At the recent meeting of driving game growth & into the metaverse held by gamesbeat (a well-known foreign game website), when discussing the topic of enterprise and virtual era, “sensory experts” said that virtual reality and simulation technology can help remote collaboration in an unprecedented way, and may change the way people work.

We live in an increasingly “virtual” world. The epidemic limits the scope of people’s activities, but it also forces engineers, designers and researchers to build a simulated physical world to test the design effect. More and more decision makers are facing the question of whether these changes will continue and what impact they will have.

Richard kerris, general manager of NVIDIA’s media and entertainment industry, said Omniverse could improve. Omniverse is a cloud platform built by NVIDIA to support design process and real-time collaboration. NVIDIA released Omniverse beta in gtc2020 keynote speech. Its early users gave feedback to NVIDIA engineering team after trying out the platform, including Ericsson, foster + partners, industrial light and magic ILM and more than 40 other enterprises.

“We’ve seen real initial progress in this platform for companies in the construction and manufacturing industries,” says Richard kerris. With this platform, they can experience high-quality simulation anytime and anywhere, and iterate ideas faster. There are some innovative use cases. For example, auto companies can use this platform to visualize cars. By connecting and configuring all materials and components to the platform’s back-end database, the car can be previewed in a photo level realistic view. “

Christoph Fleischmann, founder of Arthur technologies, said his company’s virtual reality technology has been widely adopted, and the enabling team communicates and manages work in the virtual office space. Instead of helping employees build physical products, these technologies provide a way to share ideas, concepts and data, which have also been applied during the epidemic. Instead of really visualizing the real world, Arthur creates a virtual environment in which people can meet and cooperate in 3D space. Fleischmann said that in the field of non visualization and non simulation use cases, our daily work is to move to the virtual era through the solutions we provide.

According to statista’s forecast, the augmented reality and virtual reality market will reach $72.8 billion by 2024, when up to 43.5 million headphones will be sold. According to the data of markets and markets, the scale of simulation software market will reach US $5.1 billion in 2019, and is expected to reach US $13.45 billion in 2020.

Fleischmann and raffaela camera, former global head of innovation and strategy at Accenture, agree that the shape of the headset will not hinder the adoption of virtual reality technology. They cite the popularity of affordable and portable products such as oculus Quest 2 of Facebook and Samsung gear VR as examples. In addition, they believe that realistic virtual characters are still an important challenge for the industry. Fleischmann and camera said that if the problem is successfully solved, virtual reality will enable users to experience the situation and provide the emotional connection that video phones cannot provide today.

To this end, at the 2020 International Conference on computer vision and pattern recognition (ccvpr2020), the affiliated team of Facebook oculus Department presented the research on photo realistic characters and whole body tracking. Although the team said it would take “several years” for the technology to be applied to consumer goods, these lifelike virtual characters fully track the real action, confirming that the demand for face-to-face interaction may change fundamentally in the next few years.

“If we want to have a meeting in a virtual environment, no matter what platform we use, we need to get to know each other and understand what they mean,” camera said. I think once we embed it in a solution, headset or device, rather than just in the lab, it’s going to be a radical change. “

Fleischmann, camera and kerris all believe that although virtual reality and simulation technologies have great potential, they are unlikely to replace human experience in the short term. Although these technologies can enable people to participate in activities, meetings and experiences without travel, they may not meet people’s social needs.

“There are a lot of things that happen naturally when you actually go to a meeting, like meeting someone in the hallway,” says camera. I don’t think it can be replaced at all. “

Nevertheless, Fleischmann is optimistic about the future of virtual reality. He said that enterprises would be the driving force for the adoption of virtual reality technology and could be “much faster” than games and entertainment, because the adoption of this technology by enterprises could bring huge benefits( According to a report from PwC in 2019, 23 million jobs will use augmented reality and virtual reality technology in various ways by 2030.)

Fleischmann said: “I think in 20 years’ time, we will tell our children how we used to live and make decisions. They must think that this is very “primitive”. It turns out that geographical factors have such a great influence on our lives. We should look at this matter in an “anti Utopian” way, comply with the changes of social environment, and view the virtual world from a very positive perspective. After all, the opportunities of the whole world have become “readily available”. You can work with anyone in the virtual space, and you can go to the beach with your favorite person or anywhere you want to go. “

Editor in charge: CC

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