When first introduced,eXtended reality (XR)appeared like a futuristic concept. But after years of research and development, the technology is now accessible to consumers and enterprises. Yet, XR is having a hard time transitioning from a fantasy concept to something that is more practical and generates revenue. But the recent launch of theOculus Quest 2does make us feel a little optimistic about the technology. It is built onQualcomm’s XR2 platform, which offers new levels of power to the standalonevirtual reality(VR) headset.
TheCOVID-19pandemic has changed the world around us. People are working from home, and students learning from home. With more time being spent at home, activities like gaming are becoming popular. While standalone gaming can be one of the key drivers for the XR platform, XR being all about offering users withan immersive experience, learning too can be fun with it. Virtual andaugmented reality (AR)can help explain scientific topics like the universe in an exciting way. Further, it can even benefit the manufacturing and healthcare sectors among many other possibilities.
In the latest episode of ‘The Counterpoint Podcast’, hostPeter Richardsonis joined by Research AnalystsKarn ChauhanandHarmeet Singhwaliato share their perspectives oneXtended reality. They discuss the current developments in the XR industry, limitations and future expectations, besides going into questions like how will XR benefit from5G, and will the rumoredAppleglasses be the inflection point that the XR industry needs for mass adoption. All this and more in the podcast below.