Virtual reality isn’t just for gamers. Bloomberg North’s Amber Mac and Anthony Lacavera speak to Mats Johansson, the CEO of EON Reality, about how his company is applying the technology to training people in the energy industry, marine industry, professional sports and to classrooms at all levels.
Anthony Lacaverg, Bloomberg North: Since there’s this ‘phenomenon’ with Pokémon Go taking over in the AR space – Augmented Reality vs Virtual Reality – do you think Augmented Reality has already eclipsed Virtual Reality or vice versa?
Mats Johansson, CEO of EON Reality: I think in gaming and being the most downloaded app on the app stores, that is definitely the direction. If we look at our space, Augmented Reality is still a relatively small portion, but the accelerated growth of AR vs VR is much steeper. I think over the next 2-3 years as we see companies like Microsoft, Google, Facebook and many other technology companies put out specific solutions for wearable AR, the market for training – knowledge transfer, which we are in – is going to grow very rapidly in the AR field as well. But, today I would say 95{0fab034ea82b07661647ea8532e9066bcdd529bddfd482414d4493f90063c904} of the business is in VR
AL: You’ve developed this EON-XR Knowledge Grant. How does that grant impact the market?
MJ: It’s a venue to bring into higher education, we think primarily, the type of technology used in Pokémon Go, but to help assist students, faculty, interfacing with the world in new and different ways. We like to help build and support that from EON’s side.
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