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Virtual Reality in Business?

Many will remember the Star Trek series when they had the Holodeck as part of the program. We are not there yet, but we are getting closer. The holodeck is said to function by combining holography with magnetic force fields and energy-to-matter conversions.

Google Glass gave us some view of what a wearable device could deliver. The introduction of Microsoft's HoloLens takes a step closer to experiencing virtual reality with a wearable device. Although entertainment and gaming are well known candidates for virtual reality, there will be business applications that may significantly change business operations and affect the networks on which the wearable virtual reality devices will operate.

Defining Virtual Reality
Virtual reality (VR) is a computer generated environment that simulates physical presence in places in the real or imagined worlds. Virtual reality can recreate sensory experiences, which include sight, sound, sometimes touch and eventually smell and taste.

In the book, "The Metaphysics of Virtual Reality" by Michael R. Heim, seven different virtual reality possibilities are proposed: telepresence, network communications, simulation, interaction, artificiality, immersion, and full-body immersion.

Presently, most virtual reality is displayed on a computer screen. The virtual reality this blog focuses on includes sight and sound delivered by a wearable head mounted device that look like futuristic goggles.

It's More Than Gaming or Entertainment
VR consumer applications are largely in the gaming and entertainment segments, especially as what a consumer is able to access via the Internet changes. There will be a wide range of applications that will enter the business and education communities as well. In this latter case, the justifications will focus on training, physical security surveillance, technician support, video conferencing, medical diagnoses and surgery, archeology, urban design, construction, product design -- the list is endless.

Enter the Microsoft HoloLens

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The HoloLens is more than a viewing device. It is a cordless, self-contained Windows 10 computer. This means that the device can not only display and sense its environment, but process and digest information for the wearer. The HoloLens contains a 3D display and spatial sound with a natural user interface that observes the wearer's gaze, voice, and hand gestures. Microsoft anticipates releasing HoloLens in the Windows 10 timeframe. It will be priced for use in both the business and consumer markets.

One of the sensor types used in HoloLens is a low power consumption camera with a 120 degree x 120 degree field of view. Other sensors include head movement tracking, video and sound capture. HoloLens features a Holographic Processing Unit (HPU). This is a coprocessor that integrates data from the sensors, supports spatial mapping, gesture analysis, and voice and speech recognition.

Business Applications
Microsoft showcased the HoloLens HoloStudio, which supports a 3D modelling application that produces output for 3D printers. There is a Skype implementation for communications. OnSight is a software tool developed in collaboration with NASA. OnSight integrates data from the Curiosity rover into a 3D simulation of the Martian environment, allowing scientists to visualize, interact with, and collaborate together.

A useful application is the real-time support and training for field technicians installing and maintaining technology. Instead of manuals or a laptop, all the pertinent information can be communicated to the HoloLens, leaving the technicians hands free. Additionally, the technician can be observed doing the work from a remote location. A variation of this is the support of emergency and military personnel during a situation that may require knowledge or expertise than the person on the scene does not have.

The present prognostication is that the consumer applications will be arriving first. What is necessary for the enterprise is that some business application that reduces cost or improves productivity or training or safety, or allows tasks to be accomplished that were not previously possible. In other words, the enterprise will be looking for successful business cases and an ROI.

Does This Kill the Desktop/Conference Room Display?
The world of conferencing has relied on desktop screens and room displays. Consider the point that the Microsoft announcement included mention of a Skype application. I think there will be another mode using devices like the HoloLens. In this case, conferencing can evolve into experiences like gaming or entertainment.

This could boost conference participation and probably improve productivity. I envision conferencing cloud services adding the wearable devices to their support catalog. This will not be the end of conferencing as we have known it, but the VR device will be an additional tool to use.

Network Connections
It is clear that the wearable virtual reality devices will be wireless. For those not near an enterprise network, 4/5G cell networks are the candidate medium. For these networks, the VR device will be streaming data (voice, video, information, graphics...) that will require considerable bandwidth. Traffic will be more like streaming movies when the content is a file. On the other hand, there will be occasions when users interact with others where the speed will be reduced primarily to human speed -- not download speed. In this later case, the connection will be minutes to hours long. Cell providers may have to offer different data plans for this traffic.

If the virtual reality device is within an enterprise premises, then I think that it will most likely be on a Wi-Fi network. The other candidates, ZigBee and Thread, can support the device population and coverage area but may not have the bandwidth. Bluetooth is probably not a candidate because of the distance limitation and bandwidth available unless the Bluetooth connects the VR device to another device on the desktop connected to a wired network.

Challenges
A useful article from the Wharton School at the University of Pennsylvania is "Virtual Reality: Real at Last?". There is a particular quote in this article worth considering:

"One of the interesting land mines for VR is that some people find it disorienting and nausea-inducing," says [Kevin] Werbach, [a Wharton legal studies and ethics professor]. "I don't know how fixable or widespread that problem is, but it should give us pause in envisioning VR becoming ubiquitous."

A lesson from Google Glass is that being introduced too early can be defeating for the technology. There will be many technical matters to overcome such as sound quality, cost, security, software upgrades, third party application support, evolutionary changes that obsolete early devices, calculating the ROI for the enterprise, and finally user acceptance. I think it could take a while for users to become comfortable with virtual reality devices, especially if they have not used similar devices for gaming or entertainment. There may be a slow acceptance curve.

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