Initial Research
Overview: Virtual Reality and Augmented Reality
There are a wide variety of VR and AR technologies being developed as of recently. Products such as the Oculus’ Rift and Microsoft’s HoloLens provide a benchmark for top of the range experiences but also come at a pretty high consumer price (between £500-£3000 [1] which heavily limits the consumer base, which needs to be taken into consideration.
The project at hand is most likely to be targeted at high income clients known as EIPs (extremely important persons) which makes VR and AR experience a perfect match for the user base.
Current technologies involving VR and AR are heavily game oriented at the present, which may be changing thanks to the accessibility of powerful new devices becoming more readily available to developers and users [2]. This year alone has seen the rise of YouTube’s 360 video channel, the VR “movie” Allumette which was highly rated online [3], Verizon’s AOL purchase start-up RYOT bring VR news to its Huffington Post property [4], and many more such developments. It is clear that there is becoming a clear convergence of AR and VR content beyond entertainment, which is our aim.
VR and AR are also presently leading technologies for sports training methods, by providing a tactile experience for players to practice in, even without their usual equipment and/or the required space to usually perform said activity. Professional baseball players for the Dallas Cowboys have been known to use a VR headset to practice their plays and scrimmages, such that the coach can accurately ensure they are making the correct checks and movements in a 360 view. [5]
This tactile experience is what we are striving for in our system, primarily focused around the user-shopper experience. This medium has been explored before by a company called VisualCommerce™, who make entire 3D product inventories accessible and configurable within real world environments. The aim of VisualCommerce™ is to empower shoppers with confidence and efficiency when visualizing high-consideration items. [6]
The power of virtual reality in commerce is demonstrated well by eBay in what they are calling the first ever virtual department store. [7] In this application they employ a search mechanism called Sight Search so users can move quickly through the virtual store without the use of hand controllers. This allows users to select items by focussing their sight on them, making for a natural experience requiring only the VR headset.
Virtual reality is already being utilised by clothing brands such as Dior and Tommy Hilfiger to watch 360 degree runway shows and even to go behind-the-scenes with some of the models. Earlier this year AT&T also partnered with Samsung to send shoppers at 133 different stores in the US on a virtual Carnival Cruise [8].