Virtual Reality is becoming a big name in fields ranging from education, training, research, marketing, customer service, and much more. It essentially allows humans to live in their dream world and visualize their imagination easily. For this reason, it has the ability to transform every sector of our lives.

 

Hospitals, schools, tech giants, SMEs are all considering VR in their business strategy. Several organizations were present at the recent Virtual Reality Los Angeles (VRLA) conference showcasing the latest developments in consumer and business VR technology. But experts agree that VR (and AR) have some very significant obstacles to overcome for businesses and consumers to fully embrace the technology.

 

While discussing the benefits of VR seems fascinating, it is equally important to talk about the challenges it is currently facing that are limiting it to rise to its true potential and the problems companies often face when trying to develop VR applications. The limitation of this technology also originates from the fact that the developers of our community have yet to figure out a lucrative business model for VR. Now, we will explore some of those challenges that VR developers and enthusiasts need to solve to make it to the expected bright future.

Uncommon Technology:

In a survey conducted, it was found that less than one-quarter (23%) of customers were familiar with virtual reality, and even a less number reported knowledge of specific VR headsets. Consider these results in a place where headsets are the key to this technology’s adoption. In order to achieve mass-market acceptance, the above figures must adjust for VR, since the importance of VR is better appreciated when witnessed.

Expensive Hardware:

The prices of hardware required to develop and experience VR are too high. This is another reason this technology is a little unknown to people. Although we have seen some pretty good headsets hit the market this year, it still inaccessible for a lot of people because of the large price overhead. This also affects the manufacturers and developers of VR hardware and applications respectively.

Think that you spent millions of dollars on a device only to get very few buyers just because you inevitably had to charge according to your expense. This perspective clearly presents the problems of manufacturers. Consequently, when there are fewer customers, the developers also feel at a loss when there are not enough users of their applications.

Lack of Interesting Content:

To put it simply, the VR industry is still waiting for its “killer app.” Providing innovative and entertaining content is the perfect way to introduce and spread new cutting-edge technology to the mass market. This approach smoothes the acceptance process and draws as many people as possible. But in the case of VR-technology, this is still something to be made possible for some reason. Videogames and Education do present some massive opportunities for the development of VR but the applications still need to implement a lot.

5G Internet Requirement:

VR and AR technologies are already demanding more than ever from our computer hardware, either its corporate industry or user entertainment, and soon they will expect more from our data communication speeds as well. The answer to these problems lies in 5G which will open a lot of avenues for a number of technologies including VR. Intel is already working on developing applications that would use the 60 GHz spectrum for wireless VR and is working on methods for signal amplification and bouncing to prevent solid objects from blocking these higher frequencies. The development will strengthen IoT, in turn, complimenting VR in the best ways.

Unhealthy Effects:

Several psychologists are concerned that a user might be affected psychologically by immersion in virtual environments. They suggest that VE systems that place a user in violent situations, especially as an inducer of violence, could lead to emotional damage to the user. In reality, there is a concern that a generation of sociopaths might be brought up by VR entertainment systems. Others are not as concerned about these effects but warn that compelling virtual experiences may lead to some form of cyber addiction. These concerns lead to bans and contradicting laws by governments.

 

Conclusion:

VR has the potential to breathe life into the consumer electronics market, which is on the verge of fading away, despite a slow initial take-up. Rapidly maturing innovative and disruptive devices such as smartphones and tablets give hope to the industry. Over 77 million households are expected to own VR devices by 2021. It’s just a matter of time till these challenges are overcome and VR blooms to the fate it is destined for.