Found this at www.microdisplay.com :
Soapbox Ben Vaughan is a VP at InterSense Inc., a developer of trackers that are sold and bundled with Sony headsets via an international network of Resellers. Prior to joining InterSense, he was a founder of Retinal Displays and worked with Virtuality Group. He can be reached at: benv@isense.com. Will Low-Cost Headsets Ever Become Commercially Successful? -
To an external observer, it must seem baffling that so many companies continue to enter the low-cost personal display market when a quick look at the history would make most executives and investors run a mile. However, as an industry insider that has watched the convergence of digital technology, 3D graphics hardware & software, the Internet and low cost tracking & display technology, it comes as no surprise that many of the world's leading electronics companies are now dominating this nascent market.
Early History - The Bleeding Edge The early market, from 1993 to 1997, was dominated by small, entrepreneurial US companies that tried to develop and mass-produce extremely complex products using components that were barely suitable for the task. Poor optics, low resolution displays and jittery tilt-sensor trackers, integrated into bulky uncomfortable shells, did little more than create a disaffected early-adopter base. In fact, a significant proportion of units were sent back to the manufacturers under warranty claims. The roll call of failed companies dabbling in this arena is extensive.
For example, Victormaxx sold 25,000 headsets, but 13,000 were returned as unfit for use. The company folded the following year. Virtual I-O lost an estimated $50M for sales of 40,000 headsets. Kopin lost $5M when it put Forte into Chapter 11. Virtual Entertainment Systems burned $5M trying to launch the 7th Sense HMD and Hasbro wrote-off $57M after trying to develop an Internet-capable VR system. Virtuality Group developed and licensed a headset to Takara in Japan and Philips for launch in the US, but despite selling 65,000 units was not able to stave off collapse. Companies as disparate as Olympus, Atari, Astounding Technologies and Sega all showed prototype consumer headsets that never made it through to production.
The bottom line numbers for this early period are frightening - some $200M of investment money was lost for aggregate sales of approximately 200,000 units.
So What Is Different Today?
Firstly, the early entrepreneurs have been largely displaced, the headsets are much smaller and lighter, and the display quality is greatly improved, mainly due to extremely good optics. Of the four companies that are currently selling sub-$1000 headsets, three are large Japanese consumer electronics companies - Sony, Canon and Olympus - while the fourth is the re-formed I-O Displays Systems.
But the market has not really taken off yet. We estimate that I-O is selling in the range of 500 units per month, mainly in the US, while aggregate sales from the others are around 5,000 units per month in Japan - volumes that are not significantly different from the early nineties. Despite the improvements in image, optics and design, the resolution and price of the headsets are largely unchanged. Furthermore, integrated tracking systems that transform headsets from miniature monitors to VR devices, by allowing the user to navigate inside 3D worlds, are no longer standard.
For the mass consumer market to adopt headsets, they need to be at least SVGA resolution, retail under $299, include a tracker, and have a wide field of view to deliver an immersive experience. Above all however, they need to be discreet and designed so the user does not feel self-conscious - perhaps no more encumbering than sunglasses.
To reach this goal, headset manufacturers are both selling into higher margin markets, like location-based entertainment, wearable computing and simulation & training, while building the other parts of the infrastructure. In this latter arena, perhaps the most significant development is the emergence of new silicon-based flat-panel displays that offer the promise of very high-resolution at very low cost. Indeed, Daeyang has announced plans to launch an $800 SVGA headset early next year, using liquid-crystal-on-silicon displays from Colorado MicroDisplay (see July 1999, Microdisplay Report).
For virtual reality (VR) headsets, the most exciting developments have been the investments and alliances that major computer players have made to improve the delivery real time 3D graphics. Examples include Dell's alliance with Intergraph, Intel's investment in Evans & Sutherland, Sun's acquisition of the VPL patents for VR and networked 3D. Let's not forget the imminent arrival of the next generation Playstation, that will have the graphics performance of a high-end workstation.
Even more apparent are the steps taken by the major 3D software companies to develop their real time expertise - Autodesk, Avid, Computer Associates, Dassault, EAI, Platinum Technologies and Parametric have all acquired specialist "VR" companies over the last 12 months.
There seems little doubt that real time 3D will become the standard for the computing industry over the next couple of years. I can not understand why anyone would wish to build 3D environments and then view them through a 2D window when they can use a VR headset to go inside to explore and interact. As a result, I believe that these specialized markets will grow rapidly and lead to low cost consumer headsets for entertainment applications within the next three years. |