Virtual Reality: An immersive experience designed to make the user feel as if they were in a different environment that they may interact with in a natural manner
Virtual Reality technologies attempt to allow interaction so natural that the user does not need to encode intentions into controller inputs. This is currently accomplished by monitoring precise movements of critical parts of the body, such as the head and hands. Future technologies promise to monitor movements in their entirety.
1 Year: Virtual Reality adopters will at least double, however gaming will remain its primary use.
5 Years: Limited adoption by businesses for tele-presence and visualization applications. Expansion into other entertainment industries including film and social media.
10 Years: Commonplace in most households, used for daily personal entertainment and productivity. Tele-conferencing and working remotely greatly increase due to ease of communication.
In order for these steps to happen, however, significant improvements and regulations need to be made in order to ensure the safety and privacy of VR systems.