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The Role of VR and AR in Attractions and Enterprise Applications

Location-based entertainment venues face unique hardware demands that consumer VR devices simply cannot meet with daily heavy use

By Ben Thomas · December 4, 2023, 10:33 AM UTCArDurabilityEnterpriseHardware
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Key takeaways

01

Location-based entertainment venues require durable VR hardware.

02

Consumer VR devices are not designed for heavy daily use.

03

Enterprise applications benefit from specialized VR solutions.

In this Pro AV Today soundbite from Dan O'Brien of HTC VIVE, the conversation centered on the significant role of Virtual Reality (VR) and Augmented Reality (AR) in attractions and enterprise applications. O'Brien highlighted the critical need for durable hardware design, tailored to withstand extensive use in location-based entertainment (LBE) operations. Unlike consumer-grade VR headsets, which are typically used for brief periods, LBE headsets must operate reliably for 10 to 14 hours daily. This requirement demands enhancements in power, cable durability, and overall hardware resilience.

LBE headsets must operate reliably for 10 to 14 hours daily.

O'Brien touched upon the need for hygiene. The frequent use of VR headsets in public settings necessitates a design that prioritizes cleanliness and safety for each user. This concern is particularly relevant in today's health-conscious environment.

Additionally, O'Brien discussed the unique software needs for these applications. The software must not only support robust hardware operation but also enable efficient deployment in environments such as those with 30 users simultaneously. This capability is essential for ensuring quick initiation of experiences and maintaining continuous operation, thus optimizing the profitability and effectiveness of the space utilized.

The software must not only support robust hardware operation but also enable efficient deployment in environments such as those with 30 users simultaneously.

These insights from O'Brien underscore a few nuanced differences between consumer and enterprise VR applications. They highlight the importance of specialized design and functionality in VR/AR technology to meet the specific demands of enterprise and attraction-based applications, ensuring both operational efficiency and user satisfaction.

Transcript

Dan O'Brien, HTC VIVE, on the Role of VR and AR in Attractions and Enterprise Applications:

"Not only in the hardware and the hardening of it, making the hardware so that it can actually withstand multi-use… running for ten to fourteen hours a day… versus a consumer market… for ten to fifteen minutes… You need replacement on power, better cables, hardened sets, and wearables. Hygiene is a massive factor… But also designing for software… for a thirty user environment… to be up and running all the time, making money all the time in that square footage."

About the author

Ben Thomas
Ben ThomasHead of Pro AV, MarketScale

Ben Thomas serves as Head of Pro AV at MarketScale, where he leads content and media strategy for the pro AV sector. With over 15 years of award-winning experience across large-scale events, network television, OTT platforms, and podcasting, he has guided major B2B brands including Intel, Sennheiser, Samsung, and Philips to billions of content interactions. He holds a B.A. in Mass Communications and is recognized for his expertise in podcast hosting, public speaking, marketing, and content strategy.

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Ben Thomas

Host, Pro AV Today

Ben Thomas is the host of Pro AV Today, focusing on advancements in audio-visual technology. He covers topics such as Virtual Reality, Augmented Reality, and their applications in various industries.