specified & cheaper content will address more specific problems, so for customers, AR will be more valuable than VR. This will allow both hardware and content makers to have higher margins.

VC investments in virtual reality will end up doing bad as startups will outnumber incumbents. The AR market is wide open, on the contrary.

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Monday, August 1, 2016

Exploring Data Visualization of VR

VR has the potential to revolutionize the content industry and using it, has discovered the whole new way to analyze human behavior as audiences consume media. Analytics about consumer media have always been regarding understanding demographics, gauging performances and calculating ad revenue. New VR introduces the opportunity for exploring and understanding how people can get engaged with content.


With earlier video, VR allows us to track where the people look. This generates wonderful amount of data which represents everyone’s experience in a field of VR content. VR analytics is a platform which was made to harness this data and exposing it in many innovative ways. The aim was to make the data as meaningful and accessible as possible and provide unprecedented access to understanding and monetizing user engagement.

Picture Courtesy:- www.nytimes.com

One way to expose the data was through heatmap visualizations of where people looked at in VR. Using color variants superimposed onto the real 360 degree video (VR) screen, the representation of density of viewers looking at each area throughout the video was possible. The result consisted of beautiful fluid heatmap visualization which describes how people engaged with the scene.

Statistical method of cluster analysis was used to further analyze this data to find the “hotspots” which are important areas of interest throughout any immersive experience. Performing the calculations and finding those hotspots need to be distributed over a number of machines in the cloud because it involves so much data and processing, and the computation takes hours.

Picture Courtesy:- cdn.pocket-lint.com

After cluster analysis is done, the movement types exhibited by people at these hotspots are analyzed and conclusions about audience’s response have been made. There are endless opportunities to explore this type of data and it has all just started.

One industry that will be greatly affected by VR analytics is marketing and advertising. It can be determined what people see if we know where they are looking for. For enabling the platform to identify objects in VR, this information helps in knowing what people look at them and their behavior.  This data becomes meaningful on a large scale. The platform makes the kind of analysis possible like if a brand wants to know what percentage of people see an ad placement or how different genders respond to a scene.

 Young handsome man in glasses and virtual headphones

It’s a big challenge to create an immersive narrative in VR, especially since viewers may divert their attention from the story so easily. As the heatmap describes, slight movement along the right of the screen drives half the viewers to follow in that direction. When the screen turns on, you can see everyone quickly shifting their focus. Behavior in VR can be studied this way and the platform will help guide storytelling process for future content.

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Hindrances keeping Virtual Reality from being Mainstream

Virtual Reality is something which you need to remember and not like anything that’s come before it.

Comparisons have been made as the moving parts of virtual reality have come together into a churning monster with failed technology trends of the past.
  • Too expensive
  • Going to be like 3D TV.
  • Not good enough
  • Not ready for it.


Although all these criticisms have tangential reality, it’s becoming harder to make comparisons between virtual reality and “what came before”. The realistic way to show it off is to share the experience and feel with people to get them immersed fully into what it offers. You just can’t know how good it is until you have strapped on a goofy looking pair of goggles. The goggles are looking a lot sleek and the first release of VR has begun landing in homes of the customer. It hasn’t been the smoothest but based on PR snippets and responses to the frustrated ones, the struggles to fulfill orders have been due to major demand. 


VR Is Exceeding Expectations, Already

The time has come to start taking the technology more seriously. While skeptics will continue straining for those old contrasts with past failures regarding tech, some of the big names in innovation in the same area (with financial and intellectual resources) continue to remind us that it will be one of the biggest breakouts in decades.

Mark Zuckerberg, Facebook’s CEO, demonstrates the Oculus Rift headset. In September 2015, facebook bought it for 2 billion for vote of confidence over VR’s future.

