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virtual reality

RainView3D is a virtual reality complex, the advanced development of computer graphics studio RainStyle production. RainView3D is a universal demonstration system of hardware and software tools that are aimed at giving effective presentations of building and industrial objects as well as showcasing scientific, educational and entertaining content.

The process of creating a virtual reality walkthrough

For convenience and efficiency we divide our projects into stages that are first discussed and negotiated with our clients.

1. Gathering information about the project

To successfully execute the project we need detailed information about it. We appreciate any materials such as photographs, links to examples of something you like, a description of the task, information about where the video will be demonstrated and its scale. The more information you give the easier the working process will be. It also guarantees a more accurate result.
In case you not have all the necessary information we are always ready to offer our own solutions.

2. Script and concept development

Next, together with our client we define the main concept of the excursion and make the contract. The first stage of our work is writing the script, which reflects all its aspects and describes its capabilities and characters. We also decide on such details as the required platform, manipulators and models. When everything is approved, we can evaluate the amount of work that has to be done and estimate the cost and timelines.
We prepare a specification which includes all the following stages of work, its timeframe and cost. Then we start working on the project.

3. Pre-production

We prepare and create 3D models and assets. Alongside, as soon as models are ready, we create a trial version of the excursion based on the chosen platform, where the client can see positions of the future objects and capabilities of the character. Then we get the approval particular models that will be used in the virtual tour.
In the course of project implementation the team may perform photo surveys of required materials or search for references. After that we create models and textures.

4. Production

We complete the 3D object work, create the animation and renderings. Then we check the final version of a tour and build an application for its usage as well as perform tests with the aid of various controllers. After a successful test execution we carry out final assembly and hand it off to the client.
The most important part of the process is that the customer is in full control of project implementation. As a result, you get exactly what you expected.

RainView 3D

RainView 3D

Virtual tour

Virtual tour

The application of virtual reality

In fact contemporary technologies of virtual reality and 3D rendering are the element base for building a new generation of multimodal human-computer interfaces, which allow you to create trainings, simulators, interactive learning virtual environment, virtual prototypes, digital planetariums, various solutions for advertising and marketing (wow technology), etc. For many years these technologies bring millions of dollars to the economy of the most developed countries.

More recently, using interactive computer graphics and virtual reality experiments reminded of the alchemists practices and were available only to a small group of experts, mainly scientists and engineers, who were engaged in the issues of design automation, data analysis, mathematical modeling and various military technologies. Today anyone can buy augmented reality glasses, play the VR-game and even shoot a 3D film. It may seem that virtual reality is primarily aimed at the entertainment industry. However, virtual reality technology, widely used in various industries and help to solve many problems of business, science and education.

In recent years the phrase “virtual reality” is quite often appeared on the pages of Newspapers and has become quite familiar to our ears. At the same time over-worn term is rarely worth understanding as the scale of the technology implementation in modern society. It is curious to note that there were quite a few articles on the specific use of solutions based on virtual reality technology in the press, with the exception of their use for the gaming and entertainment industry.

9 applications of virtual reality: market size and prospects

Projects a virtual (VR) and augmented/add reality (AR) can create not only a conceptually new markets but expand existing ones. We consider 9 potential applications of VR and AR technologies: video games, events, live shows, sales, education, health care, military industry, real estate sales and design.

Here are the main characteristics of each field assessment:

  1. Potential customers market of projects of virtual and augmented reality.
  2. The results that can be achieved by the use of projects, virtual and augmented reality.
  3. The current profit of the project virtual and augmented reality.
  4. The potential for the projects development of virtual and augmented reality by 2025.

Soon the virtual reality devices will be as popular and functional as mobile phones. Using these devices users will be able to watch movies and TV shows, attend events and make purchases. This means that virtual reality significantly enhance the ability of small and large business.

Analysts have found that a program of virtual and augmented reality can be applied in various fields. The development of augmented reality technology significantly lags behind the virtual what is clearly visible in the sphere of processing objects in real time. However, over time the technology will improve and become fully competitive.

Video games

  • $11,6 billion (by 2025).
  • 216 millions of users.
  • The most prospective virtual reality market
  • High cost of creating new game episodes (that is eventually decreasing).

