Are today’s organizations ready for the data age?

67% of business and IT managers expect the sheer quantity of data to grow nearly five times by 2025, a Splunk survey reveals.

data age

The research shows that leaders see the significant opportunity in this explosion of data and believe data is extremely or very valuable to their organization in terms of: overall success (81%), innovation (75%) and cybersecurity (78%).

81% of survey respondents believe data to be very or highly valuable yet 57% fear that the volume of data is growing faster than their organizations’ ability to keep up.

“The aata age is here. We can now quantify how data is taking center stage in industries around the world. As this new research demonstrates, organizations understand the value of data, but are overwhelmed by the task of adjusting to the many opportunities and threats this new reality presents,” said Doug Merritt, President and CEO, Splunk.

“There are boundless opportunities for organizations willing to quickly learn and adapt, embrace new technologies and harness the power of data.”

The data age has been accelerated by emerging technologies powered by, and contributing to, exponential data growth. Chief among these emerging technologies are Edge Computing, 5G networking, IoT, AI/ML, AR/VR and Blockchain.

It’s these very same technologies 49% of those surveyed expect to use to harness the power of data, but across technologies, on average, just 42% feel they have high levels of understanding of all six.

Data is valuable, and data anxiety is real

To thrive in this new age, every organization needs a complete view of its data — real-time insight, with the ability to take real-time action. But many organizations feel overwhelmed and unprepared. The study quantifies the emergence of a data age as well as the recognition that organizations have some work to do in order to use data effectively and be successful.

  • Data is extremely or very valuable to organizations in terms of: overall success (81%), innovation (75%) and cybersecurity (78%).
  • And yet, 66% of IT and business managers report that half or more of their organizations’ data is dark (untapped, unknown, unused) — a 10% increase over the previous year.
  • 57% say the volume of data is growing faster than their organizations’ ability to keep up.
  • 47% acknowledge their organizations will fall behind when faced with rapid data volume growth.

Some industries are more prepared than others

The study quantifies the emergence of a data age and the adoption of emerging technologies across industries, including:

  • Across industries, IoT has the most current users (but only 28%). 5G has the fewest and has the shortest implementation timeline at 2.6 years.
  • Confidence in understanding of 5G’s potential varies: 59% in France, 62% in China and only 24% in Japan.
  • For five of the six technologies, financial services leads in terms of current development of use cases. Retail comes second in most cases, though retailers lag notably in adoption of AI.
  • 62% of healthcare organizations say that half or more of their data is dark and that they struggle to manage and leverage data.
  • The public sector lags commercial organizations in adoption of emerging technologies.
  • Manufacturing leaders predict growth in data volume (78%) than in any other industry; 76% expect the value of data to continue to rise.

Some countries are more prepared than others

The study also found that countries seen as technology leaders, like the U.S. and China, are more likely to be optimistic about their ability to harness the opportunities of the data age.

  • 90% of business leaders from China expect the value of data to grow. They are by far the most optimistic about the impact of emerging technologies, and they are getting ready. 83% of Chinese organizations are prepared, or are preparing, for rapid data growth compared to just 47% across all regions.
  • U.S. leaders are the second most confident in their ability to prepare for rapid data growth, with 59% indicating that they are at least somewhat confident.
  • In France, 59% of respondents say that no one in their organization is having conversations about the impact of the data age. Meanwhile, in Japan 67% say their organization is struggling to stay up to date, compared to the global average of 58%.
  • U.K. managers report relatively low current usage of emerging technologies but are optimistic about plans to use them in the future. For example, just 19% of U.K. respondents say they are currently using AI/ML technologies, but 58% say they will use them in the near future.

Boneworks review: An absolute VR mess—yet somehow momentous

It's not <em>Half-Life</em>, they keep saying. But maybe <em>Boneworks</em> shouldn't have leaned so freaking heavily into the obvious visual similarities, considering how this week's new VR game doesn't quite hold up compared to its Valve inspirations. Still, it's a remarkable VR achievement.

It’s not Half-Life, they keep saying. But maybe Boneworks shouldn’t have leaned so freaking heavily into the obvious visual similarities, considering how this week’s new VR game doesn’t quite hold up compared to its Valve inspirations. Still, it’s a remarkable VR achievement.

For years, an ambitious game called Boneworks has hovered in the periphery of the VR enthusiast community, inspiring equal parts drool and confusion. It’s made by a scrappy-yet-experienced VR team (makers of quality fare like Hover Junkers and Duck Season). It revolves around realistic guns and a complicated physics system—thus immediately looking more ambitious than other “VR gun adventure” games in the wild.

And it so strongly resembled Half-Life in its preview teases, both in aesthetics and in physics-filled puzzles, that fans wondered if this was the oft-rumored Half-Life VR game after all. (It’s not.)

Now that Boneworks has launched for all PC-VR platforms, does the gaming world finally have an adventure game worthy of an “only in VR” designation? The answer to that question is a resounding “yes”—but that’s not the same as saying it’s a good video game.

The trouble with “git gud” in VR

At its worst, Boneworks had me bellowing in agony. The game, which has you escaping and battling your way out of a mysterious research facility, revolves around a philosophy of “realistic” physics interactions. Everything you see can be touched, pushed, lifted, and manipulated by your hands and body according to their real-life size and weight.

But the results can be an utter mess of virtual body parts glitching through or getting stuck on top of stuff in the game. Since your real arms and legs are not so constricted, the disconnect of game and reality is some of the most severe I’ve ever seen in VR software.

To break this down, I’ll start by addressing a brief, “experts-only” notice which must be clicked through upon every boot of the game. Now that I’ve played the game, I would’ve rewritten the notice to be more specific:

WARNING: Boneworks operates with the assumption that you’re comfortable with VR experiences that push the limits of comfort and nausea. You must walk using a joystick, as the game doesn’t offer any “teleportation” options for comfort’s sake. You must press a button to virtually “jump,” and your virtual perspective will fling and fall great distances throughout the game. And you must press against firm virtual objects, which will thus “push” your apparent grounding point in VR while you remain still in real life. If you’ve never played a VR game before, this should not be your first VR rodeo. Maybe not even your second.

The above issues are no accident. Boneworks‘ battles and puzzles revolve around intentional movement and the position of your body and hands. If the developers at Stress Level Zero had their way, they would’ve built a massive, real-life amusement park to emphasize gunplay, melee, running, jumping, and climbing—in ways that can’t be replicated in a flat-screen video game.

But this means you’re doing things like looking down and jumping between platforms—a first-person traversal system that sucks enough in traditional games, let alone VR ones that yank your virtual perspective wildly. You’ll also occasionally use your hands to push through massive objects or climb and clamber over complicated geometry by lifting yourself with your hands. Both of these can result in some bizarre glitching, especially since the game renders your virtual arms and legs at all times, which can get caught in the game’s risers, ladders, and other geometry for no good reason. And sometimes, these glitches mean you’ll fall a great height, which is both uncomfortable from a VR perspective and annoying from a gameplay one. The game forces you to walk, climb, and jump at a real-life pace through large zones and puzzles, and a single fall can drag your progress down enormously.