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Virtual Reality Technology Research Paper Coursework

Research Paper Instructions:

The Innovation/Technology Areas subject is the Virtual Reality, need research on this topic and answer the following questions below, I will post a Introductory Articles on Innovation Topics just for reference.
1) Executive Summary, 2) Summaries of key historical innovation factors that faced the industry/technology over its life, 3) What existing technologies/industry practices will be disrupted and how, 4) How will the technology/industry likely look in 5 years and when will a tipping point be reached, 5) What will happen to existing industry players, e.g., become leaders in the new technology, evolve with the industry, be replaced by new entrants, 6) How will the new entrant be different from the existing players, 7) Where will be the global epicenter of the new technology/industry be and why, 8) Identify likely 2-3 new product or services that will exploit the new technology/innovation, 9) What different innovation type (product, process, positioning, and paradigm) will they use to gain traction, 10) Comment briefly on the Search, Selection, Implementation and Capture process associated with these new products/services.

 

1.  Virtual Reality – Holograms

How holograms will change the way we work

Next-generation tech that lets you interact with lifelike avatars and share information in a hologram is set to transform remote working

 

Emerging virtual communication technologies are promising to unify an increasingly dispersed workforce, not through boring 2D video conferencing screens, but with 3D holographic images, avatars, and virtual and augmented reality.

Spatial, a new virtual communication app that uses the Microsoft HoloLens 2 headset, enables workers based in different locations to participate in meetings together using avatars, or holographic shapes, of themselves.

Using virtual reality (VR) and augmented reality (AR), teams can see and interact with 3D images of projects they are working on collectively, and drag and share information, including text and images, from their devices into a shared holographic space in real time.

Spatial co-founder Jinha Lee, a Massachusetts Institute of Technology graduate, says the company’s vision is to unlock people’s creativity and release them from the tiny screens they are currently working on to a much bigger space.

The main aim, however, is to reduce the need for office space and air travel, which can minimise energy use and reduce costs. Eventually, the company hopes to be able to teleport an entire office space virtually to another place so remote workers can feel part of a team.

“Working remotely can feel isolating, but by teleporting the office space to someone’s house, for example, via a 3D holographic feed, the remote worker can hear and see everything that is happening,” says Mr Lee.

The technology is currently being trialled by toymaker Mattel and others, but wider commercial release is planned for early next year.

Teleport expertise with holographic images

Early adopters of virtual communication technologies include firms in manufacturing and offshore oil and gas that are using AR and VR to teleport expert knowledge to wherever it is needed.

Working with the University of Essex and using mixed reality headsets, senior BT field engineers ran a trial that involved remotely viewing and advising junior colleagues in different engineering tasks to onboard personnel quickly and reduce response times.

Professor Hani Hagras, research director at the School of Computer Science and Electronic Engineering, University of Essex, worked on the project and says this will soon be commonplace in the engineering sector.

“Engineers will wear headsets to see a holographic image of the engineering problem and, via an avatar, will guide the less experienced engineer to fix it. The supervisor will see in real time what the junior engineer can see and will know how they perform when fixing it,” says Professor Hagras.

Eventually, the junior engineer could be guided by an artificial intelligence-powered avatar, instead of a real-life colleague, he adds.

Immerse, a virtual experience platform, has done similar work with DHL and Shell. Using AR and VR technologies, it created a virtual world where new employees could experience hands-on training in critical situations remotely.

As well as creating cost-savings by not needing to transport people to training centres, it also helps managers monitor the performance of trainees.

“In VR you can view every single movement someone is making because it’s collecting around 30 datapoints a second. This provides the power to track performance through precise data capture,” says Immerse chief executive Tom Symonds.

The technology also offers quicker onboarding through increased employee focus and concentration because it’s impossible to get distracted while wearing a headset, he says. Experts agree the future of virtual communication lies in mixed reality headsets.

Future technology must work together

“We need to have a mix of different applications working together, such as AR and artificial intelligence (AI); combined they can create new technologies and new possibilities for education, communication, training and co-working,” says Professor Hagras.

For example, in the future, sensor-captured data of a person’s body language and facial expressions can be fed into machine-learning algorithms to create AI-powered holograms that accurately mimic and represent an individual in precise detail, creating a more lifelike virtual experience.

There are, of course, barriers to widespread adoption. For starters, will employees consent to having their every movement recorded and how does the wearer write notes with a headset on? Both practical and privacy issues will need to be addressed.

Nevertheless, a new consumer trends report by Ericsson found the majority of respondents surveyed expect mixed reality and a full internet of senses experience in the future. More than half said they imagine the difference between physical and digital reality will almost disappear by 2030.

Supported by interconnectivity, the cloud, AI, 5G, which can address latency issues, sensors and faster processing, virtual communication technologies are the future and development is moving faster now than it has in the last ten years.

Professor Hagras concludes: “A conservative estimate is, within the next decade, it will become the norm; a business tool similar to a laptop or a smartphone, replacing video conferencing. There is definitely the investment to do it.”

Also found inHOLOGRAMS AUGMENTED REALITY 5G VIRTUAL REALITY WORKPLACE

SPECIAL REPORT

 

Why we shouldn’t blindly follow tech

https://www.raconteur.net/business-innovation/holographic-communication
5. Platform Business Models  (Cell phones)

Research Paper Sample Content Preview:
Name
Professor
Title
Date
Virtual Reality – Holograms
1 Executive Summary
Technological change is one factor that the entire world has experienced, starting from an urban city in a first world country to a rural village in a third world country. Virtual Reality (VR) is a form of technology in which a person gets simulated to experience things that can be similar or different from the real world experiences (He et al. A74). Today, most people who have employed VR in their activities have done so using VR headsets. VR exists in different forms including Holograms which is a result of photographic projections and is three-dimensional in nature (Kervegant et al. 1). Today, many people, businesses, institutions and organizations in general have adopted holograms through which they are able to accomplish their goals.
2 Summaries of key historical innovation factors that faced the industry/technology over its life
Regarding development, VR has grown and developed into a recognizable industry over a period of time. It began when companies that were dealing with the manufacture and distribution of offshore gas and oil adopted the technology (He et al. A74). The University of Essex performed the first experiment in which they observed and advised their fellow engineers in different departments to take part in the trial.
3) What existing technologies/industry practices will be disrupted and how
The adoption of VR will make industries such as photographic industry to be disrupted as it will have to shift from the use of 2-D photographs to 3-d holographic photographs (He et al. A74).
4) How will the technology/industry likely look in 5 years and when will a tipping point be reached
Using Spatial, which is capable of facilitating 3-D communications, people in organizations will be able to convene in a meeting even though they will be in different geographic locations (Kervegant et al. 1). This function will be made possible by the Microsoft HoloLens 2 headsets which can produce holographic shapes of the people as if they are in the same location. Work in organizations will also be made easier in project planning because the members involved can access a 3-D image of the project they are working in through VR and Augmented Reality (AR) (He et al. A74). With these two, the team members will even be able to share information such as texts and images from their machines to the holographic space that they will be using. Although there are challenges that may face global adoption of VR, studies that Ericsson did showed that in about five to ten years, there will be a mixed technology of interconnected systems such as AI, sensors, the cloud, 5G, and virtual communications among other technologies.
5) What will happen to existing industry players, e.g., become leaders in the new technology, evolve with the industry, be replaced by new entrants
As for the existing technology, it is prud...
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