Possible number of users. Virtual reality completely immerses the user into the game world in contrast to the augmented which only makes some changes in the real world. The field of video games is in priority for virtual reality technology, this contributes to the continuous technical and software development of game projects. The community of players eagerly awaiting the emergence of VR technology in the mass market.

According to Goldman Sachs there are about 230 million consoles and 150 million players on PC worldwide. The list of posted consoles includes Xbox, PlayStation and Nintendo Wii. Experts believe that virtual reality will be mainly used by gamers who spend for games more than 15 hours a week — that’s 30% of the gaming consoles owners. The sale of Oculus will target a market of developed countries (150 million users), since the use of this device implies the existence of a powerful gaming computer.

Difficulties. The high cost of creating a new game series. Such major developers like EA Sports and Activision, stated that the creation of a new game series for virtual reality will need to spend from $75 million to $100 million — while the development of the game from the ready series costs about $10 million. Not all developers want to risk such sums. However, the situation can change very quickly: remember the rapid development of mobile applications market in 2015. In September 2015, there were about 200 thousand game developers to virtual reality projects.

The impact on the market. According to IDC, in 2015 the video game market is estimated at $106 billion. Inflow of new users of the technology of virtual and augmented reality will significantly increase this amount.

The possible profit. According to estimates by Goldman Sachs, the market for video game projects VR and AR will bring a profit of $6.9 billion in 2020 and $11.6 billion in 2025. For the possible income calculation they take into account the number of players, number of games purchased by each user for the year and the cost of each game:

  • By 2020 in the world will be 70 million gamers who use virtual reality technology. By 2025, that number will rise to 216 million.
  • According to estimates users will buy 2.5 games in an average (after this number will be reduced to one).
  • The price for for virtual reality games should not exceed the average cost is $60.

Virtual reality parks

The Void is the amusement Park that is one of the first parks in virtual reality, which are going to appear around the world soon. The territory of the complex will consist of a series of 20×20 meters rooms equipped with special movement capture cameras. Players will travel through the mazes, with a special portable gaming computers with removable batteries in the backpacks, with the virtual reality helmets and headphones with binaural sound. Also, players will need controllers to manage and wearable vests to create the Impact effect. The completeness of immersion in virtual reality will be provided by a mobile platform, special smoke-machines effect and strobe lighting, and climate systems for maintaining the temperature appropriate to the content.

LIVE events

  • $4.1 billion by 2025.
  • 95 million of users.
  • Sport events, concerts and travelling.
  • The difficulty of obtaining a license to broadcast.
  • Technical difficulties.

Another key field of virtual reality technology development. Due to it, users are able to feel the effect of a personal presence at public events — so it will be possible to solve the problem of buying costly tickets. In the past, similar flaws were tried to be fixed with the radio or television, but virtual reality technology offers new qualitative methods.

The most interesting matches and concerts can be visited from any part of the world, sitting in a comfortable chair in the living room. Emphasis is placed on sports competition, but the development of technologies will allow a wide variety of events. CNN company, for example, already held in live-stream the presidential debates of the US democratic party in the format of virtual reality.

The possible users’ number.

The number of users was calculated by using the statistics of the activities already carried out in the usual format:

  • 715 million viewers watched the broadcast of the world Cup in 2006.
  • 160 million viewers watched the broadcast of the final championship game the Super Bowl in 2015.
  • In ESPN there are approximately 92 million subscribers.

The representatives of such TV channels as HBO and Showtime said that 4.4 million viewers paid $100 for an exclusive viewing of the Boxing match between Floyd Mayweather and Manny Pacquiao. More than 750 million viewers watched the wedding ceremony of Prince Charles and Princess Diana. This proves that in the virtual space not just sports can be successfully broadcasted.

The difficulties. A key feature of holding such translations in any format (not only in virtual reality) is the purchase of a broadcasting license. It is still unclear whether the same license is valid for the usual format of the service provision and for the virtual space. Another difficulty lays in the use of the virtual reality helmet. Most viewers prefer to attend games and concerts with friends, and a massive virtual reality helmet will significantly complicate the process of users communicating. Therefore, analysts consider virtual participation in events as a one-person entertainment.

