nt frame rates can process these view changes. Because of this delay, people don't see what they expect to see. As the technology matures, this issue should be resolved. Another challenge is the need for additional content in virtual reality formats. Developers are waiting for additional VR users and buyers are often reluctant to purchase head mounted displays and download apps until more virtual reality content is available. Additionally, current cellular networks don't have the capacity to support virtual reality. VR requires either direct connection to broadband or Wi-Fi connected to broadband Internet links. Thus, it is limited to indoor use. Next generation 5G networks may have the capacity www.TechnicalPDF.com to support virtual reality. See Chapter 7, "Mobile and Wi- Fi Networks," for information on 5G technologies. Augmented Reality Augmented reality, on the other hand, adds pictures of animated characters or other images to what users see when they look around them. Augmented reality requires specialized apps on smart phones, but not always specialized headsets or headsets resembling eyeglasses. The mobile game Pokémon Go, which was released in 2016, is an example of the use of augmented reality (AR). Pokémon Go, a joint effort of Niantic Labs, Nintendo, and Pokémon Company as reported in the July 12, 2016, Wall Street Journal article, "What is really behind the Pokémon Go Craze," by July of 2016, was the most profitable game on Google and Apple's app stores up until that time. Augmented reality needs smartphones' cameras, GPS, and position sensors. Position sensors rely on accelerometers within smartphones. All new smartphones are equipped with accelerometers able to detect how users tilt their smartphones. For example, are they tilting them sideways or straight up? Accelerometers enable smartphone viewers to modify the angle at which they view images. Augmented reality is used in manufacturing and product assembly. In one example, workers wear special glasses such as Google Glasses that flash images of