Ericsson: 2017 Survey Report on the Impact of VR/AR on Daily Life

Ericsson: 2017 Survey Report on the Impact of VR/AR on Daily Life

199IT original compilation

To understand the impact of virtual and augmented reality on daily life, Ericsson conducted a survey and published the results:

Seven in ten VR/AR early adopters expect this technology to change six areas of daily life: media, education, work, social interaction, travel and retail.

Two-fifths of users believe that classrooms and offices will be replaced by virtual spaces. One-quarter of users believe that next year AR will be able to overlay travel information and maps onto real environments. Half of early adopters believe that AR and VR will be integrated into a single device.

Media is already transforming, with consumers expecting virtual screens to replace TV and cinemas within a year

Half of early adopters have started watching VR videos, and more than a third have already moved their videos to VR.

Lack of mobility, bulky headsets, and network lag are holding back VR and AR adoption

One in five early adopters have reduced their use of VR, half of early adopters believe that current VR headsets hinder movement, and one in five users are concerned about possible illness caused by VR.

 To bring VR/AR to the mainstream market, 5G becomes the core to provide mobility, improve experience and solve vertigo.

More than a third of early adopters expect 5G to provide stable, fast, high bandwidth to meet the needs of mobile VR devices. 30% of users believe that 5G can provide a richer social experience while also improving the battery efficiency of devices. A quarter of early adopters expect 5G to solve VR sickness.

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