The impact on the market. According to the international auditing company PricewaterhouseCoopers, in 2015, the profit from the sale of entrance tickets to sporting events totaled $44 billion. Total profit from all the sports events held in 2015 is $145 billion. It was spent $35 billion, $45 billion for the purchase of exclusive rights for broadcasting, received from the sponsors and $20 billion from the sale of Souvenir

We don’t expect the draft virtual reality will completely replace sales of real tickets. Instead, the technology will allow you to create a unique product that will provide an opportunity to enjoy spectacular broadcasts in any convenient location. In addition, this practice will significantly increase the revenues of the major sports associations like FIFA and NBA.

The possible profit. According to estimates by Goldman Sachs, profits from the broadcast provision in a virtual space in 2020 will be $750 million, and in 2025 year will increase to $4.1 billion. In the revenue calculations were taken into account the number of users and events and average ticket price:

  • Over time, the broadcast service events in the virtual space will become a very popular service (30% of the total number of users of virtual reality). By 2020, the number of users will grow to 28 million people, and by 2025 it is expected a massive increase in the popularity of service to 95 million people.
  • The average sports fans attend two events a year, but in 2025 this number will increase to four. Every season the NBA holds 82 games. Live games major League baseball MLB are 162 times per season. Besides these examples, there are a number of other popular sport disciplines. Do not forget that broadcast is not limited to sports.
  • An average ticket price is $10, but there are exceptions. The ticket price for the popular matches or the matches can reach up to $100.

Movies and TV serails

  • $3.2 billion by 2025.
  • 79 million of users.
  • The impossibility of adapting the existing content.
  • Creation of new entertainment sector.
  • The need for special equipment.

The use of virtual reality technology will completely change the already familiar to us film industry: users will be able to fully immerse yourself in the film instead of watching it from the outside.

Possible number of users. According to analysts from Goldman Sachs Internet Team the channel Netflix has 462 million subscribers now. The application of virtual reality technology cannot be called as massive, but with time the situation will change dramatically. In the long term virtual reality is able to occupy a significant niche in the field of entertainment videos.

Difficulties. Same as with video games, the toughest moment is the process of content creation. Shooting films in virtual reality technology requires the use of special cameras, which capture the circular panorama of 360 degrees. The virtual presence of the audience will completely change the usual approach to script writing and the process of shooting film: and it will be the reason of difficulties in prediction the amount of funds that shooting team will need. Simultaneously, process of material adaption will be simplified; thanks to the panoramic shooting operators won’t need to work with multiple cameras. But for the beginning of productive work the companies need to allocate the necessary funds for the development of the industry in virtual reality.

The impact on the market. According to statistics Goldman Sachs Internet Team, Netflix revenue in 2015 amounted to $50 billion. Use of virtual reality technology will significantly expand the current market for online television and film.

The possible profit. According to analysts ‘ estimates, the use of virtual reality technology will bring in 2020 profit of $750 million In 2025 this number will increase to $3.2 billion. To make a prediction, was used data on the number of users and the amounts they are willing to spend on video entertainment in the format of virtual reality:

  • Nearly 25% of all users of the virtual reality will be spending money on buying films. By 2020 the number will reach 24 million and by 2025 will increase to 79 million
  • The creating movies technology in virtual reality is just beginning to develop, and it is logical to assume that firstly such content will be free of charge. Later to view you will need to purchase a subscription. It is too early to consider virtual movies as a complete substitute for real, so the calculation took into account the difference in money spent by consumers on additional services channels. For instance, starting the sales of Blu-ray discs, Netflix increased the cost of DVD media is 25%, so it was decided to increase the annual subscription to the television in a new format from Netflix on 30%. Starting in 2017, the subscription price will increase by 5% per year.

Sale

  • $1.6 billion by 2025.
  • 32 million users.
  • VR-solutions are used in the sale of household goods, clothing and cars.
  • Technologies for AR and VR will be used for the sale of exclusive goods.

It is expected a more intuitive and simplified level of user interaction with technology. The scope of online sales ($1.5 trillion per year) is 6% of the total world trade. Many exclusive online stores are already preparing for the start of sales in virtual or augmented reality. More than 70% of the Fortune100 and Interbrand100 have used marketing decisions with augmented and virtual reality, but it is too early to speak about full-fledged sales tool.

