In the 1960s, with the advent of the computer, experts predicted that the entirety of humanity will be sucked into immersive virtual reality (IVR) by the 2000s. People were convinced that Virtual Reality will lure us in with extremely high entertainment value, and that the real world would pale in comparison.
Twenty years later than predicted, we are reaching the juncture where IVR is gaining popularity across the world. While we haven’t come close to the Jetsons-inspired utopia people foresaw in the 20th century, VR applications have made deep forays into every sector. Beyond gaming and media, immersive VR has proven useful in myriad use cases – for instance, virtual education going viral during the pandemic.
The technology has been promising enough for every big tech name to enter the race to perfect AR/VR applications, in a bid to become the market leader for next-gen communication. Ranging from Google’s Starline Project, Snap’s “Spectacle” to Jio Glasses – just about every conglomerate is busy creating the future.
Does hardware matter?
At the heart of it, VR is sophisticated imaging (software) coupled with 3D projection on a screen or a headset (hardware). While laypersons may still confuse holograms for virtual reality, the hardware component makes it easy to make a distinction. VR requires a device or screen for projection, whereas holograms are open-aired light projections. In short, hardware matters.
This hardware forms an intrinsic part of the technology’s perception. When we think Virtual Reality, we picture large headsets. Even as the sales of VR headsets skyrocket across the world, customer reviews are peppered with ‘heavy’ and ‘bulky’ as product descriptors.
Luckily, headsets are not the only way to step into VR. Last week, Google unveiled their Project Starline during the ‘I/O’ keynote; a booth with a set of cutting-edge cameras and a mirror-like display, Project Starline lets users interact through life-like 3d virtual projections. The booth adds in spatial audio, imaging depth and recognition software to provide an immersive experience without the use of headsets or goggles.
VR beyond headsets
Booths, headsets or goggles – when reduced to their lowest common denominator, these are all choices of projection. Hardware matters, but a lot of its prominence comes down to the price tag. While the real magic of creating an immersive virtual experience lies with the software, prohibitive hardware costs can hinder access to the technology to everyone except the affluent (the cheapest Vive headset costs $300).
One way to circumvent this issue is developing device-agnostic software. For example, NextMeet provides an avatar-based immersive platform for real-time virtual conferencing and networking. The platform works just as well over VR devices as it does over PCs and mobiles, making it possible for users to convene in a virtual environment regardless of whether they own top-of-the-line hardware.
The platform drives engagement through gamification and enhanced connectivity, enabled through spatial audio and in-platform interactivity. In this case, while a headset will certainly enhance the virtual convening experience, the lack of expensive hardware won’t lock users out of using the software. Until R&D as well as market forces make VR headsets more accessible across social strata, interoperability on platforms will remain a key factor determining their longevity. Until physical production falls in line with consumer needs, the real power will lie with the platforms themselves.