Eolian is Solving Augmented Reality & Virtual Reality’s Greatest Barriers to Mass Adoption
There has been significant traction and growth in the augmented reality and virtual reality industry over the past few years, that’s undeniable and obvious. However, neither has yet to make that inevitable quantum leap to mass adoption by individuals and enterprises. At Eolian, we believe that augmented reality, virtual reality, and mixed reality, are the next wave of computing, and will have an impact that far exceeds even that of the mobile one that we’re currently in. Some of the challenges that have been holding the industry back from that type of breakthrough are being overcome rapidly and as a company we are at the forefront of leading the charge.
VR Applications from the User Perspective
Three of the most common barriers to entry that cause hesitation with VR adoption from a user perspective are:
The uneasiness/motion sickness that can occur from too much “teleportation.”
The inaccurate destination area while teleporting with the current controller method is also a little cumbersome and frustrating at times when it sends you somewhere that you weren’t looking to go.
The controllers themselves can be a burden as well, not to mention having your actual hands mimic real-life movements in a realistic fashion is what you’re training someone to do via the educational use-case.
To fix these issues we partnered with a company called Leap Motion which developed a hand tracking sensor that eliminates these issues and allows you to more seamlessly embrace the VR world.
The Constant Evolution of Hardware
A lot of businesses don’t want to invest a significant amount of resources into a project if by the time it’s completed there is already another better piece of hardware coming out. This could render a project obsolete, or require significant and expensive updates late in the game to make sure the application is compatible. In some cases, companies simply refrain from even trying to build something altogether rather than make that type of mistake. They’d rather wait it out to see which piece of hardware “wins” before diving in. That could be a big mistake if/when their competitors get a head start.
Even a six-month to one-year long software development project could experience multiple hardware changes, so agility and adaptability are crucial. This shouldn’t be seen or approached as a burden, but rather an opportunity. A great Augmented Reality/Virtual Reality company shouldn’t need to react or be caught off guard either, they should anticipate these changes and plan accordingly. Build with the next version in mind at all times, without breaking what was built for the previous hardware in case delays in that next thing happen (which is also just as inevitable).
We’re already able to create applications that can sync with multiple pieces of hardware, and even from various manufacturers too. While we have our preferences, there’s no room for romanticism in this business. You don’t have time to wait to see what users adopt and then start building for that. By the time you do they’re likely on to the next thing.
Supply Chain Disruption
When working with cutting-edge technologies supply chain issues can arise leading to unpredictability and volatility. We’ve already experienced them too many times, so we now work with various forms of hardware in conjunction to mitigate these macro level issues that can arise while implementing an Augmented Reality/Virtual Reality initiative at the enterprise level. It won’t always be perfect (even Apple must outsource some of their parts to Samsung after all) so planning ahead to make sure you have all the right components is crucial.
Would Companies Really Use AR/VR to Train Their Employees?!
Yes. They would, do, and will continue to do so even more so. One of the most widely used, and highest revenue grossing VR application’s right now is “Job Simulator.” Think about that for a second, kids and adults are going out of their way to pay for a game that simulates what it’s like to have a job rather than getting an actual job and getting paid to do it. Quite the contradiction, no?
Not only are they using this application, but it’s now the “most popular VR title to date” after surpassing $3 million in sales. So anyone that says, “but our employees would never want to receive virtual reality training…” you may want to re-evaluate your stance on the matter.
The Augmented Reality and Virtual Reality industry is still in the wild, wild, west phase but the opportunities and use-case applications are astounding. You may have dismissed it altogether after trying one silly headset and phone application, but we’d urge you to give it another look and keep an open mind as that’s not what Augmented Reality and Virtual Reality are truly meant to be. But don’t just take my word for it, soon enough this technology will have infiltrated just about every aspect of your life as it is so don’t miss the opportunity to be an early adopter.
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