What’s your evidence for massive interest in business markets? I use a quest for gaming, but find the idea of interacting with colleagues for corporate stuff to be just hideous.
I listed one good place for evidence - Zuckerberg's interview. I also have done consulting on such projects for a few of the players. All the big players have extensive groups working on this. For example: Microsoft has bought AR and VR companies and rolled the tech into Teams, and their many AR/VR projects have been business (and military) directed for a long time. NVidia has the Omniverse for 3d content creation and sharing (among other projects).
As far bas as 2016 there were 200_ companies working in this space, including Amazon, Apple, Facebook, Google, MS, Sony - and they are not simply trying to make game goggles.
A simple google for this should make it clear to you that the game angle is a tiny slice of what is being pursued, since the game market is tiny compared to the broader uses.
There are already uses for telemedicine, virtual meetings, virtual site inspections, remote education, military, training, flight simulators, geography uses, dangerous environment uses, prototyping, broader healthcare, engineering, music and other events (concerts and other things have been held on various platforms). Digital twin creation and inspection are huge business use cases for all of industry and DoD, with billions a year currently being spent on development of the tech.
>but [I] find the idea of interacting with colleagues
Your experience is not what will drive the industry - and the entire point is to make it seamless. And the uses for AR/VR is so vastly larger than gaming or you in a business meeting that it should be clear that gaming is a tiny slice of the possibilities, and is demonstrably a tiny slice of all the major players working on VR/AR projects and products.
For a tiny intro, start here [1] and chase down links. Or simply look at any of the big companies I listed and search for their AR/VR work - the majority of work is not for gaming.
SideQuark|3 years ago
As far bas as 2016 there were 200_ companies working in this space, including Amazon, Apple, Facebook, Google, MS, Sony - and they are not simply trying to make game goggles.
A simple google for this should make it clear to you that the game angle is a tiny slice of what is being pursued, since the game market is tiny compared to the broader uses.
There are already uses for telemedicine, virtual meetings, virtual site inspections, remote education, military, training, flight simulators, geography uses, dangerous environment uses, prototyping, broader healthcare, engineering, music and other events (concerts and other things have been held on various platforms). Digital twin creation and inspection are huge business use cases for all of industry and DoD, with billions a year currently being spent on development of the tech.
>but [I] find the idea of interacting with colleagues
Your experience is not what will drive the industry - and the entire point is to make it seamless. And the uses for AR/VR is so vastly larger than gaming or you in a business meeting that it should be clear that gaming is a tiny slice of the possibilities, and is demonstrably a tiny slice of all the major players working on VR/AR projects and products.
For a tiny intro, start here [1] and chase down links. Or simply look at any of the big companies I listed and search for their AR/VR work - the majority of work is not for gaming.
https://en.wikipedia.org/wiki/Commercial_augmented_reality