Tech in Tokyo: What's VR?
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Tech in Tokyo: What's VR?

In this article series I will introduce a range of exciting technologies that potentially impact not only the tech industry but also our everyday lives. Working as a tech recruiter with focus on startups, I have the chance to speak to dozens of industry experts, learning new things on a daily basis. I want to share some of this knowledge about the technology itself but also how it is used by businesses and what you need in order to work for those companies.


Part 2: Virtual Reality (VR)

VR technology is maturing and services that go beyond entertainment use are being developed. Recently I had the chance to speak with the founders of two such services in their offices in Tokyo and learned more about industry trends and the future of the VR. I wanted to share some of the insights I got in those discussions in the following article.


What is VR?

Since the successful crowd funding campaign of the Oculus Rift in 2012, VR has become something of a buzzword with lots of media coverage. The technology behind the hype still needs time to develop but exciting things are already happening. In this month’s edition of Tech in Tokyo will first explain the term and technology then present some current and future use cases before discussing industry trends and job opportunities.

The concept of virtual reality is fairly old and essentially only describes a computer or software created world that is not physically existent. While computer games or movies with lots of CGI can qualify as VR by such a definition, head-mounted displays such as the Oculus changed the game because they create unparalleled levels of immersion, making a virtual world appear real in the eyes of a user. 

While computer games or movies may create almost realistic images they have so far been experienced through a two-dimensional screen which always creates a natural barrier between user and virtual world. The viewer is just that, a viewer how can observe the action from outside with a limited degree of immersion. Now think about the Holo Deck from the Star Trek universe (for all non-Trekkies: <https://en.wikipedia.org/wiki/Holodeck>) which creates a fully immersive world that would be indistinguishable from the real world. That’s basically where VR wants to go.

VR is different from other media as it doesn’t merely let you watch and interact with a virtual world through a screen but rather makes you a part of that world and forces you to be present within it. What happens in VR is then much more an experience of something that actually happened to you than a memory of something that you’ve watched.


How does it work?

VR headsets heavily rely on smartphone technology, such as mobile processors, HD screens and motion sensors. Only with the advancement of smartphones did small and energy efficient parts become affordable. Actually, similar headsets were being developed in the 1980s and 90s but back then, the technology was too expensive to reach a mass market.

The experience of VR is created through the interplay of input and output. On the input side, VR headsets use motion tracking for head and body. Additionally controllers can be used to track hand movements and also provide more input options through buttons. The output is given through the small HD screen inside the headset which is located right in front of your eyes in order to provide a maximized angle of view. Besides visual feedback, other output devices such as walking simulators or responsive chairs are being tested to provide physical feedback as well.

As a result of the interplay of input and output, the illusion of a real world is created. When you turn your head, the headset registers the movement and the visual output through the screen is moving accordingly. Again, the aim of the devices is to create perfect immersion. The freer and the more natural those devices feel, the easier it is for our brain to forget that this is only a simulation. A simple aspect such as having a wireless headset or a headset with cable that you constantly have to keep in mind for not stumbling over can already make a huge difference. 

 

Why should we use it?

Because of its unparalleled levels of immersion, VR can go beyond the use cases of traditional media. So far, VR is mainly used for entertainment, such as VR gaming and movies. After 3D technology, the next logical step for entertainment seems to be inevitably VR. Again, instead of merely watching something through a flat screen, you’re actually part of the action inside of a game or a movie. This leads to a more intense experience.

The real potential of VR however may lie beyond entertainment as a society disrupting technology. Imagine, for example, exclusive and luxurious experiences that were reserved for the wealthy such as helicopter rides, visiting the Pyramids of Giza or strolling through the Louvre in Paris. Through VR, these experiences could become available for a mass audience through VR headsets from their living rooms. Of course, at this point of time, VR is still not comparable to the real thing. With further advancement of the technology however people might choose to have a vacation in the VR instead of traveling around the world. Until then, VR can at least give an idea of the real experience and can be used for a much more persuasive form of marketing.

Another field where VR may have a huge impact is education. Companies are working on teaching programs or modules for English languages, etiquettes, military pilot training, surfing – you name it. In the future, we might not need an army of highly qualified teachers who teach a limited amount of students. Instead, the best teachers could create VR teaching modules that could be used by an infinite number of students. With a smart AI teacher, these virtual lessons would also be interactive and adaptive. Good bye crowded classrooms and high tuition fees.


How can you get into it as a professional?

Currently, several VR services are being developed which will allow the end users to create VR content without having programming or graphics design knowledge. From virtual classrooms to museum walkthroughs – the range of the VR content will literally have no limits. Besides the development of the actual headsets, these VR content platforms provide exciting opportunities to work on the next step of VR development and also are a rapidly growing market with an immense hunger for hot talents.

Generally speaking and due to the origin of VR technology, developers from the (3D) gaming field bring the most relevant experience for VR development. Especially Unity 3D and C# developers are popular among the VR startups we work with. However, this may vary depending on the service and the platform/engine used by the companies. Furthermore, user interface and user experience designers (with web mobile or gaming background) as well as mobile developers (Android and iOS) are sought after. Besides that, less specific skills that apply to any software product are important such as technical project management.

If you’re interested or have questions, feel free to send me a message. Oh, and if you haven’t had the chance to enter the VR through a headset I can only recommend you try it out. In Tokyo there are several VR arenas and game centers (such as the Shinjuku VR Zone: https://vrzone-pic.com/) which allow you to try out VR without buying a headset. Go and get fascinated!

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