How we interact with every piece of current technology, VR holds the potential to change it, from mobile apps to gaming systems to virtual conferencing. Even though there is a huge amount of financial backing to the development and exploration of VR’s capability, it still exists as a niche gamer technology to a lot of public. It will be good to see VR pull away from dependence of gaming industry. More than this, VR as it exists for consumers today will mesmerize as quickly as it reminds everyone of what needs to be changed before it stands in the chance of becoming mainstream.

Image Courtesy:- www.wisewomenrelating.com

 Price

As it stands currently, VR is boutique technology. The price point places it in the field of early investors and even amongst those, people with money to afford everything required in a VR setup. Currently available headsets to customers are Oculus Rift and HTC Vive. Further considering the already steep entry cost is a technical hurdle you’ll need to overcome in order to run VR software on your home PC. For a using VR technology that has yet to prove its worth, that’s a big shopping list.

Style

Time for an inevitable fact: a brick which is covered in sleek, black, matte finish will still remain a brick. It hangs off in front of your face and irrespective of how comfortable it manages to be, it’s still a brick hanging off the front of your face. If you want your VR experience to extend beyond your PC, it’s not slouch when it comes to setup either but you are going to need several feet of free real estate in your entertainment space.

Image Courtesy:- blog.taitradio.com

Comfort

Happily, early reviews from Oculus and Vive owners have overall spoken for the surprising comfort of each headset. They might attract fingerprint or can still look splashy but apart from a few exceptions, they seem easy secure and not heavy as you may expect. Many users claims to have ‘VR legs” under them after a short time spent with headsets on. A few still complain of the spatial discomfort that comes from spending prolonged amount of time existing in a virtual world.

Second concern is a bit predictable. While Vive and Oculus are adjustable enough to fit any size of the head, those who are burdened with spectacles are sporting all variety of sizes and shapes of lenses. Some say that VR headsets are outright painful to wear while some worry that their glasses are going to scratch the expensive lenses inside of the headset itself.

Accessibility

Let’s consider Virtual Reality on a larger scale. If this technology is meant to take off more than gamers, even if it doesn’t happen for five to ten years- serious efforts is going to be made to entice public perception.

While it isn’t a particularly flattering comparison, it’s an apt one. VR has proven its capability. Now, it needs to prove that it deserves place in the average household, and not just the boutique gaming den.

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Tuesday, May 24, 2016

Know Virtual Reality: Deep Insight

Virtual Reality helps to create a replication of environment so that we feel a part of them. You will be capable to climb rocks, dive several miles under the sea, Scale Mountains, and reach the peak of the Everest through it. Perhaps in business terms how to utilize it we are going to tell you.  Our brain should understand light or energy to create a world full of shapes and colors for us to interact in. 




We hardly take time to be grateful for it and eventually make supposition that what we see is real but it could not be additional from the truth. All we are doing is interacting with virtual reality throughout the day and never actually seeing it. Our spiritual eyes are capable of this feat not our human eyes.

You can make 360 degree solution to give more information to your targeted audience as it is a better idea to engage them. It’s useful for promoting the business. Each site can promote dissimilar creation, information or value. When you decide to buy a real estate, an agent helps in placing the desired property type.

Enough budgets are required when you do this to make the action smooth. Virtual reality Asia helps to duplicate and create environments so that you feel a part of them while climbing team or see the snow capped mountains; you only have to wear a pair of glasses.

Virtual Realism is necessary to cover wide range of genres and regulation. You should know the applications which suit your requirements. To up your profit limits and make your first business startup a noisy success this is what needs to be done. Virtual reality techniques are used on broad level to devise amusing games for all. Virtual Reality Singapore helps people to take part in situations which they can’t be a part of. Like everyone does not have the energy, time, will or wish to be a hiker in reality.

At the end of the day, concerned thing is the end result and how much cost cutting can you do on each feature of the business set up. It’s all about making a surrounding to real platform and showing it to your audience. What is necessary when you do this is making enough budgets to make the process smooth.

Managers can behavior meetings reasonably using this software as many people can be present at a web meeting at the same time across the web. The requirement for such move comes only from the need to decrease expenses and increase profit margins within their business environments.