  • Large store network of home goods Lowe launched the Holoroom project in six of its stores. With the help of virtual reality technology Oculus buyers will be able to evaluate the future design of the kitchen or bathroom.
  • Microsoft started cooperation with the automaker Volvo: HoloLens technology helps customers choose the right vehicle configuration.
  • Clothing stores will use the changing rooms, equipped with technology virtual or augmented reality so that customers can try things on without touching them.

The difficulties. The use of virtual or augmented reality technology in sales is possible only in some areas. For the correct operation of such a system, developers will need to provide customers with the most accurate virtual replicas of goods or of the surrounding space, which is not always possible due to imperfect level of technology.

The level of technology penetration is still not wide enough to brands used it as an ATL solution, at the moment the solutions with technologies of virtual and augmented reality applied as one-off marketing promotions or BTL. However, the tendency to the adoption of phygital thinking (combining virtual and physical reality — approx. ed.) is noticeable: the majority of marketing companies have heard about these tools, they watched them use or have tried yourself.

The impact on the market. Online software sales market is estimated at $3 billion. The technology of virtual and augmented reality can significantly improve sales results. Using virtual reality sellers can accentuate the advantages of the products. Experts from the Bureau of Economic Analysis and Euromonitor has estimated the market for home goods in $180 billion, and the apparel market at $260 billion. The use of virtual technologies will reduce the number of “real” stores.

The possible profit. According to estimates, in 2020 the profit from the use of technologies of virtual and augmented reality in sales will be $500 million, and in 2025 will rise to $1.6 billion. Sales Market will get a kind of external impetus to the development, in connection with the goods sold with the help of virtual reality technology, Some markup is expected, but not such a large — 1-2%.

The use of augmented reality in the IKEA catalogs

The problem. IKEA sofas, tables and beds have a long product life cycle: there is a chance that they will not fit under the restrictions of the client’s apartment. But the standard tools like the catalog do not meet all the requirements of the customer in the buying decision.

The solution. To create a mobile app for a product catalog with augmented reality which showed how a particular product will look in the house after purchase. The use of augmented reality technology. The mechanics of interaction is simple: the person downloads the app, puts a catalogue with the selected page to the place where he wants to place the product, suggests the phone’s camera at the catalogue and watching how furniture will look like at this point — according to its real size and proportions.

The possible difficulties. The recognition algorithms of the token (catalog) and visualization are imperfect and insufficient realism may alienate a certain segment of buyers. Another big problem: the technical characteristics of modern phones and tablets may not be enough to create a realistic picture of the surrounding space and to take into account all the surfaces of the room.

Real estate sale

  • $2.6 billion
  • 300 thousand users by 2025.
  • The Sotheby’s brand is already using virtual reality technology.
  • A key factor is the subsequent development of VR content.

Virtual reality technology will attract buyers to real estate sales. Sotheby’s company will conduct a test launch of the preview housing in the virtual space. Innovation will seriously change this massive market.

Possible number of users. There are about 1.4 million specialists in the sale of real estate. The function of the virtual view the room combines business and entertainment aspects:

  • Realtors will attract potential customers with new technologies.
  • Buyers will be able to study the real estate market.

Statistics were collected from the market of online sales of real estate in the United States, Japan, Germany and the UK. According to official data from the municipal offices in the USA officially are 1.2 million realtors in Japan -123 thousand, in Germany — 32 thousand in the UK — 22 thousand.

The difficulties. Same as in all cases of entering the mass market, the main problem is the lag of technology development. Specialists should be quickly sold to model each room in the virtual space, and this is painstaking work, which costs a lot in material and labor costs.

The impact on the market. The annual turnover of the real estate market is estimated at $107 billion, the data obtained from official sources: Borrell Associates, Land Institute of Japan. The US real estate market is estimated at $52 billion, Japan at $38 billion, the UK $9 billion, Germany — $8 billion. About half of the money in the real estate market is paid to the owners, 17% is spent on advertising and promotion and 30% to the realtors.

