Consumer VR is years away due to high costs and lack of content. VR for now lives in the B2B2C market. AR is cute, but will explode with iOS apps.
AR and VR are poised to become mainstream technologies in the next 2-5 years. There is an entire industry now centered around generating incredible content and applications to make it a compelling buy for consumers.
AR is becoming more mainstream as the technology reaches mass markets. Digital developers will continue to fuel experimentation and help drive adoption by retailers within sectors such as consumer products, packaging, healthcare and more.
I think virtual, augmented and real world experiences will be experienced through a digital contact lens that manages everything that passes through to our retinas.
Productivity-boosting applications of VR and AR, like checking in on your home in real time, will require expansion of a currently limited underlying connectivity infrastructure.
360/VR will be the next wave of content for consumers. 180 degree video will be popular in the short term as a story telling medium. Benefits include immersion & less hassle for shooting.
Arrival of Apple’s ARKit will enable transformative experiences that will disrupt how every product with a footprint in the physical world is discovered, purchased, and used.
Consumers may not even be calling it augmented reality…but in the very near future, people will be combining 3D objects and reality in ways like we’ve never seen before.
Virtual and augmented reality are the most personalized technology mediums to date. As immersive storytelling platforms, they blend creativity and functionality to feed valuable and interactive information to the masses.
If we want AR and VR to be successful, we have to think beyond entertainment by integrating additional data that allows for learning, safety and other production applications.
Today’s AR/ VR is still limited to siloed pockets of technology that don’t interact with one another. In the near future, forward-looking companies will blend VR and AR together with the IoT to provide exciting interactive experiences to consumers.
Virtual reality arrived into our homes with a bang and will leave with a whimper unless the market gets behind content. Augmented reality is the unmistakable future for wearable tech; VR is just the stepping stone.
VR is changing how industries approach training within retail, manufacturing, and construction. They can leverage the enhanced learning ability of VR and its capabilities to train staff and improve future performance.