What is ultrahigh reliability in software project
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Major tech giants including Google and Facebook are helping make 2016 the year virtual reality (VR) goes mainstream. Manufacturers are taking steps to make it easier to convert existing software to work with virtual reality equipment.
Much of the initial marketing and software hype for virtual reality is centring on gaming. That’s perhaps inevitable given the growing market in casual and dedicated video gaming and the natural link between the immersion of gaming and the immersion of VR.
However, arguably the biggest question about VR’s future is how big a role non-gaming users will play. Several forecasts suggest that while games will make the headlines and be the VR activity with the biggest number of users, the sector will only make up a small percentage of the total spending.
While a wide range of potential and current non-gaming uses exist for VR, it may take some time for the market to sift out the genuinely useful from the technically impressive. Those which fit into the former category could include:
Architecture – allowing building creators and commissioners to get a better physical experience of what the finished project will be like;Training simulations – particularly for roles involving precise manual dexterity such as medical surgery;Mental health treatment – including work with those who suffer from post traumatic stress disorder who can benefit from reliving experiences in a controlled fashion.
Much of the initial marketing and software hype for virtual reality is centring on gaming. That’s perhaps inevitable given the growing market in casual and dedicated video gaming and the natural link between the immersion of gaming and the immersion of VR.
However, arguably the biggest question about VR’s future is how big a role non-gaming users will play. Several forecasts suggest that while games will make the headlines and be the VR activity with the biggest number of users, the sector will only make up a small percentage of the total spending.
While a wide range of potential and current non-gaming uses exist for VR, it may take some time for the market to sift out the genuinely useful from the technically impressive. Those which fit into the former category could include:
Architecture – allowing building creators and commissioners to get a better physical experience of what the finished project will be like;Training simulations – particularly for roles involving precise manual dexterity such as medical surgery;Mental health treatment – including work with those who suffer from post traumatic stress disorder who can benefit from reliving experiences in a controlled fashion.
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