Ericsson: Customers Expect Consolidation Of Enhanced And Virtual Reality Technologies




Consumers expect virtual screens to begin to take the place of TVs and theaters in less than a year.
Ericsson: Customers Expect Consolidation Of Enhanced And Virtual Reality Technologies With Tangible Physical Reality Erikson has released its latest report on the Integrated Reality Labs Unit , which highlighted consumer insights and expectations regarding virtual reality and enhanced reality and how they fit into tangible reality, as well as the pivotal role that V-5 technology will play in this area and its contribution to the application of such experiences to Are widely prevalent.

“When the boundaries between people’s perception of tangible and virtual reality begin to disappear and disappear, this will have a major impact on the life and society in which we are active. The way we live and practice, how we consume information and follow the media will radically change.

According to the report, the facts will not be integrated if the user is connected to a computer or has been disconnected from reality. Early adopters of VR technologies expect early generation networks like the fifth generation to play a pivotal role in this process.

Thirty-six percent of the respondents expect that the fifth-generation networks will provide enhanced communication services for virtual reality technologies enhanced through stable, fast and broadband networks. And 30% of the early adopters also expect the fifth-generation technology to transform wired headphones into wireless.

The main findings of the latest report include that 7 out of every 10 first adopters of VR technologies expect virtual reality technologies to transform daily life into six areas: media, education, work, social interaction, travel and retail.

As the media already saw a major shift in the use of virtual reality technologies and enhanced, consumers expected virtual screens to replace TVs and theaters in less than a year.

Qualitative research included a series of discussions focusing primarily on virtual reality technologies with participants from North America and Europe, as well as traditional focus groups with existing users of virtual reality technologies from Japan and South Korea. A series of qualitative tests on virtual reality techniques with 20 Ericsson employees were also conducted to understand how delays in the use of virtual reality technologies negatively affect several areas.

In the quantitative part of the study, the report presents insights and results of the survey of 9,200 consumers in France, Germany, Italy, Japan, South Korea, Spain, the United Kingdom and the United States, ages 15 to 69, and are aware of the concept of virtual reality.


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