Virtual reality (VR) and augmented reality (AR) are grounded in 1838, when Charles Wheatstone created a stereoscope, which superimposed the image on each of the wearer’s eyes, creating an image. distant 3D image. Over the years, Edwin Link’s flight simulator, Morton Heilig’s telesphere mask, Ivan Sutherland’s “Sword of Damocles” VR headset and many other inventions have contributed to the cutting-edge technology we’ve seen. we recognize today. Certainly, the future of AR and VR will make our present scene look as primitive as the early experiments. Tech Town will help your business visualize better through this article.
In the Jabil Augmented and Virtual Reality Technology Trends Survey, technology and business stakeholders indicated that consumer adoption of AR/VR will be first. Most importantly, nearly 70% of respondents believe that AR/VR will become mainstream within the next 5 years.
What stage are we in?
Over a decade ago, the first smartphone hit the market and made screens an essential part of our lives. As a result, it has changed the way we communicate, work, travel, shop and more.
According to the Pew Research Center, today, one-third of American households have 3 or more smartphones, while 23% have 3 or more desktop computers and 17% have 3 or more tablets. We are surrounded by screens. It’s almost impossible to get rid of them.
The first confirmation of a user’s use of AR technology came from the hugely popular Pokémon Go AR app. Before that, no one thought about AR experiences or applications on smartphones. This unexpected use of mobile AR has succeeded in authenticating mass user acceptance of augmented reality.
Since the initial launch of Pokémon Go in 2016, plans to roll out new smartphones have been announced. While companies like Snapchat and Facebook have found ways to provide AR experiences on social media platforms for entertainment purposes, retailers have developed AR apps to assist customers. customers make online purchasing decisions. For example, the Ikea app gives users the ability to visualize the furniture in their home, simply by holding a smartphone up to a room or area. This helps to somewhat alleviate users’ fear of online shopping for large items, such as furniture. It provides a practical convenience.
Smartphones, along with VR glasses, have been the most popular way to experience VR in recent years. It can be considered that this is the most accessible condition for users to use VR. VR is much more mature than the existing AR market. The software tools and hardware platforms needed to create immersive VR experiences are available. With the availability of more advanced systems like the Oculus Rift, along with 360 cameras, virtual reality experiences are rapidly finding their way into our lives.
VR also shows a number of effective use cases in industries ranging from real estate applications to travel. For example, Israel’s Jerusalem Visitor’s Bureau used VR to take tourists on a tour of what the city looked like 5,000 years ago. These kinds of innovative VR experiences are being announced in many industries around the world.
Although AR technology is less developed than VR because of its limitations such as lack of standardization and higher price points, it has been used in industries such as manufacturing, healthcare, and logistics. AR experiences are typically delivered through headsets, such as Meta, ODG, Vuzix, and HoloLens, and are showing signs that the technology is set to transform commercial and industrial markets. However, there are still many challenges to overcome before this technology can be widely adopted.
What the future of VR and AR looks like
As we all know, there are many AR/VR devices on the market, including headsets, tablets, smartphones, wearables and consoles. Each AR/VR device offers a different level of reality experience but also has specific limitations.
Many virtual reality headsets rely on smartphones to display content. While these devices are a good start in VR, they lack the picture quality to deliver immersive experiences. Today’s VR glasses also tend to be bulky, making long-term use uncomfortable.
So what is the future of devices? How are they set up to evolve with VR and AR? What if we could experience the screens that surround us every day?
Virtual reality and augmented reality will merge and come in two forms in the future: Connected systems and standalone units. The connectivity system will consist of a head-worn unit or device, with a cord attached to the processor. Stand-alone devices will house all systems – from display to processing – inside it and be wearable. We’ve already seen signs of these trends as manufacturers opt for a mix of standalone and connected devices. Although some stand-alone devices are available, these are more complex and difficult to implement.
Today, we are in a state of compromise with VR and AR devices. No existing system offers a complete, limitless, and rich user experience. Most systems lack naturalness, wide field of view (FOV), limited display resolution, low brightness, short battery life, and lack of 3D sensing capabilities. It will probably be three to five years before we experience real, unrestricted AR/VR applications.
Pokémon Go has brought the AR experience to the masses on mobile devices. But that’s just the tip of what’s possible. As extended reality increases with market growth, how will smartphones and other electronic devices evolve with VR and AR?
Future AR/VR devices will provide personalized, accessible, and well-designed experiences. When these factors hold, a fundamental shift occurs. Tech Town thinks that, in three years, we will see new AR glasses with LTE capabilities becoming an alternative to smartphones. With improved immersive technology and AR capabilities, the look of our favorite consumer electronics will change in a completely different direction. In the next few years, we will probably use AR technology to check message boxes and smart glasses to surf Instagram.
What are businesses planning to invest in AR/VR?
Although there have been many ideas about AR/VR development, in general businesses seem shy in developing their plans. The Jabil survey shows that 51% have not even started developing the original plan. Of those businesses that plan to invest in AR/VR, 99% say their plans can change dynamically according to the market.
Given the volatility of the AR/VR market so far, some companies may be waiting to act. To successfully conquer the challenges of building AR/VR technology, while keeping up with market expectations and time-to-market, businesses may want to consider partnering with vendors. experienced – technology companies that can provide end-to-end product development services with comprehensive skills. Nearly 90% of businesses expect vendors to be able to meet AR/VR requirements — from plan development to complete product development capabilities. By leveraging outside talent and AR/VR technology, businesses can focus on their core strengths while giving their customers immersive experiences beyond the boundaries of reality. .
Hopefully the information Tech Town brings above will be useful for businesses. If your business is looking for a reputable AR VR application development company, a team of highly qualified engineers at a reasonable cost, Tech Town is confident to become the right choice for your business.
Tech Town is a technology company from Vietnam, with representative offices in the United States, Japan, Canada, the Netherlands,… We provide AR & VR application development services for businesses, optimize content delivery with immersive technologies, enhance the performance of decentralized systems, enhance customer experience, and delight next-generation users. For more than 4 years of operation, Tech Town has become a reputable technology partner trusted by startups and enterprises from many countries around the world such as the US, Canada, the Netherlands, Japan, the UK and other countries. other developers.
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