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Game Changing Impact Of AR/ VR

USA vs. Russia put man on the moon. Apple vs. Microsoft put computers in every home. Today, Facebook, Microsoft, Google, HTC, Samsung and Apple fight for VR’s ubiquity. It’s happening.

Both Virtual Reality (VR) and Augmented Reality (AR) are nearing consumer adoption. VR is consumer ready now with the price coming down. but AR will be the technology that we all use every day like our smartphones.

AR will be the gateway drug for VR. Pokemon proved it, Apple just released it. But VR will lead the way for a while.

AR/VR experiences are quickly becoming a widespread tool for marketing campaigns. Think real estate, home décor, etc. – virtual experiences help customers understand the reality of owning products.

Current Status of VR and AR: VR is a technology already offering good quality solutions: it is predicted to take off in 2019. AR has enormous potential, but it is still unripe and experimental.

The current state of VR/AR presents us with a field of large hardware boxes, limiting the growth and adoption of the medium. Future hardware must be minimized.

The AR / VR market is still adjusting to not being only game centric while constantly improving the technological barriers to become a better enabler for services.

Current AR/VR technology is either heavy, power-inefficient, or unattractive. As Moore’s Law improves processors and sensors, we’ll see lighter, longer-lasting headwear with improved tracking functions.

VR has been slow to be adapted in gaming, but is taking off in the commercial sector. AR will be a game changer in all sectors when it becomes widely available.

The demand for this technology will accelerate miniaturizing of the holographic hardware, so in 5-6 years it will become one of the essential personal devices.

AR and VR are transforming the way industrial businesses train and support technical teams. VR is useful when the equipment does not exist yet, while AR trainings supplement real equipment.

Both AR and VR are in a rapid evolution phase, though presently immature. The near future involves incremental hardware improvements, establishment of design patterns, and a richer and deeper content ecosystem that invites repeat usage.

Right now VR feels like you’re walking in someone else’s shoes. As we make a lot more progress with Augmented Reality and improve simulating sense and brain-computer interaction, it will start feeling more like you’re in your own shoes.

AR/VR is stuck in a state of trying to convince non-hardcore tech consumers to invest their money and time in its ecosystem, while simultaneously satiating the needs of its current hardcore base.

Virtual and Augmented Reality applications will soon be a game changer across industries, from enhanced entertainment and education visuals, to healthcare’s patient-provider interactions, to heads-up displays for emergency responders.

With space becoming a new expressive language for artists and storytellers, 3D audio – or “Augmented Audio” – is the next piece to building a truly immersive virtual experience, enabling sound to flow in time and space around the visitor in a very natural way.

VR/AR is still a nascent technology, but in the next few years it’s likely to become widely used for enterprise applications, especially as the headsets become lighter weight, wireless, and allow for team collaboration.

In near future, VR headset will bring major changes, rather than the entertainment purpose it will be used in other fields as well such as medical, studies, meeting and much more.

In order to get more information about their surroundings, AR is motivating and enabling people to point their devices towards objects, or swiping them around. Changing user behaviour with machines.

All-in-one headsets will become the hardware of choice for educational VR, moving it away from its dependence on mobile phones, and enabling easier administration of equipment in schools.

Using VR technology for home renovations will simply take the hassle out of shopping for a new kitchen or bathroom. You can ‘live in it’ before you buy.

AR/VR is the new internet. It will change lives, especially as its use proliferates outside gaming, in fields such as education, business, and of course, entertainment.

VR for business belongs to those who can see beneath the surface of games. AR for business belongs to those who see beyond the surface of decoration.

Virtual Reality is changing the DNA of storytelling, and passive linear narratives are a thing of the past. The future is 360 degrees, spatial, immersive and interactive.

AR/VR is irresistible for presentations, and is here to stay. Immersive technologies create new ways for people to connect, and we are excited to participate in this revolution.