say the biggest challenge is, for lack of a better term, TCO [Total Cost of Ownership] -- how [VR] adds business value to what you're doing.
“In the B2C world it's very easy to see what that could be because you can influence consumers. In B2B or within a business it's really the collaborative aspects and being able to share.” Soqui said that, from Intel's perspective, companies see the value of VR right away on the enterprise side – particularly when it comes to collaborative tasks like sharing virtual designs across teams and virtual prototyping.
2.) VR Needs Killer Content
But even if you can overcome the price factor, VR still faces a very big hurdle in the form of a lack of must-have content.
“The number one challenge right now is that compelling content – content that's habit forming from a consumer perspective.” Soqui said.
While there are plenty of well-received games for VR as well as emerging use cases on the enterprise side, VR has still yet to find its killer app – that use case or program that will make VR essential for consumers and business.
|Products like Google Carboard go a long way in introducing consumers to VR, but don't provide a comprehensive understanding of the technolog. (Image source: Google Cardboard)|
But rather than a single application, Soqui believes adoption of VR will have to come through education –- letting businesses and the public experience what it can do, whether that be at conferences and expos, having experiences in public places, or doing social outreach. “Think of touchscreens for example,” he said. “At first touch seemed very gimmicky, but today if you touch a screen and it isn't a touchscreen it feels like somebody broke it. It's become habit forming and you count on it. So how do you that with VR?”
VR however will enjoy some challenges unique to technologies like touch because it comes in its own form factor. Unlike things like touch or voice control, which augmented exciting technologies like phones and TVs, VR is a almost whole new thing entirely with its HMDs and controllers. And making it available on phones has its pros and cons. “The phone gets people talking, but it's more of a snacking thing,” Soqui said. “People throw their Google Cardboard away and think they've seen all VR has to offer. But once you get people to try other VR experiences it becomes, 'Wow, I didn't know it was that, as well.' ”
3.) VR Needs to be Mobile
If you've tried any VR experience you've probably noticed one very cumbersome aspect – there's a lot of cords. That's something that may be fine for more static experiences (i.e. a sporting event where you just sit and look around), but if you want users to move around, especially in an enterprise setting, where multiple users may be sharing a design space and walking around, having a bunch of cords streaming around a room becomes annoying at best and a safety hazard at worst.
“The problem with the cord is