Michael Mendolia’s Post

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CTO, Sensor Solutions at Leonardo Electronics, Inc.

As we witness an unprecedented shift towards virtual environments in the corporate world, it's intriguing to see the VR/AR market facing challenges in gaining widespread acceptance. Why do you think VR/AR technologies aren't being embraced as expected? Companies are increasingly going virtual, sometimes even against their preference, but the integration of technologies like VR and AR that can enhance virtual connections seems to lag. Let's discuss the possible reasons. Is it the cost, the technology's readiness, user experience, or something else? Share your insights! #VirtualReality #AugmentedReality #TechAdoption #CorporateInnovation #FutureOfWork #DigitalTransformation #VRinBusiness #ARtrends

Some extra nuggets related to my recent VR story. 1. There's a lot of excitement around the newly released open-world VR RPG game Asgard's Wrath 2 as potentially being a "killer app" that could help spur adoption of VR. The game has gotten some very positive reviews, but, it is an open-world game that can last 100-plus hours. It's unclear if it will be the AAA kind of video games akin to the popular console open-world RPGs that get mainstream consumers excited about VR, or if it will take a "Candy Crush" like game to make VR more compelling to the broader public. 2. You can tell the VR industry is still nascent because the industry is still so dependent on the release of a new VR headset to drive overall sales and growth. With the broader video game market, console sales play a major role for sure, but the consistent release of big games and content keeps the overall market humming so it's not always dependent on a new hardware console to boost sales. 3. Companies must consider that any VR headset they purchase may lose value more quickly compared to more conventional corporate devices, because each new VR headset is often a major leap from the previous model, said Rolf Illenberger, CEO of German VR startup VRdirect. “A VR headset will never have a three-year lifetime, not even the Quest 3,” he said. “So, the price tag has to be so low that it justifies a one-to-two-year hardware lifetime, which this [$500] price tag has definitely solved for IT decision makers.” Original piece here: https://lnkd.in/eBFpAYfh

VR market keeps shrinking even as Meta pours billions of dollars a quarter into metaverse

VR market keeps shrinking even as Meta pours billions of dollars a quarter into metaverse

cnbc.com

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Michael Mendolia, Why do you think VR/AR adoption lags behind despite the corporate shift towards virtual environments?

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