5 Major Challenges for VR to Overcome: Page 4 of 4

Speaking with experts at VRLA, five key challenges emerge for virtual reality (VR) and augmented reality (AR) to gain mass adoption in the enterprise and consumer spaces.

5G technologies.

Speaking at DesignCon 2017 this past January Dr. Yogendra Shah, senior director at InterDigital Communications, a mobile technology research and development company, echoed these ideas. “When you first heard of 5G four years ago, it was all about low latency and mass connection of devices. Over last three to four years it's come down to something a lot more practical,” he told the DesignCon audience during a talk, “Designing to Evolving 4G and Pre-5G Requirements.”

“What we see is a clear set of goals and objectives for 5G. ... If you want augmented reality into your devices you want to push your download data rates to 10 Ghz.” Shah said the spectrum currently available for cellular communication is simply not adequate for the demands VR and AR (as well as other IoT technologies) will place on networks. “Today's 4G communication is is based on sub-6 Ghz. That spectrum is not enough. You need to expand the spectrum to much higher bands.”


5.) VR Needs Cybersecurity

As with any connected technology it's only a matter of time before cybersecurity issues are raised. While there has yet to be any sort of high-profile hack or cyberattack conducted via VR, but anyone who follows cybersecurity should consider it only a matter of time given how little attention is being paid to the intersection of VR and cybersecurity right now.

“For example if I'm in an enterprise and there's a headset do I want someone to steal my headset? Do I want someone to take the headset, and put it on, and see the collaborative thing I'm doing?” Soqui said these are all questions Intel is grappling with. “Maybe we need to do things like biometric tracking, authenticating the end user, I need to have the headset managed in with IT environment – the security and manageability aspects are the things we're looking at next.”

The same security measures companies have already applied to laptops and desktops will have to be applied to VR headsets and rigs. It could be another form of attack or all of sudden that expensiive headset gets used somewhere else – that's an important asset,” Soqui said. “So what do you do? You make it less usable outside of the environment.”

Chris Wiltz is the Managing Editor of Design News.  

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