VR Trends Include 3D Audio, More AI and Conversational Platforms

virtual reality

A new report covering trends in virtual reality has suggested that three-dimensional audio will begin appearing along with "conversational platforms" and the increased use of artificial intelligence.

According to "Virtual Reality - Thematic Research" from data analysis firm Global Data, audio has been overlooked, even as display technologies for VR continue being improved. "The growing demand for untethered headsets, along with the inherent limitations of human eyes, have necessitated the synchronization of visuals with 3D audio for a truly immersive experience," the researchers said in a statement. The use of digital signal processors to improve audio quality is becoming a "standard requirement in the VR market," the report noted. Among the companies that are exploring the potential of 3D audio are Dolby Labs (with Atmos), Panasonic and 3D Sound Labs/Mimi Hearing Technologies.

Jarvis-like conversational platforms are gaining steam, albeit slowly, the report asserted. Last year Facebook announced that a new voice assistant would be added to Oculus devices, but the release date for that has been elusive. Likewise, Google "has yet to integrate Google Assistant into Daydream VR [or] Lenovo's Mirage Solo." The biggest movement in this area could be Amazon's incorporation of its conversational interface, Lex, into its Sumerian VR/augmented reality managed service.

One area that is seeing faster pickup is the use of AI, which is becoming "pervasive" in VR applications, the report stated, resulting in enhancements to the "intelligence of virtual characters" and delivery of a "rich immersive environment." Examples include Google's experimental Daydream 6DoF (six degrees of freedom) controllers to the Lenovo Mirage Solo with Daydream; Facebook's DeepFocus neural network that uses AI to improve focus; and LG's use of AI to minimize motion sickness among VR users.

The "untethered" headset is also becoming the norm. As the report explained, devices "such as the Oculus Go, HTC Vive Focus and Lenovo's offerings have popularized untethered VR headsets." The headsets don't need smartphones since they come with built-in processors, graphical processing units, sensors, batteries, memory chips and displays, which allow them "to operate independently." While the untethered headset does deliver a "more powerful VR experience" than the smartphone-based headsets, the researchers said, they "still lag in central processing unit and GPU power and functionality."

5G also holds the promise of reducing latency, providing high density and improving reliability, "all of which will benefit the VR industry," the report suggested. Non-VR gaming currently requires a minimum latency of 50 milliseconds, while VR requires less than 20 milliseconds. 5G's expected latency of 1 millisecond "should deliver exceptional experiences on VR devices," the authors wrote. "5G's potential to support one million devices within a single square kilometer, without the risk of streaming attenuation, would help the VR market to flourish."

The popularity of VR apps is growing, although mostly for gaming. The report found that virtual world community VRChat had 10,000 "daily peak concurrent users" and Sony's Astro Bot Rescue Mission for PlayStation could claim more than 58,000 watch hours on Steam. Popular non-game VR apps include Google Earth VR and virtual world community BigScreen VR.

The complete report is $1,950 from Global Data.

About the Author

Dian Schaffhauser is a former senior contributing editor for 1105 Media's education publications THE Journal, Campus Technology and Spaces4Learning.

Featured

  • glowing blue nodes connected by thin lines in an abstract network on a dark gray to black gradient background

    Report: Generative AI Taking Over SD-WAN Management

    In a few years, nearly three quarters of network operators will use generative AI for SD-WAN management, according to a new report from research firm Gartner.

  • abstract pattern with interconnected blue nodes and lines forming neural network shapes, overlaid with semi-transparent bars and circular data points

    Data, AI Lead Educause Top 10 List for 2025

    Educause recently released its annual Top 10 list of the most important technology issues facing colleges and universities in the coming year, with a familiar trio leading the bunch: data, analytics, and AI. But the report presents these critical technologies through a new lens: restoring trust in higher education.

  • abstract image representing AI tools for reading and writing

    McGraw Hill Introduces 2 Gen AI Learning Tools

    Global education company McGraw Hill has added two new generative AI tools to help personalize learning experiences for both K–12 and higher ed students, according to a news release.

  • abstract image of fragmented, floating geometric shapes with holographic lock icons and encrypted code, set against a dark, glitchy background with intersecting circuits and swirling light trails

    Education Sector a Top Target for Mobile Malware Attacks

    Mobile and IoT/OT cyber threats continue to grow in number and complexity, becoming more targeted and sophisticated, according to a new report from Zscaler.