The possible profit. In 2020, revenues from the sale of real estate using virtual reality will make $750 million. In 2025 this amount will increase to $2.6 billion. For market measurements took into account the number of realtors that use new technology, and the average level of annual costs. Realtors from Zillow, the company annually spend $4100 on organizational needs. With the development of virtual reality technology will decrease the need for online advertising of real estate.

In 2020 new sales methods will be used by approximately 130 thousand realtors. The average value of all annual work on the modeling of buildings will be no more than $5 thousand for one sales specialist. In each subsequent year cost will increase by 10%.  The Matterport Company creates a virtual real estate market

The problem. Current technologies allow customers to make remote purchases, but often the description is missing a few photos. A similar situation in the real estate market: customers want to see and feel something more than boilerplate. The use of new technologies will save the money spent on advertising, especially when buying property abroad.

The solution. Matterport management was founded in 2011 doing everything possible to facilitate the demonstration of real estate objects. The main job profile of a Matterport virtual is a simulation of various real objects. Most of the orders of the company are to create models of the premises. The result can be viewed using PC, smart phones or virtual reality devices.

In addition to modeling, Matterport sells automated solutions for self-service creation of virtual copies (panoramic camera, the software, space on the company server). The use of the service Matterport implies monthly payment, the amount of which depends on the number of digitized models.

Matterport has signed a contract on cooperation with the online resource Apartments.com. The company should make a virtual copy of 30765 real estate listings that are exhibited on the website. According to statistics, the ad with the attached 3D model, users examine three times longer than ads without it. Thus, the purchase of real estate becomes a kind of entertainment.

The use of virtual reality technology. Recently, Matterport launched the engineering version of the project for virtual reality devices. Now users can fully immerse themselves in the interior of the premises that interest them. Technology will allow us to carefully examine even the smallest features. In addition, potential homebuyers will not have to visit the objects in person — virtual tours will save time and money.

Possible difficulties. The process of creating virtual copies is time consuming. Company resources allow Matterport to handle up to 1,000 virtual spaces weekly. The company is a market leader in the digitization of real spaces and objects.

Education

  • $700 million by 2025.
  • 15 million users.
  • Apple has allocated 8 million iPads in just three years for the needs of the education system.
  • Google announced the support for Google Cardboard educational institutions.

With the use of technologies of virtual and augmented reality for students of secondary and higher education institutions will be able to interact with objects in the virtual space or participating in important historical events. Google is promoting free schools in their project Cardboard, by early 2016, ready more than 100 training programs. In addition to schools, projects of virtual and augmented reality are interested to a medical educational institution.

In March 2013, Apple representatives said that since the launch of the educational program the company has provided to educational institutions around the world 8 million tablet computers, 4.5 million of them — to US schools. According to statistics, in three years the company has donated nearly 7% of all produced iPad. Possible number of users. In developed countries, 200 million students, more than 25% of them in the United States: 50 million students and 20 million students.

The technology of virtual and augmented reality should be used in education in the first place because the educational system must adapt to increasingly complex processes, models, and theories, students need to process a large amount of information and new ways of its representation. The adoption of VR and AR technologies in early childhood will contribute to the exponential growth of the importance and adoption of technology. So today we can say that the experts in AR and VR will be in demand in the future and today. The difficulties. It would be difficult to upgrade existing educational programs.

The impact on the market. In 2015, the software market for education amounted to about $12 billion: $5.2 billion — school programs, $6.6 billion program for universities. The possible profit. The sale of software for schools and universities income was estimated at $300 million in 2020 and $700 million in 2025. According to conservative estimates, the education system will spend about five years for the procurement and commissioning of 8 million devices in virtual and augmented reality (as has been said, to provide schools and universities with the same number of iPad took Apple three years). It is logical to assume that the first time systems of virtual and augmented reality will be popular firstly in the schools — but then technology interested and institutions of higher education. Students of medical and engineering universities will be able to conduct practical and laboratory classes in the virtual space.

Upon passing the first stage of development of educational software for schools, planned annual paid subscription — $50 per student. The system of virtual and augmented reality will be able to improve the process of education, however, from such technology should not be expected the changes of the educational process. The education system in comparison with other sectors will not provide the technologies of VR and AR, a significant income, but will bring a stable income to producers of software products.

