The Virtual Revolution Is Here

AR/VR is starting to become a major technology trend with massive implications across global industries. Like many ground-breaking technologies, AR/VR has had its share of fits and starts since first being introduced in the 1990s. New technologies tend to follow an S-curve of adoption, with an early period of low penetration as the technology is improving, followed by a growth take-off phase, where the technology breaks into mainstream adoption.

Where is Consumer VR today?

It’s been over two years since the first consumer-quality virtual reality (VR) headsets hit the market. While the Oculus Rift and HTC Vive may have ushered in a new era of personal display devices, both still face challenges in terms of adoption. Like any first-generation technology, they offered only a taste of what could be possible.

AR/VR Use Cases, Part 1

This article is the first part in a series of articles we will be releasing in the coming months covering different use cases for augmented and virtual reality (AR/VR).  We believe AR/VR has the potential to be a revolutionary technology and the next step in the evolution of computing platforms. Each iteration has taken the user closer and into more prolonged contact with the digital world, with AR/VR is the next logical step: integrating the digital world with the real, in the case of AR, and fully immersing users in the digital world, in the case of VR.