Development of immersive technology is happening at a rapid pace and increasing numbers of adults previously unfamiliar with gaming are using virtual reality headsets for fun, fitness, and social interaction.
The latest shows that the holiday surge has not relented, with February bringing Steam’s monthly-connected headset count to a new record high of 2.8 million.This makes Quest 2 the most used VR headset on Steam in February, besting the 21.58% share held by Rift S.
Researchers see consumers' comfort levels with a variety of chatbot technologies softening towards customer service, scheduling, banking, and therapy.As foundational technologies improve and older consumers who prefer living representatives are replaced by younger people who are accustomed to interacting with virtual agents, chatbots will become common across businesses and industries," said King.
Reviewing the data we can see that the number of monthly-connected headsets on Steam peaked above the 2 million milestone for the first time in April, no doubt thanks to the launch of Half-Life: Alyx, but also due to the onset of the Coronavirus pandemic which drove record numbers of gaming on Steam throughout the year.
"As the abnormal becomes our new normal, SMBs need to approach remote work by using a combination of cloud-based applications and on-premises solutions to keep employees and systems safe, and ensure business continuity," said Scott Devens, CEO at Untangle.
Although the percentage of VR users in July (1.93%) was ever so slightly higher than the April Alyx peak (1.92%), from a raw number standpoint we estimate that April still held the edge with 2.7 million headsets that month.
The published report is gleaned from 2,000 global survey respondents that work in functional testing, load/performance testing, or behavior-driven development.
With more and more prospects looking for faster ways to lease homes, Self-tours help make leasing more efficient and convenient for everyone.Onerent data also reveals 56-percent of renters prefer a digital experience when renting, making Self-tours an opportunity for real estate investors.
The launch of Half-Life: Alyx saw nearly 1 million additional monthly-connected headsets over the prior month, a leap that nearly tripled the previous largest monthly gain.The launch of Half-Life: Alyx brought the single largest leap ever in monthly-connected headsets on Steam.
Now the company says it’s revamping the way it collects data to more accurately count VR headsets in use on Steam.Valve tells Road to VR that it’s revamping the way it collects data about VR headsets used on Steam, which should increase the accuracy of the figures in the Survey.
To put it in perspective, a study by Immerse UK released in January stated that entertainment accounts for over half of industry XR spending in the UK.“ While immersive technology’s strength in gaming and entertainment will no doubt continue, survey respondents are excited about XR’s potential to spatially visualize data, prepare and practice for real-world scenarios, and conduct remote, real-time training and collaborations,” read the Perkins Coie release.
There is no question that the impact of the coronavirus will continue to be felt 100 percent in the tech space in terms of the work cycle, remote work access and the overall workforce," said Liz Miller, principal analyst at Constellation Research.
Geographers from Staffordshire University are stepping into the virtual world of computer games to develop exciting new ways of assessing landscapes.The project involved digitally mapping 300 sites across Wales and sought feedback from the public on the visual quality of the landscapes.
This survey is designed to help the Games and Interactive industries gain deeper insight into salaries and satisfaction levels.Section 2 - Job Satisfaction and The Industry (4 minutes).Also, please be aware that the comments you make may be used anonymously in our results.
The CTA survey shows workforce training as the top use case for both AR and VR.Augmented and Virtual Reality Applications in Workforce Training.Augmented reality and virtual reality applications are used in immersive learning where real-life situations can be mimicked.
While it can be assumed that the survey would be biased towards negative outcome, as people who have issues are more likely to respond. So the only thing this survey definitively proves that there are people biased against Rift S.Some actual data.
The technology’s prestige has fallen off so much among everyday Americans that when the most recent survey respondents are asked about VR’s leading brands, only 28% of them can name an industry leader without any hints or clues (17% less than in 2017) and only 37% show familiarity when brand names are suggested (23% less than in 2017)).
And, Virtual Reality is said to be the next big thing on our eyes after smartphones. 64% of female consumers interested in owning a VR device are ready to pay $250+. That’s it for this episode and season 1 of “The Insider Story “.
According to the survey, the top markets for XR technology will be: North America (57%) EU (20%) APAC (18%) And while the Asia-Pacific area is constantly on the third place in their predictions, one of the US based respondents said: “Although the US may be the start of the technology, APAC will be the center of utilization, given the regulations favor the new technology to be adopted.”.
January’s data is the fifth continuous month of gains in monthly-connected headsets on Steam, and the new record high on the platform, no doubt driven by the holiday sales season which saw numerous deals across headsets.
Valve’s monthly Steam Survey has long offered some useful insight into which headsets are actively connected to users computers and the share of the Steam population that’s using each, but the figures provided are relative to the non-static Steam population, which obfuscates the actual adoption trend of VR headsets on the platform.
One other key question in the survey, which allows for multiple answers, asks “ Which VR/AR device(s)/platform(s) most interest you as a developer right now?” Valve/HTC also leads in that category, with 36 percent, though Quest still made a strong showing with 22 percent of respondents picking the headset.
For example, if the existing router is in the den on one side of the house and there's very poor signal in the kitchen on the other side of the house, then place a wired access point in the hallway outside the den, and a wireless repeater in the kitchen.
The Steam hardware survey breaks things down into percentages, and at the beginning of 2018, VR ownership sat at just over 0.4 percent. VR isn't exactly lighting the world on fire, though compared to the beginning of the year, VR ownership has more than doubled, when looking the number of users (rather than the percentage).