"Currently, VR content creation is prohibitively costly, and it is difficult to create the kinds of experiences consumers are looking for," explained Kristen Hanich, a research analyst with Dallas, Texas-based Parks Assocates, a market research and consulting company specializing in consumer technology products.
"Lowering the barrier to entry should help with the VR industry's content problem -- there's a lack of it," she told TechNewsWorld.
Nevertheless, Nvidia has some work to do before the promise of its deep learning technology can be fulfilled.
From the article "AI Meets VR in New Nvidia Tech" by John P. Mello, Jr.
The self-improvement industry is a promising one, accounting for more than $10 billion in annual sales. Over 40 million smartphone users in the U.S. actively use at least one wellness or fitness track...
Dealers have a tremendous opportunity to benefit from smart home technology as consumers have started to take an interest in it — with more than half of the population excited about the technology, ac...
Almost unheard of as recently as five years ago, smart speakers are on their way to becoming as ubiquitous as the microwave. As of early 2019, a third of U.S. homes with high-speed internet access had...
Even among U.S. households with broadband service, newly released market research from Parks Associates found that less than 30 percent of respondents were familiar with where to buy smart-home produc...