Healthcare

  • $5.1 billion by 2025.
  • 3.4 million users.
  • The technology of virtual and augmented reality can be applied in the treatment of phobias.
  • Technology will ease the work of surgeons.
  • Development may be impacted by legal aspects and complexity of creating software.

Applications of virtual and augmented reality in healthcare: facilitating the work of physicians, treatment of phobias and mental disorders, conduct virtual methods:

  • After creating a Google Glass Google experts offered to medical institutions to test their product. The group of surgeons used Google Glass to study the results of computed tomography and MRI. With the help of modern technology the doctors were able to fast access any necessary information: patient data and test results.
  • Google Glass was used for the treatment of patients with personality disorders. Doctors created in the virtual space different stress situations, in addition, the technology used to facilitate the rehabilitation of patients.
  • Medics doing in the virtual space of consultation with patients. Similar technology is already used in modern medicine.

Possible number of users. About 8 million doctors worldwide can use the technology of virtual and augmented reality. Data were obtained from such organizations as OECD, AMA and US Bureau of Labor Statistics. There are approximately 1.5 million potential users of the technologies of VR and AR work in the United States. Of these, approximately 740 thousand physicians, 500 thousand physicians and 240 thousand — the doctors ambulance.  The difficulties. There are legal difficulties with the transfer of data containing a patient’s medical history. It is necessary to create special software for doctors’ practices.

The impact on the market. The market of of virtual and augmented reality technologies in the healthcare system is estimated in $16 billion. The possible profit. According to analysts, the use of VR and AR technologies in 2020 will bring the health care system is a profit of $1.2 billion, in 2025 to $5.1 billion Today, the market of professional technology use virtual and augmented reality in healthcare is much inferior to the classical analogue, but over time it will develop. Most of the profits will bring the sale of specialized software products and technical solutions. The annual subscription package for the solution of such problems ranges from $1 thousand to $5 thousand. The number of physicians using the technology of VR and AR, from 2020 to 2025 will increase from 0.8 million to 3.4 million people.

Atheer Company creates construction solutions for healthcare

The problem. While working with patient health care workers may need urgent information about it.

Solution. The company’s specialists Antheer Lab, established in 2011, engaged in the creation of project of augmented reality, which will ease the work of doctors. Device AiR Glasses together with a set of AiR applications Suite will create a number of tools of augmented reality. Among the functions of the device — the search and processing of information, results of tests and consultation with colleagues. The cost of the device augmented reality for physicians is $4 thousand. Annual subscription for the software will cost an additional $400.

With new technology doctors will be able to manage virtual desktop hands-free, the system will operate with intuitive signals: voice, movement, gestures. It is great to facilitate the work of surgeons. The development of technology. The doctors who participated in the program testing Google Glass, have already appreciated the potential of the project. The technology enabled the doctors of the intensive care unit to make quick decisions necessary to save the patient’s life.

Military industry

  • $1.4 billion by 2025.
  • 700 thousand users.
  • VR technology for several years is used for training military specialists of the USA.
  • Development of combat situations and first aid.
  • Simulation of virtual war needs to be as realistic as possible.

In 2012, the U.S. army began training using virtual reality technology. Latest technologies are used in the training of pilots, infantry and military medics and allow soldiers to be in conditions close to the fighting, without any danger to life and health.

Possible number of users. Experts from the World Bank estimated the number of potential customers at 6.9 million people. In the U.S. approximately 475 thousand infantry, 320 thousand people serves in the air force, 330 thousand in the Navy and 185 thousand are in the marine corps. The difficulties. According to the Government Business Council, the main challenge of this project is to provide virtual training even more realistic.

The impact on the market. According to official sources (CAE), in 2015 the market of software for training of military specialists was valued at $9.3 billion, of which $3.8 billion was spent on pilot training. According to the military-air forces representatives  of the USA, the use of virtual reality technology significantly reduces the cost of training pilots (about $1.7 billion over the 2012-2016). Technical solution for pilot training costs more than $10 million. Nevertheless, the use of VR and AR technologies should significantly reduce the overall costs of the Ministry of defense for training of specialists of the air force, and this is just one of the many ways of applying the latest technologies in the military sphere.

