Augmented reality and virtual reality are reality technologies that either enhance or replace a real-life environment with a simulated one.
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Augmented reality and virtual reality are reality technologies that either enhance or replace a real-life environment with a simulated one.
In AR, a virtual environment is designed to coexist with the real environment, with the goal of being informative and providing additional data about the real world, which a user can access without having to do a search. For example, industrial AR apps could offer instant troubleshooting information when a handset is aimed at a piece of failing equipment.
Virtual reality encompasses a complete environmental simulation that replaces the user’s world with an entirely virtual world. Because these virtual environments are entirely fabricated, they are often designed to be larger than life. For example, VR could let a user box with a cartoon version of Mike Tyson in a virtual boxing ring.
While both virtual reality and augmented reality are designed to bring a simulated environment to the user, each concept is unique and involves different use cases. In addition to entertainment scenarios, augmented reality is also increasingly being used by businesses, because of its ability to generate informational overlays that add useful, real-world scenarios.
We’ll delve into how both of these reality technologies work, with a specific focus on the business cases for AR, in the sections that follow.
While both technologies involve simulated reality, AR and VR rely on different underlying components and generally serve different audiences.
In virtual reality, the user almost always wears an eye-covering headset and headphones to completely replace the real world with the virtual one. The idea of VR is to eliminate the real world as much as possible and insulate the user from it. Once inside, the VR universe can be coded to provide just about anything, ranging from a light saber battle with Darth Vader to a realistic (yet wholly invented) recreation of earth. While VR has some business applications in product design, training, architecture and retail, today the majority of VR applications are built around entertainment, especially gaming.
Augmented reality, on the other hand, integrates the simulated world with the real one. In most applications the user relies on a smartphone or tablet screen to accomplish this, aiming the phone’s camera at a point of interest, and generating a live-streaming video of that scene on the screen. The screen is then overlaid with helpful information, which includes implementations such as repair instructions, navigation information or diagnostic data.
However, AR can also be used in entertainment applications. The mobile game Pokemon Go, in which players attempt to capture virtual creatures while moving around in the real world, is a classic example.
Augmented reality entails abundant — and growing — use cases. Here are some actual applications you can engage with today.
Beyond gaming and other entertainment cases, some business examples of virtual reality include:
While primitive virtual reality systems got their start in the 1950s and 1960s, the concepts of VR and AR began to gain momentum in military applications during the early 1980s. Motion pictures such as Tron, The Matrix and Minority Report all offered futuristic riffs on how these technologies would evolve in the years to come.
The first mainstream attempt at releasing a VR headset was the Sega VR in 1993, an add-on to the Sega Genesis gaming system. While it never made it to market, it did stoke consumer interest in the technology. It would not be until the Oculus Rift in 2010 that a VR headset would be successful with a consumer audience — though today these devices remain expensive and largely of interest to niche, gaming-focused users.
Augmented reality splintered from virtual reality around 1990, and was brought to the public’s attention in 1998, when TV broadcasters began overlaying a yellow line on the football field to better indicate the distance to a first down. Over the next decade, various apps around AR technology were designed for both military use (such as in fighter jet cockpits) and consumer use, when print magazines and packaged goods began embedding QR codes that could be scanned with a consumer’s cell phone, making the product “come alive” with a short 3D video.
In 2014, Google rolled out Google Glass, with an eye toward equipping everyone with a head-mounted display AR device. The AR headset, which was controlled via voice and touch gestures, was met with skepticism and criticism, attributed to the new reality that people were recording video 24/7 in public. Privacy suddenly became a major talking point in consumer AR. Google ultimately suspended the project and relaunched it a few years later with enterprise users in mind.
Today, business and enterprise use cases are the predominant reality applications for AR. Some key examples include:
Augmented reality varies depending on implementation, but the most common components include the following, categorized by hardware and software.
These hardware components comprise the backbone of augmented reality. Some of these components might already be supported if you are engaging in AR with your smartphone (more in the following section):
Several types of software algorithms are needed to enable augmented reality. Broadly, these include:
If you encounter an AR application today, it will probably be in the form of a mobile phone app: any smartphone owner has access to hundreds of AR applications on iPhone or Android mobile phones without the need for any additional hardware. All the core software capabilities needed to enable AR are built into the operating system.
In a typical use case, the AR user launches an application on his or her mobile phone or tablet. Most AR apps are fairly simple in design. The user just aims the mobile phone or device at a point of interest and waits for the application to populate the screen with additional context. This could be anything from walking directions to the identity of stars in the sky to dance steps.
Hundreds of AR applications are available on mobile devices
AR and VR are still in their infancy, and they have a long timeline of development ahead of them before they become true mainstream technologies. Some of the most frequently cited technology and business challenges include:
Technology challenges
Business challenges
Despite these challenges, however, significant progress is being made to expand both business and commercial use cases for AR and VR, and further drive them into the mainstream.
AR and VR have a decidedly bright future, and the years to come will bring many new capabilities and more widespread usage.
Improvements in video quality, processing power, mobile bandwidth, and AR/VR hardware will drive more mainstream acceptance, and falling development costs and complexity will provide more options for creators to explore. Systems that track eye movement and facial expressions will slowly make clunky joysticks and other controllers obsolete.
While video gaming and entertainment will continue to drive this market, AR and VR will also see emerging practical applications. In the world of virtual reality, these include fully virtual surgery, in which surgeons perform their jobs only in a simulated environment and robotic systems do the actual work. In the world of AR, the ability to virtually travel anywhere is made possible by an emerging tech platform called Mirrorworld, which aims to replicate the physical universe on a 1:1 scale.
Education will likely continue to shift to a virtual model on AR and VR platforms both in academia and in the corporate world. And finally, retailers will continue to rely on AR applications to upgrade virtual shopping applications, slowly rendering the need for physical storefronts obsolete.
AR and VR are both fairly niche technologies today, but both have impressive futures ahead of them as they mature. With increasing momentum around innovative VR video games and AR navigation aids, consumers are increasingly ready to experiment with future applications of these technologies. In industry, AR especially is finding applications in everything from design to maintenance to healthcare.
Looking ahead, it will be exciting to see what new AR- and VR-driven tools come to fruition.
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