cognitiveVR just got back from the Silicon Valley Virtual Reality conference. We were fortunate enough to speak with both virtual reality veterans and with new enthusiasts ready to build the next generation of products. There were many of the products you would expect at a trade show like this: VR games, industrial applications of VR, consumer platforms, and of course VR games. The surprising, and exciting, part of the conference were the companies and products that have sprung up over the past year that many had either discounted or ignored – until now.
Here are three product categories that exploded at SVVR 2016:
1.) 360 Cameras
From Panono’s high definition 360 photography to Nokia’s new 360 video camera OZO, 360 cameras were everywhere at SVVR. The main focus is creating content for virtual reality consumers and doing it quickly. The advent of VR has allowed 360 cameras to become more than just gimmicks for “panorama dragging” websites. Users can finally view 360 media and really feel like they are in a far away place. New content demand has triggered an increase in supply, hence the rise of super high quality 360 photo and video.
Full list of 360 cameras at SVVR:
2.) Social VR
Along with consuming 360 content from far away places, consumers are starting to want to experience the magical new world of VR with their friends and loved ones. Social VR started off with a bang with the rise of AltspaceVR, but other companies have quickly released products that connect us in VR. Many of the released products look like early versions of Second Life, but the concepts are working. The next few years will see massive upgrades in both social VR worlds and other types of communication platforms in VR. AltspaceVR, for example, just released a way for users to “call” each other in “VR call” feature.
Full list of Social VR at SVVR:
Both 360 degree media and true virtual reality products bring about an exponentially higher amount of possibilities for user experiences. Within VR, users can get confused, sick, disoriented, bored, misdirected, and fully immersed all within a short time frame. This makes it incredibly challenging for content creators and developers alike to optimize their products.
Analytics on the internet and mobile were what created great design paradigms through extensive testing and large sample sizes. Today, we have many strong design specifications that users expect from polished mobile and desktop products. The same is not true for virtual and augmented reality. This is why analytics has become a strong need for many content creators, developers, and publishers alike. Moreover, traditional analytics solutions are not a good fit for VR. Just like how traditional internet analytics did not easily convert to mobile analytics, mobile analytics will not translate into virtual reality analytics.
User experience optimization and product quality will be major keys to success for developers. We at cognitiveVR truly believe that we can help people make better products with our tools, and the industry has responded with enthusiastic agreement. SVVR was no different.
The SVVR analytics panel provided great insights into the types of problems developers need solved. While each VR analytics company at SVVR had a different set of target customers and different features, the core thesis is the same: VR analytics will be a major part of the VR development cycle. VR analytics have already proven to be an extremely important tool even just for detecting simple headset hardware. The future of VR development looks bright, but we can’t get there until we solve the user experience problem.
Full list of VR analytics at SVVR:← Back to the blog.