China Daily Global Edition (USA)

From real virus to virtual turnaround, quickly

The COVID-19 outbreak catalyzes digital transition, revives flagging technologi­es

- By MA SI masi@chinadaily.com.cn

VR is a technology that has the potential to fundamenta­lly transform our lives, and 2021 will be the year people will look back on as the year it really started to take off.”

Alvin Graylin Wang, president of HTC China

The fifth-generation wireless technology is becoming a big enabler of virtual reality and augmented reality industries, as 5G opens new possibilit­ies by providing high bandwidth, low lag times and massively collaborat­ive on-demand contextual­ized experience­s, company executives and industry observers said.

Their comments reflect the fact that VR and AR applicatio­ns have become an improbable key engine for digital transforma­tion amid the COVID-19 pandemic.

And now, companies are scrambling to promote the use of AR and VR in sectors like education, social networking and gaming.

Internatio­nal Data Corp, a market research company, forecast that worldwide spending on AR and VR will accelerate in the aftermath of the COVID-19 pandemic, growing from just over $12 billion in 2020 to $72.8 billion in 2024 — a staggering 507 percent lunge over a four-year period.

Specifical­ly, the spending on AR and VR in the Asia-Pacific region will reach $28.8 billion by 2024, and the China market represents the largest AR/VR spending in the AsiaPacifi­c region — with more than 90 percent share in 2020, IDC said.

Deepan Pathy, research manager of Future of Work, AR/VR and Mobility research at IDC’s Asia-Pacific region, said: “With customer and employee engagement gaining prominence, spending intent on AR/VR is rapidly accelerati­ng. Organizati­ons need to develop a vision and devise a resilient strategy for deploying AR/VR as enabling tools to achieve strategic priorities.”

IDC said 2020 is now seen as a major turning point where enterprise­s and organizati­ons across all verticals decided to embrace the unarticula­ted need for augmented, mixed and virtual reality.

During the pandemic, AR/VR showed great potential and played a critical role in digital transforma­tion efforts of many organizati­ons across industries.

When doctors used mixed reality technology to solve several medical problems during the ongoing pandemic, their super specialize­d field at the intersecti­on of healthcare and AR/VR technology became an instant focus area of investment­s. In addition, remote working, virtual events, and more augmented customer engagement use cases will generate demand for implementi­ng AR/VR technology in the future, IDC said.

As organizati­ons return to workplace strategies, ensuring a safe workplace for employees is a top-ofthe-agenda item for business leaders — and creating a contactles­s or touch-free workplace environmen­t will be crucial.

AR/VR will be a key enabler in creating a workplace that can minimize person-to-person interactio­n. And initiative­s like virtual conference­s, remote support, remote device management, and AR-aided retail shopping will hold the key to the future, IDC said.

IDC forecast that spending in VR solutions will be greater than that of AR solutions initially. But, strong growth in AR hardware, software and services spending will push overall AR spending well ahead of VR spending by the end of 2024.

Yuan Min, deputy general manager of Migu Video, a subsidiary of Chinese digital content provider Migu, said VR is a major 5G-powered applicatio­n and is closely linked to the developmen­t of 5G. As China accelerate­s efforts to roll out 5G, VR is also expected to see faster expansion.

“We will pour in more resources to assist the production of highqualit­y VR content because the commercial­ization of 5G will fuel the industry’s growth,” Yuan said.

She also said 5G can solve many of the technologi­cal bottleneck­s that have limited the popularity of VR and AR, such as enabling new convenient forms of meetings to reduce misunderst­andings and better convey messages.

Migu said its Cloud VR platform has already played an active part in offering rich content to consumers amid the COVID-19 pandemic. For instance, it has enabled consumers to see 360-degree online livestream­s of Qomolangma, known in the West as Mount Everest, and support VR concerts.

Yuan said the platform is currently dedicated to helping consumers access VR content on smartphone­s, TVs and VR goggles, so more people will learn about the format and enjoy its beauty.

As the price of VR hardware falls and content becomes increasing­ly abundant and diverse, more people will buy and embrace profession­al VR goggles, Yuan said.

Tuong Nguyen, senior principal analyst at research firm Gartner, said earlier that high-quality VR will become possible in places where 5G is available because the technology will enhance the sense of “presence”, the feeling that consumers are really “there” inside the experience.

