Real Virtual Reality (RealVR)
The line between
what is real and what is virtual will become much less clear over time. Information and objects that have been virtual are "crossing over" into real physical space and real interactions are going on inside virtual spaces. In fact in many cases one finds a combination of virtual and real people and objects all within a single context. This trend will continue and become the rule rather than the exception over the next few years.
Our introductory report will be available here after publication on April 6, 2008. It's an introduction to the space and sets the stage for our ongoing research updates.
Our objective is to cover this area better than anyone. We've started tracking an ecosystem of public and private companies including:
Adobe, Autodesk, Cisco, Nvidia, Nuance, Synaptics, Google, Microsoft, Disney, IMAX, Electronic Arts, IBM, Intel, AMD, Hewlett Packard, Corning, Amazon, Dassault Systems, 3D Systems, and Stratasys to name some. (Detailed ecosystem data is available in our members secton.)
Sometimes investors are skeptical about this area due to the failure of past efforts and questionable business value of early examples like Second Life. However, the stage is clearly being set in terms of enabling technologies and a number of "killer applications" (not Second Life) are going to emerge that will propel this technology into the mainstream. If we are right this will be the biggest information techology trend for the next few decades and result in the shift of trillions of dollars. Even if we are only half right it's simply too big not to take seriously.