Virtual, augmented and mixed reality products have continued to receive high levels of funding and investment during the 2010 decade. There has also been immense hype over these products during the last decade , with evangelists of the technology believing that it’ll be utilized in all aspects of day to day life. the expansion of the technology over the COVID period has been noticeable, with many new use cases for the technology. IDTechEx predicts that this technology will grow to over $30bn by 2030. this text aims to elucidate the expansion in demand behind this exciting technology.
What is Augmented and computer game Technology?
The basic definition of those terms are as follows:
− computer game (VR). This replaces reality with a totally new 3D digital environment.
− Augmented reality (AR). This overlays digital content on top of the important world.
− Mixed reality (MR). This adds superimposed digital content that superficially interacts with the environment in real-time.
What industries are using this technology?
There are a broad range of use cases and industries using augmented, mixed, and computer game technology. for instance , manufacturing, remote assistance, education, and training, to call but a couple of . These applications are utilized in many various industries. Two common use cases are discussed.
One of the foremost well-known uses of VR headsets is in gaming applications. Companies like Oculus, HTC, and Sony, have created a variety of products which consumers can use for a completely immersive gaming experience. However, there also are other applications for XR products like remote assistance and training. This report from IDTechEx includes analysis of the many key leaders within the AR, VR and MR fields, and provides you with a deeper understanding for the varied applications for such products.
AR and MR products are getting used to unravel the “Skills Gap” problem. This problem occurs when skilled workers retire, and with them, their skilled knowledge they need gained. this data must be transferred to new workers.
What is the impact of COVID-19?
Recently the flexibility of mixed and augmented reality products has come to the forefront of the news, with an Imperial led project at the Imperial College Healthcare NHS Trust. Doctors are wearing the Microsoft Hololens headsets whilst performing on the front lines of the COVID pandemic, to assist them in their look after their patients.
COVID has put the spotlight on this hands-free, inter
active technology, and it’s unlikely that this focus will move for a few time. there’ll be a requirement for this technology in many new use cases, which previously didn’t require hands-free, or remote capabilities.