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Looks like the virtual workplace will come sooner than we thought—in 2024 to be exact.
Technology conglomerate, Meta Platforms, Inc., has revealed its roadmap to release four new VR headsets two years from now. First reported in The Information, the Meta VR headset projects are called Project Cambria and Funston, which are the two headsets aimed at work and productivity use cases. The other two are Quest headsets for gaming. According to the report, these new VR/AR headsets will include more advanced tech specs and will convince everyone to get entertained and work in the metaverse. With the hardware products on their way, what impact will this new virtual world have on businesses and the SaaS industry?
Cambria is set to have a high-resolution screen that makes it easy for the eyes to read text. You can send emails or do your coding work wearing the headset, eliminating the need for a monitor. Meta envisions Cambria as something that will replace people’s laptops and has dubbed it a “laptop for the face.”
Cambria will also include outward-facing cameras with full-color passthrough capabilities. This feature will allow the seamless overlay of virtual elements with the outside environment, so users can see their surroundings in real time. It will have bigger batteries mounted on the back and internal sensors that can track the user’s eye movement and facial expressions for mapping their virtual avatar. Cambria has a tag price of around $799 and will run on Meta’s Android OS. Funston, on the other hand, is an updated version of Cambria that will be released soon after Cambria hits the market.
There were not many details revealed about the upcoming Quest headsets for gaming. They’re temporarily called project Cardiff and Stinson and are set for release in 2023 and 2024.
Getting Ready for the Virtual World
It’s exciting to see how Meta’s technology will change the way people work and enjoy, and how businesses operate in the future. Trends in VR and AR already provide a glimpse of the real-world application of these technologies, especially in industries like retail, gaming, travel, and education. Just last week, for example, Snap Inc. announced its AR-powered feature that will let customers virtually try on items while they’re shopping on the platform.
The development and mainstream use of AR and VR will surely have an enormous impact on tech industries and businesses as they adapt to the needs of customers in the metaverse. For example, brands need to bring their products and services into the virtual world as customers interact with them in 3D form. This can increase the demand for AR/VR SaaS platforms that help businesses convert physical experiences into virtual ones or build enhanced interactive experiences.
Moreover, marketing teams and DevOps would need to conduct research on how people behave in the metaverse. Their behavior might be different and people might be more inclined to explore things that they wouldn’t in the physical world. What are the app features that can enhance the virtual experience? How can marketers go beyond advertisements and actually extend their creativity in the virtual world to attract the attention of customers? These are just preliminary questions. But we’re sure more will come once these advanced headsets start making their way into households and workplaces.
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