{"id":188838,"date":"2017-04-21T02:27:18","date_gmt":"2017-04-21T06:27:18","guid":{"rendered":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality-companies-navigate-the-trough-of-disillusionment-bloomberg\/"},"modified":"2017-04-21T02:27:18","modified_gmt":"2017-04-21T06:27:18","slug":"virtual-reality-companies-navigate-the-trough-of-disillusionment-bloomberg","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/virtual-reality-companies-navigate-the-trough-of-disillusionment-bloomberg\/","title":{"rendered":"Virtual Reality Companies Navigate &#8216;The Trough of Disillusionment&#8217; &#8211; Bloomberg"},"content":{"rendered":"<p><p>    Twelve months ago the Virtual Reality World Congress in    Bristol, England, was a sell-out show, with over 750 attendees    gawping over the latest VR hardware and production techniques.  <\/p>\n<p>    This year's event, which took place last week, attracted even    more participants -- more than 1,200 over three days -- but the    mood felt decidedly less upbeat. Virtual reality, it seems, has    been mugged by reality.  <\/p>\n<p>        Exclusive insights on technology around the world.      <\/p>\n<p>        Get Fully Charged, from Bloomberg Technology.      <\/p>\n<p>    Sales of VR hardwarehave fallen 40 percent behind    forecasts, CCS    Insight, a technology research group, said in a February    report. And the VR hardware that is selling has mostly been    relatively inexpensive goggles that allow people to experience    VR through their smartphones, such as Samsung'sGear VR    and Google's Daydream, not higher-end, dedicated headsets such    as those made by Sony Corp, Facebook Inc.'s Oculus and HTC    Corp.  <\/p>\n<p>    \"Some people have said that 2016 was not a very good year for    VR, that perhaps virtual reality is not where we would have    hoped,\"Roy Taylor, vice president for alliances at    semiconductor manufacturer Advanced Micro Devices Inc.,    acknowledged in his keynote address at the conference, before    going on to disputethis conclusion.  <\/p>\n<p>    He listed a series of virtual reality achievements in 2016,    including the first uses of the technology for surgery and in a    courtroom, as well as several significant VR games and films.  <\/p>\n<p>    And yet, talking to exhibitors at the conference, there was a    distinct sense that virtual reality has entered the dreaded    \"trough of disillusionment.\" That's the bust part of the    boom-and-bust in publicexpectationsthat precedes    mass adoption of a new technology in research firm Gartner's    famous \"hype cycle.\"  <\/p>\n<p>    \"I think the problem was about hype and expectation versus    reality,\" Stuart Gallop, Chief Executive Officer of ARiVR, a    U.K. company working on product placement for brand marketing    within virtual reality environments such as games and movies.  <\/p>\n<p>    Many working in VR have run up against the hard economic    reality of trying to produce content for a technology that    remains, at least for the moment, fairly niche.  <\/p>\n<p>    Daniel Kihlgren Kallander, a developer and programmer for the    Swedish virtual reality startup SvrviveABAB,    estimates that his company lost money on its first VR game,    also called SVRVIVE, which it released for HTC's Vive platform    last year. \"This is a very small market right now,\" he said.    \"We need a bigger market to sustain ourselves.\"  <\/p>\n<p>    This is doubly true for those working on virtual reality films,    as opposed to computer games. Edward Saatchi, CEO and    co-founder of Oculus Story Studio, a VR movie studio owned by    Facebook's Oculus, compared early experiments in VR films to    the transition from silent movies to talkies in the late 1920s,    except, he said of those pioneers in sound, \"at least they had    a business model.\"  <\/p>\n<p>    As disappointment is setting in for virtual reality,    expectations are building around its less glamorous cousin,    augmented reality, which is also sometimes called mixed reality    because it places digitally-rendered elements in the real    observed environment. In 2016, Pokemon Go, which is an    augmented reality game played on smartphones, became a    worldwide phenomenon. Microsoft launched its high-end AR    headset, HoloLens, which has found customers mostly among    industrial and business users -- such as aeronautical engineers    and architects. Snap Inc.'s AR photo filters are one of the    most popular features of its messaging service and Facebook has    announced a big push into the    field with its own AR camera filters. Many now expect Apple Inc. to    introduce an augmented reality product in the next year, which    might help AR to leapfrog VR to achieve mass adoption.  <\/p>\n<p>    \"Apple has not made a play yet in this space and I think they    will and that it will be huge,\" said ARiVR's Gallop.  <\/p>\n<p>    Technology company ABI Research says that virtual reality    currently generates about 50 percent more revenue than    augmented reality but that it relies heavily on hardware sales.    Augmented reality, by contrast, relies more on software and in    manycases can be experienced by users with their existing    smartphones. ABI forecasts that AR revenues will surpass VR    sales by 2019.  <\/p>\n<p>    Virtual reality true believers, like Taylor, are dismissive of    the idea that AR might outrun VR as ablockbuster consumer    technology. Augmented reality requires too much training for    the average consumerto learn how to integrate the digital    images into the real world, Taylorsaid. \"Mixing the    virtual world and the real world is less natural,\" he said.    Simply popping on a headset and diving into a completely    virtual environment is, somewhat counter-intuitively, easier,    he said.  <\/p>\n<p>    ABI Research still forecasts that virtual reality device    shipments will reach 110 million units by 2021 -- huge growth    considering only about 6.3 million such devices were shipped    last year, according to tech research company Super Data.  <\/p>\n<p>    Taylor predicts that the virtual reality video game Fallout 4    VR, which Bethesda Softworks, a division of Rockville,    Maryland-based ZeniMax Media Inc., is expected to release this    year will be the event that catalyzes widespread adoption of    home-based virtual reality hardware much as the game Super    Mario Brothers and Sonic the Hedgehog helped drive adoption of    Nintendo and Sega home gaming systems.  <\/p>\n<p>    VR enthusiasts think the current \"trough of disillusionment\" is    -- as the Gartner model would predict -- merely a temporary    setback on the road to virtual reality becoming a mainstream    technology-- and a cash cow. The question though, is how    long the field will have to wallow in the trough.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read more from the original source: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"https:\/\/www.bloomberg.com\/news\/articles\/2017-04-21\/virtual-reality-companies-navigate-the-trough-of-disillusionment\" title=\"Virtual Reality Companies Navigate 'The Trough of Disillusionment' - Bloomberg\">Virtual Reality Companies Navigate 'The Trough of Disillusionment' - Bloomberg<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Twelve months ago the Virtual Reality World Congress in Bristol, England, was a sell-out show, with over 750 attendees gawping over the latest VR hardware and production techniques. This year's event, which took place last week, attracted even more participants -- more than 1,200 over three days -- but the mood felt decidedly less upbeat.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/virtual-reality-companies-navigate-the-trough-of-disillusionment-bloomberg\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-188838","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/188838"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=188838"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/188838\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=188838"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=188838"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=188838"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}