According to a report by Reuters on May 12th, people wearing a helmet in the living room can feel the activities of any place in the world, just like immersive, this is virtual reality technology. The technology has always been seen as the next major event, but the reality seems to be often stalked.
The high cost and bulk of equipment is a problem that this technology has faced for many years. The near-term problem is that the lack of commercial equipment leads to less software investment.
The situation may have changed now. Oculus, a virtual reality technology company that was acquired by Facebook for $2 billion last year, said this week that the Rift helmet consumer version will begin shipping in early 2016, sparking expectations that virtual technology software investment may take off.
"Thirty years ago, when I was a little boy, I started looking forward to virtual reality technology," said Ben Schachter, an analyst at Macquarie Securities in New York. "We think the situation is very different now."
Technology consultancy KZero estimates that the number of virtual reality helmets sold in 2015 may be about 2.7 million, including versions sold to apps and content developers.
With more user-friendly versions, virtual reality helmet sales are expected to increase to 39 million in 2018; software companies will receive $4.6 billion in revenue, and this year's revenue is expected to be $129 million.
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