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Role of AR/VR in Modern Consumer Electronics

CIOInsider Team

Marching the way forward disrupting consumer electronic equipments largely, the use of AR/VR technologies in real-world are doubling. The high costs of development, complexities centred on the technologies, as well as the challenges posed have prevented AR/VR devices from entering the consumer market world until recently. The time has approached to rightly examine the position of mass adoption in AR/VR technologies among the consumer electronics arena.

It is a reality that we are constantly surrounded by display screens, making it tough to escape from its presence. The AR/VR technology landscape has witnessed tremendous perks after the first

smartphone integrated augmented reality game Pokemon Go hit the screens. Being a trail blazer to the AR technology adoption among the masses, social networking applications like Facebook and Snapchat took the baton further forward. Meanwhile, smartphones coupled with headsets have been the option for most of the companies in delivering VR experience for a few years now. In the world of gaming, AR/VR technologies have made significant presence by keeping the quality up the notch. But the technology has pushed the boundaries further to accommodate applications from the healthcare industries, film & entertainment, training and education etc. While virtual environments enable students to practice anything from construction to surgeries, augmented realities can pass right information to the students in real-time. The diligent utilization of VR in the space of entertainment can erase the boundaries between story and audience that leads to higher engagement. Recently, Sony has developed a ‘non-gaming virtual reality project’ to stimulate the larger push for virtual reality in the pop culture.

In the advertising and marketing field, AR/VR powered campaigns have increased the customer attention in giving them an immersed experience with their product lines. Powering AR/VR experience in events and conferences has embarked the ways individuals turn in for in-person events. During the CES 2017 event, Intel CEO Brian Krzanich took its attendees wearing headset to a live industrial inspection through a solar power plant. Recently, Alibaba-backed startup WayRay enables a tour of projecting AR data onto the windshield of a car that gives navigation instructions, places identification, and hazard detections. In the long-run, improved use cases of AR/VR technologies is expected to ignite the necessity of a wider application of the same in the consumer electronics platforms.

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