How To Prevent VR from Becoming the Next 3D
There is a common recurring problem, and set of mistakes, in the technology market. Basically, the industry gets excited about a new technology but either loses track of—or never finds—a customer for it. It spends billions in marketing and development only to find that there is no one that wants to actually buy the thing. Color TV actually started out this way, laser discs, the first couple iterations of the smarthome, quadraphonic technology, the first Windows Tablets, hoverboards, and positional cameras on game consoles—all at one time drifted into or were killed by this nasty practice, taking with them the jobs of an impressive number of people.
Right now, virtual reality (VR) technology is on this same path largely because of a common mistake, a failure to first define what a broad market acceptable solution would be before presenting it as a broad market product. Now I don’t think VR has to fail. There is a path to success and color TVs, and the iPod showcase how to do this while 3D TV recently showcased how not to do it.
Let’s talk about how to turn VR into a success, because recent studies indicate that is not the path it is on.
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NOTE: This column was originally published in the Pund-IT Review.