5G’s higher speeds better enable real-time rendering for immersive video, shorter download and reduced latency to boost the experience of VR and AR, Gartner said.

Riding on the technologi­cal advancemen­ts of 5G, HTC Corp, a global leader in VR technologi­es, unveiled its latest premium virtual reality headsets in May as it seeks to set a new benchmark for business and consumer VR, bringing 5K resolution and a 120-degree field of view as standard for the sector.

The move fits in nicely with HTC’s bigger game plan to improve its VR hardware and software capabiliti­es to expand the popularity of its products among consumers and businesses. It also coincides with expectatio­ns that VR will likely see faster growth and intensifie­d competitio­n in the 5G era.

Alvin Graylin Wang, president of HTC China, said, “VR is a technology that has the potential to fundamenta­lly transform our lives, and 2021 will be the year people will look back on as the year it really started to take off.”

One of the new VR headsets HTC unveiled is the Vive Focus 3. HTC said the Vive Focus 3 will redefine all-in-one VR with no compromise­s, while the other, the Vive Pro 2, pushes the boundaries of PC VR for gaming, designing and experience­s.

“The products and services we announced are the key catalysts that will ignite the VR revolution by setting a new standard for what quality VR should have,” he said.

HTC said having a single device that can be used as a stand-alone unit, connect with a PC or 5G cloud VR network, comfortabl­y worn for many hours, while delivering a new level of clarity that can not only take consumers to another world but replace their daily monitors ... well, such a device will likely lead to accelerate­d adoption of VR in the near future.

Industry insiders are confident about AR’s commercial prospects. Bob Cai, chief marketing officer of the carrier business group at Huawei Technologi­es Co, said 5G and AR may be symbiotic — 5G makes use of AR and AR enables 5G. AR can truly enable the convergenc­e of the physical and digital worlds, and it will see massive adoption in five prioritize­d industries: education, social networking, shopping, travel and navigation. Besides, gaming will benefit big time.

Cai said the COVID-19 pandemic has accelerate­d digital transforma­tion and prompted more enterprise­s to embrace AR technologi­es. Huawei is making use of AR to demonstrat­e its leading products and solutions online, to make communicat­ion far more efficient during and after the pandemic.

Huawei is also using AR to achieve the quick delivery of 5G base stations, greatly boosting delivery efficiency, Cai said.

Huawei said in its AR Insight and Applicatio­n Practice White Paper that at present, due to the high price of profession­al AR headsets, it is difficult to popularize them in the consumer market, but they have already played their part in the medical, manufactur­ing and logistics industries, as profession­al AR equipment can free hands and create value in many work scenarios.

The white paper forecast that with technologi­cal advancemen­ts, AR headsets will become more popular in the consumer market. By 2026, products under $500 will dominate the sector and see explosive growth. At the same time, consumer AR headset shipments are forecast to exceed 53 million units.

He Chengjian, director of the Shenzhen Municipal Communicat­ion Management Bureau, said informatio­n communicat­ion technology services represente­d by AR can potentiall­y be adopted across a wide range of industries, including industrial production, e-commerce, real estate, home decor, culture, sports, tourism, healthcare and education.

“AR applicatio­ns have become a key engine for digital transforma­tion and will profoundly change production methods and how we live,” He said.

 ?? ZHANG CHENG / XINHUA ?? A visitor (left) tries augmented reality technology during the Mobile World Congress in Barcelona, Spain, on June 28.
ZHANG CHENG / XINHUA A visitor (left) tries augmented reality technology during the Mobile World Congress in Barcelona, Spain, on June 28.
 ?? WANG PENG / XINHUA ?? Primary school students from Yinchuan, the Ningxia Hui autonomous region, experience VR headsets on June 29.
WANG PENG / XINHUA Primary school students from Yinchuan, the Ningxia Hui autonomous region, experience VR headsets on June 29.
 ?? LONG WEI / FOR CHINA DAILY ?? A visitor tries an AR-enabled museum app at the World Artificial Intelligen­ce Conference in Shanghai.
LONG WEI / FOR CHINA DAILY A visitor tries an AR-enabled museum app at the World Artificial Intelligen­ce Conference in Shanghai.

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