FEATURE AI & VR
VR, AR and MR –where to next?
Image credit: Eddie Kopp for Unsplash
Market analysis house IDTechEx predicts that AR, VR and MR technology will surpass $30bn by 2030. This article explains the reasons why
V
irtual (VR), augmented (AR) and mixed reality (MR) products have continued to receive high levels of funding
and investment from 2010 onwards. There has also been immense hype over these products during this decade, with this technology’s supporters believing it will be used in all aspects of day-to-day life. The growth of this kind technology over the COVID-19 period has been noticeable, with many new applications emerging.
AR, VR and their applications The basic defi nition of augmented and virtual reality are as follows: • Virtual reality (VR) replaces reality with a completely new 3D, digital environment.
• Augmented reality (AR) overlays digital content on top of the real world. • Mixed reality (MR) adds superimposed digital content that superfi cially interacts with the environment in real time.
There is a broad range of uses for augmented, mixed and virtual reality technology and many industries are already using these, including manufacturing, remote assistance, education and training.
One of the most well-known uses of VR headsets is in gaming. Companies such as Oculus, HTC and Sony have created a range of products for a totally immersive gaming experience. However, there are also other applications, such as remote assistance and training.
10 April 2021 | Automation
AR and MR products are being used to solve the skills gap problem, which occurs when skilled workers retire and with them their skilled knowledge. This knowledge needs to be transferred on to new workers. The skilled workers can record
workfl ows and processes which the new employees can follow in a safe hands- free environment. Furthermore, they can annotate the real world with technical specifi cations to aid the worker. Some companies, such as Vuzix, use their own products on the assembly fl oors.
AR and MR headsets The major players in the virtual reality market are Oculus and Vive headsets. There are many diff erent uses for virtual reality headsets, but one key application is for training in extreme environments.
Image credit: Minh Pham for Unsplash The most well-known use of VR headsets is in gaming
In industry, augmented reality headsets provide a hands-free environment
A virtual reality headset can model the diff erent aspects of a dangerous environment without the trainee having to enter a diffi cult real-life situation. Within augmented reality, there’s a bigger group of market players. There are also more applications, specifi cally in enterprise and industry, where augmented reality headsets provide a hands-free environment.
Most augmented reality headsets are standalone and have the computing power on the headset itself. This can provide a safer environment for workers who would otherwise have to carry a tablet to monitor/enter data as they work. Recently, the versatility of mixed and augmented reality products has come to the forefront of the news, with an Imperial College led project at the Imperial College Healthcare NHS Trust. Doctors have been wearing the Microsoft Hololens headsets whilst working on the front lines of the COVID-19 pandemic, to aid them in their care for their patients.
COVID-19 has put the spotlight on this hands-free, interactive technology, and it is unlikely that this focus will move for some time. There will be a need for this technology in many new applications, which previously did not require hands- free or remote capabilities.
CONTACT:
IDTechEx
www.IDTechEx.com
automationmagazine.co.uk
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