Just a few years ago, virtual reality (VR) was being showered with very real money. The industry raised an estimated US$900 million in venture capital in 2016, but by 2018 that figure had plummeted to US$280 million. Oculus – the Facebook-owned company behind one of the most popular VR headsets on the market – planned to deliver 1 billion headsets to consumers, but as of last year had sold barely 300,000.
So what’s the main problem with virtual reality? In short, it’s almost as humdrum as real life.
Investments in VR entertainment venues all over the world, VR cinematic experiences, and specialised VR studios such as Google Spotlight and CCP Games have either significantly downsized, closed down or morphed into new ventures.
Recent articles in Fortune and The Verge have voiced disdain with VR technology. Common complaints include expensive, clunky or uncomfortable hardware, and unimaginative or repetitive content. Sceptics have compared VR experiences to the 3D television fad of the early 2010s.
As a VR researcher and developer, I understand the scepticism. Yet I believe in this technology, and I know there are “killer apps” and solutions waiting to be discovered.
Last week, Western Sydney University hosted a global symposium on VR software and technology, at which academics and industry partners from around the world discussed possible ways forward for VR and augmented reality. Among the speakers were Aleissia Laidacker, director of Developer Experience at Magic Leap; University of South Australia computing professor Mark Billingurst; and Tomasz Bednarz, director of UNSW’s Expanded Perception and Interaction Centre.
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