The possible profit. Income from the sale of software for training of military specialists is estimated at $500 million in 2020 and $1.4 billion in 2025. Soon the Ministry Defense will purchase devices virtual and augmented reality. However, these versions of the devices will be supplied solely for military training, and not available for the broad market, it is difficult to make long-term forecasts of sales.

For calculations there were used the most modest scenario. In 2025, the US defense Department will purchase the equipment of VR and AR for $1.5 billion (15% of the total virtual training budget for 2025). The number of users we estimated in 700 thousand persons (6.9 million). The price of one set of software is $2 thousand.

BARS System (Battlefield Augmented Reality System)

Problem. During the battle, information communication the various units of military units contain the delay in submitting the information or nonexistent. The time for decisions is very limited.

Solution. The US government has created a separate large-scale program JBI (Joint Battlefield Infosphere) to solve this problem at all levels of communication. For example, government military laboratory BEMR Lab creates system to display relevant information to soldiers on the battlefield as quickly as possible to make decisions based on the technology of augmented reality. The development of technology. After this pilot project, almost every Institute has established a special laboratory for the study of the use of technologies of augmented and virtual reality, particularly in the military sector. At the moment these technologies are used primarily for soldiers training.

Designing

  • $4.7 billion by 2025.
  • 3.2 million users.
  • Work with paper and digital versions of the drawings.
  • Ability to test designs in a virtual space.
  • Complex process of technical staff retraining.

Application of virtual and augmented reality technology aims to improve existing computer design technologies (automation of manufacturing processes, computer-aided design). Engineers will be able to conduct pre-testing of products in virtual reality, thus decrease the final cost of the part. Forbes magazine reports that Ford has started the introduction of similar technologies in the production of cars in 2000. Possible number of users. In the US, Europe and Japan are about 6 million engineers, according to the Bureau of Labor, Eurostat, and Japan Statistics.

The difficulties. Comprehensive preparation for the application of VR and AR technologies in engineering is required. Automakers have to purchase all the necessary equipment and conduct staff training. To be productive with new technologies requires the use of special software. The impact on the market. The market of sale software for design in 2015 was estimated at $20 billion, according to Research and Markets.

The possible profit. Income from the sale of software for planning is estimated at $1.5 billion in 2020 and $4.7 billion in 2025. To assess the market for used information about the number of potential users of VR and AR technologies, as well as the cost of annual subscription for the kit needed to operate the programs.

  • Users: 1 million engineers in 2020, in 2025 their number will increase to 3.2 million people.
  • The cost of annual subscription to modern design software is $1000-5000. An annual subscription to a package of programs to work in virtual reality specialists Goldman Sachs valued at $1500.

Autodesk Company extends the functionality with the help of augmented reality.

The problem. Despite the huge feature set, advanced computer automated design systems have several limitations. For example, the program doesn’t provide the proper functionality paired with 3D displays. It is not possible to work on a project in virtual reality mode and limits the possibility of designing several engineers.

The solution. Autodesk is the leader in creating software for automatic design. Annual revenue is estimated at $2.5 billion. Autodesk Products are used in various fields of design, from small parts to full structures. The developers at Autodesk have partnered with Microsoft. In the program it is planned to add the ability to operate the device, the augmented reality HoloLens. Now VRED 3D is used to create miniature models of cars.

The development of technology. Augmented reality will allow engineers to comfortable working with projects of different sizes and complexity. If necessary, the user can examine the smallest details of the design or to start the process of testing. It will be able to control all functions of the program using intuitive movements, and on the same project will be able to work several specialists at the same time. These technologies perfectly complement the existing features of automatic design systems. Now in the world there are about 5 million users of the software from Autodesk. Possible difficulties. The computing power of virtual reality projects may not be enough for large projects.

Goldman Sachs Investment Bank is optimistic about the development of all spheres of virtual and augmented reality in the world. With 2015 already much has been done to fix these problems: the Association develops augmented and virtual reality, VR innovation-projects financed by the investment funds, conducted the conference, and show the representatives’ community appearance in Facebook.

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