Top 5 Challenges Surrounding Virtual Reality

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2016, has been labelled as the year of Virtual Reality but how accurate is this? True, there has been versatile VR headset that has been created in recent months for Smartphone’s and different contemporary games.

The wave of VR headsets has been outstanding but with the challenges surrounding, it might be too early to start mentioning 2016 as the year of VR. It definitely cannot be the year of virtual reality, especially with the challenges surrounding it and until such challenges are addressed and VR technology truly goes mainstream before we can start talking about the year of VR.

So what is VR

The definition of virtual reality comes naturally from the definitions for both ‘virtual’ and ‘reality’. The definition of ‘virtual’ is near and reality is what we experience as human beings. So the term ‘virtual reality’ basically means ‘near reality’.

This are your Top 5 challenges surrounding virtual reality

Virtual reality takes the position of any new outstanding technology that gets introduced to the masses and suffers the very first challenge which is price. We understand that money, time and energy has been spent on the technology but if you’re going to create something that only very few people can afford then why make it in the first place?

The likely people to reach out for the game would definitely be hardcore ‘’addictive’’ gamers and probably the elite, while the others would have to wait until newer models become more powerful and cheaper to produce, but we aren’t there quite yet.

On the console side, the PlayStation VR is expected to roll out in October at a retail price of $399.For those who already own a PS4, Sony will also sell bundles at $499 that include the headset, a camera, two controllers, and a game. Also, the company hasn’t officially announced anything, but it’s expected to sell bundles of the PS4, a PlayStation VR headset, and a Sony TV, which would approach $1,000 or more.

 

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The VR is out of Reach

According to the research company, Gartner, less than one percent of the 1.43 billion computers in the world have the graphical capabilities needed for VR. There are definitely high-end computers that are optimized for it, but they’re costly.

Following the likes of Ps 4 and the new Xbox VR headset to be released early next year of which none of this is to say that the technology doesn’t exist for an immersive VR experience but for the most part, the tech has either yet to be released or is in early developmental stages, or simply beyond the budget of regular consumers.

 

Virtual reality Health hazards are unknown

For most people that have used the VR, they have complained that the high technology headset, can make someone feel off, whether it’s with a headache, queasiness, blurred vision, or a combination of all three.

Even as these can only be described as claims, as tests are yet to be carried out to determine for sure, if these claims are true, it should however be noted that there are indeed side effects to using the VR, even the manufactures of the high-tech object, are aware of the claims which is why several warnings to limit liability, has been given to users.

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Take for example, the Oculus Rift’s health and safety documentation lists the following as potential symptoms:

  • Seizures
  • Loss of awareness
  • Eye strain
  • Eye or muscle twitching
  • Involuntary movements
  • Altered, blurred, or double vision or other visual abnormalities
  • Dizziness
  • Disorientation
  • Impaired balance
  • Impaired hand-eye coordination
  • Excessive sweating
  • Increased salivation
  • Nausea
  • Light-headedness
  • Discomfort or pain in the head or eyes
  • Drowsiness
  • Fatigue
  • Other symptoms similar to motion sickness

Lack of monetization plan

‘’Money answereth all things.’’ We definitely can’t do without money and this isn’t any different because Money drives just about every industry we know. If there is money to be made, investors will surely follow suit. There have already been plenty of investors in the VR market, but it could be some time before they begin to reap the rewards.

As recently as last summer, a number of venture capitalists said their investments in VR wouldn’t begin to pay off anytime soon.

Further, VR won’t become a reliable money maker until it hits the mainstream, and to do that it needs proper marketing and for that to happen it has to be affordable.

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It won’t be liked by everyone

The large number of people to enjoy the VR experience would be gamers, but even at that, not everyone would like the idea of having something around their head and probably would feel comfortable just playing candy crush o their phones.

The potential seems iffy, at best. The immersive nature of VR makes it a perfect fit for video games. It could also be used in another popular consumer medium: movies. But do most people need or want to feel more immersed in a movie than they already do with their large-screen TVs?

This are definitely challenges surrounding the virtual reality headset, but it’s way too early to predict whether or not VR, will make it, but one thing is clear: while it shows plenty of promise, we’ve still yet to experience The Year of Virtual Reality.

There is evidence that VR, will succeed. The technology is new and unlike anything that most consumers have experienced, and as the technology become more common and inexpensive, consumer costs will go down.

 

 

 

 

 

 

 

 

 

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