At least the loading time is not as long as Hanspeter's sabbatical.

VR/AR PodCast

Past | Present |
Future

Past
VR/AR is considered to have begun in the 1950’s but early elements of it can be traced back to the 1860’s and long before the development of digital technology.
Present
“We want to break the mold of having VR/AR experiences that are nauseating and awesome or comfortable and boring,” Oates says. “And instead make games everybody can play and play at their own pace.”
Podcast
Mark Zuckerberg said that his goal is to get one billion people into virtual reality.

Introduction

With groundbreaking technology development over the recent years, virtual reality and augmented reality have gained substantial social attention and acquired tremendous capital investment. In 2016, multiple consumer-end devices have been released by major companies, including Oculus Rift, HTC Vive, Google Day Dream and Microsoft Hololens. Market trend estimated an AR/VR market size of 215 billion U.S. Dollars by year 2021.

TechCrunch Posts -- A word cloud of the new hyper-reality

Overview of the past

Even though AR/VR sounds novel to most people, the technology itself is actually not a new concept in human history. In 1960, Morton Heilig invented the first VR head mounted, entitled ‘Telesphere Mask’. In 1987, the term ‘virtual reality’ was coined by Jaron Lanier. In 1990s, various tech companies worked on virtual reality products such as VR glasses by SEGA (1993), Nintendo Virtual Boy (1995) and the Matrix (1999).

Google Trends

VR search history

AR search history

Google search history by Region

Google Trend

According to Google trend, the interest in VR peaked during late 2016 and early 2017. On average, VR has received more social attention than AR. South Korea, Hong Kong and Taiwan are among the top countries that have expressed interest in VR technologies over the past five years. According to TechCrunch posts, mobile AR could become the primary driver of a $108 billion VR/AR market by year 2021. The most frequently used words in AR/VR include Hololens, Facebook, Samsung, headset, gear, augmented, mobile and etc.

Stock Trends

Zoomed in trends

Oculus release date

March 28
"The stock price of Facebook went up."

Hololens release date

October 14
"The stock price of Microsoft went down."

Daydream release date

November 8
"The stock price of Google went down."

Stock

When most tech companies release VR/AR products, their stock prices go down. The major conjecture behind the phenomenon is that stakeholders still consider AR/VR products as unstable and risky. Conservative investors prefer to invest in companies that focuses on its core technology rather than being spread out on too many products.

   

Virtual reality: interest in experiencing tourism via VR Great Britain 2016, by age

The elderly population are interested in experiencing tourism through virtual reality in the UK.

Augmented reality: creating better marketing in Europe 2016

Most people agree that augmented reality will benefit the workplace.

Global VR headset shipments by brand

The most popular VR headset in 2016 is Samsung Gear VR.

Global shipments of AR/VR devices

By 2020, more then 60% of those who are tech savvy will be using augmented reality technology.

What's Your Insight?

What do you think the future of AR/VR would be? Share with us a drawing of your vision below.