The VR Expert Panel consists of some of the industry’s leading VR creatives, working on projects for the world’s biggest brands and organizations. Here they share their thoughts on all things VR. Do you have a question for The VR Expert Panel? Send it to email@example.com.
WHERE DO YOU SEE VR 10 YEARS FROM NOW?
“4D experiences will become the norm”
Sol Rogers: The arrival of 5G will push the storage, power consumption, and processing power away from the PC and into the edge cloud. This means VR users will only require a headset, which in turn opens VR up to be consumed any time, anywhere – making it much more accessible. The next generation of immersive experiences will be of far greater quality, more photoreal. New Sensations will be added – users will feel the vibrations of a car race or the breeze on a tropical island. 4D experiences will become the norm.
Sol Rogers is the CEO and Founder of REWIND. The company uses new technologies to deliver immersive (VR/AR/MR) software solutions for the world’s largest companies, agencies, and brands.
Check out our interview with Sol Rogers.
“Professional gamers will become athletes in their own right”
Sergio Irigoyen: VR will not exist in 10 years, VR and AR will have merged into one (XR) and the boundaries between real, virtual and augmented won’t exist allowing us to jump between all three, or mix them. By this time, the use of XR will also be ubiquitous — it will be our main media and entertainment platform, our main computing platform, an established art medium and the main if not only training medium — it will be as normal as a computer is today.
I see a huge impact in gaming — professional gamers will become athletes in their own right. The technology will evolve into a form that doesn’t hinder your movement allowing us to exercise, train and even compete in eSports Olympics.
The technology will transform the art scene, with an entirely new medium to explore, one that encompasses all other art forms and traditional media.
It won’t be optional within the design discipline, XR is just the natural evolution of design techniques, being a medium with infinite tools and infinite materials.
It will be a common social space where people gather to chat, collaborate and explore — the possibilities here are endless.
It will revolutionise the way we teach and learn, for example — the ability to transport yourself to the past and not only see but live the life of past civilisations.
Sergio Irigoyen is Head of VR at Neutral Digital — an immersive content creator for the luxury travel sector.
“Brain-computer interface will generate ideas into existence”
Amelia Kallman: Headsets will shrink over the next ten years becoming more sleek and stylish, embedding into eyewear, and allowing us to switch between virtual, augmented and mixed reality like changing channels on a television. Multi-sensory technology will be built into devices, engaging all five senses. AI will also be embedded so content and services will become completely personalised. Brain-computer interface will give us the capability to generate ideas into existence. We’ll be able to recall memories to share them with others in 3D 360 degrees.
Amelia Kallman is a Futurist and the Communications Director at Inition. Inition creates new realities and insightful experiences with technology at its pulse.
“We need WebVR for VR to become mainstream”
Samuel Mound: Our everyday life might not be very different from what it is today even though the hardware will be so much more powerful in a 10-year time period. Here’s the thing: we will still use the Internet everyday for e-commerce, social media, streaming, dating, porn… and we may use VR as a new platform to experience those daily contents and services but only if the content up there is relevant. Here’s the thing: not everything is relevant in VR. I’d rather shop Amazon from a straight-forward mobile app than in a complicated VR shopping mall. I don’t need a VR headset to listen to music. I might want to watch Netflix in VR but I am afraid 10 years is not enough for film makers to reinvent cinema. That said, I also believe that we need WebVR or at least “cloud VR” to become the standard for VR to become truly convenient and mainstream.
Samuel Mound is a Marketing Strategist & Account Manager at V-Cult – a company focused on empowering product and retail designers, brand educators, storytellers and sales geniuses thanks to its 10-year background in immersive web and VR/AR technologies.
“Digital assets and locations will be bought with real world money”
Mark Matthews: As both consumer preferences continue to trend toward experiences, and the price of entry into VR goes down, users will more and more find themselves visiting one-of-a-kind digital landscapes accessible from their own living room. Truly powerful digital assets and locations will have their own marketable value, paid with real world money.
Mark Matthews is a Marketing Strategist at NEXT/NOW, a next-gen Experiential Tech Company that specializes in AR/VR, touch, gesture, motion tracking. and more.