YOU MISSED PART 2? READ IT HERE Techradar Pro: Is a lack of standards in an industry that is brand new an issue for the business use of VR platforms? Mark Curtis: "Yes,
for sure and will be for a while. It did not hold back smartphones
though, and we still have at least two (some would say three) competing
standards. We have some distance to go before it becomes a serious
issue, and winners will emerge." Bertie Millis:
"Within the VR industry, rules are being established as we go on. In
many ways, VR is self-regulating. Unlike a normal game or film, creating
the wrong sort of experience in VR can make users feel ill. Developers
now understand what causes this and will aim to avoid it. If you make
your users ill, nobody will use your experience or game."
Chris Savage, CEO of WistiaChris Savage: "The
phones and computers that power all of the VR headsets are evolutions
of what we are already using. They also all need compelling content to
get consumers to use them. For this reason, the VR platforms are
backwards compatible with current video technologies. For example,
Oculus was able to get the Netflix app for the Oculus Gear working in
about a week. That's pretty amazing because you can now watch every
Netflix show and movie in an Oculus in 3D on a giant screen!" Amelia Kallman:
"I'd say it is not an issue, it is an opportunity. Like the early
stages of any enterprise, boundaries will be pushed and tested, some
things will fail and others will prosper, but this period of mass
research and development around VR can only benefit end-users.
Regulators will catch up eventually and start designing rules around how
we have fun, communicate and do business using VR, so I say get in
there and be a part of developing history in real-time." Luke Ritchie:
"Absolutely. Any kind of standards will take time. However, for me, now
is the exciting part. The hardware has allowed us to create content –
now though the content will drive the hardware. So we're all working on
defining how to tell stories in this new platform and this work will
shape how the hardware develops and the patterns of success will set
certain standards in this area." Joss Davidge:
"The likes of Oculus, Samsung, Sony and other big names are all
developing their own VR products, the majority of which are not
compatible with one another. This is of course problematic. However, on
the flipside, the competitive nature of the VR industry is also yielding
big benefits, especially when it comes to the pricing of hardware." Techradar Pro: Can you point to a business sector other than gaming where you think VR will have the most profound impact? Dean Johnson:
"VR will be huge for education. I know we all had high hopes for apps
in this sector but that didn't quite go to plan because publishers
weren't willing (or able) to deliver a consistently high standard with
the money available. VR is different. Production costs can be lower for
short VR film pieces, dropping the audience into incredible environments
and learning from the inside. Devices are also cheaper when the
audience can literally use a piece of cardboard!" Mark Curtis:
"Health, travel and media. All of these have clear use cases already
for VR. These range from virtual/distant medical procedures, to holiday
trip trials (or full-on experiences) to three-dimensional journalism.
Probably no-one has yet imagined the major winner. Back in 1995, very
few predicted social at the dawn of the web – remember 'content is
king'? Turned out that connectivity was the rather powerful queen that
sat alongside." Chris Savage: "VR will have a
profound effect on industries that are selling high priced items that
usually need to be seen in person to be purchased. VR helps people feel
present and evaluate a space or experience in a way that was only
possible in person before. One of the industries which will see this
happen very quickly will be real estate." Amelia Kallman:
"In retail you can imagine you can have all designer fashions available
at your fingertips, so you can instantly compare a £300 leather jacket
by Stella McCartney to one by Burberry, try it on your avatar, see it in
360 degrees and make instant purchases, all while 'shopping' with your
friend who lives in China. The music industry can sell tickets for
concerts, so if you feel like seeing Prince tonight, and he's playing
Berlin, you'll be able to purchase a ticket and stay at home in bed
while feeling like you are really there at a live Prince show.
"The
collaboration aspect will be applicable across industries, and might be
the biggest game changing innovation we can expect in the near future.
Within law enforcement it can be used to recreate crime scenes, auto
industries can give people virtual test drives… the possibilities are
endless."
Alasdair Lennox, Executive Creative Director, FITCHAlasdair Lennox:
"Consider home decoration: it's one thing to see a shade of colour on
the paint tin, or even on someone else's wall, but what if you could
walk around a kitchen furnished with every last item on your shopping
list, and switch colour schemes until you found the one you liked best? I
call it the 'penny drop moment' – the instant of understanding a
concept completely, and buying into the idea as a result."
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