Last month we put out an introductory article on use cases for AR/VR. In it we outlined some potential ways in which AR/VR might impact industry and individuals. We also tried to provide some examples of how AR/VR technology is being used in the real world today to great benefit.
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.
We are living in an increasingly digital world. Advertisers know this, and have adjusted their budgets accordingly. Companies such as Google and Facebook are built around massive digital ad networks.
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.
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.