Immersive technologies such as virtual and augmented reality are currently taking the world by storm. Over the past three years, we’ve seen a huge interest in immersive technologies from the likes of advertising agencies, games developers, construction companies and more… Here we take a look at what the hype is all about and what the future holds for these technologies!
Fast Expanding Markets - Augmented Reality and Virtual Reality
1. Immersive Technology
Article Content >>>
#Trending >>>
The gradual path to seamless integration
Immersive Technology - Introduction
Virtual Reality
Augmented Reality
AR and VR Market
The Players
Forecast and Conclusion
Fieldworkers at Toms River Municipal Utilities Authority
- a New Jersey Utility, use AR and VR glasses to see
concealed utilities lines under the streets in real-time.
Immersive technologies such as virtual and augmented reality are currently taking the world
by storm. Over the past three years, we’ve seen a huge interest in immersive technologies
from the likes of advertising agencies, games developers, construction companies and
more…
Immersive technology is not a new concept.
Experimentation with virtual and augmented
reality has been taking place since the 1960s,
hit sci-fi tv show, characters could enter a
specific room and it would create an
expansive virtual world that was so in-depth,
so heavy that it had to mounted to a
mechanical arm attached to the ceiling when
in use.
When using the device, the users would be
able to see a virtual environment, but since
graphics technology was not very advanced,
these were usually just simple wireframe
rooms. Immersive technology was further
popularised by Star Trek’s Holodeck. In the
sectors, especially in the games industry.
Graphics, processing and screen technologies
have improved dramatically over the past
decade and these advances have opened the
door to create enthralling and immersive
experiences. Being experts in storytelling and
interactivity, this provided an opportunity for
games makers to experiment with immersive
technology in a new creative medium.
hidden inside research facilities
across the world. The Sword of
Damocles is considered by most
to be one of the first virtual
reality headsets. Built by Ivan
Southerland and Bob Sproull in
a laboratory at MIT, it was a
large and somewhat dystopian
looking device. The device was
it was almost identical to reality.
Lots of people were excited by
the thought that, one day, in the
distant future, we may be able to
recreate whole worlds inside a
holodeck. Over the past 5 years,
immersive technology is
making a comeback, playing a
much larger role across many
The possibilities for
immersive technology are
seemingly limitless; the only
potential barriers being the
practicalities of the
technology available.
A guide for investing in the technology of the future - now
Expanding
Markets
Reality and
Reality
By
Karthik
ACHARYA
IMBA
emlyon
business
school
Boeing's use of augmented reality for technicians has
increased productivity by 40% and reduced wiring
production time by 25%.
At Ford, VR is used to capture human movement during
equipment assembly through motion sensors to re-
engineer movement to decrease risk of injury and
increase productivity.
The Gatwick airport passenger app just won a number of
awards for its creative use of AR technology. With the
help of more than 2,000 beacons throughout its two
terminals, passengers can use the AR maps from their
mobile phone to navigate through the airport. As the app
matures, it might eventually help improve traffic flow in
the airport.
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2. The AR and VR
Market >>>
Technologists might still be
working on smell and taste,
but Albert Ludwig’s “magic
spectacles” eerily foreshadow
the current prominence for
headsets and 360-degree
games, videos and virtual
worlds.
Augmented Reality
Google and Apple’s
next battleground
The two biggest players in smartphone software are pitching to win the war for AR. But
will Ikea and Pokémon Go be enough to get consumers on board?
Virtual and Augmented Reality market is expected
to reach $150bn by 2022. Source: Markets and Markets
Until recently, virtual
reality had been something
of a fantasy for storytellers
and technologists. As long
ago as 1935, American
science fiction writer
Stanley G Weinbaum
described something like
virtual reality in a short
story called Pygmalion’s
Spectacles.
Augmented Reality (AR) and Virtual Reality (VR)
headsets are poised to reach $150bn in sales by
2022 according to a research published by Markets
and Markets.
➢ The global Augmented Reality market is
expected to reach USD 117.40 billion by 2022
at a CAGR of 75.72% during the forecast
period of 2016 – 2022
➢ The Virtual Reality market is expected to
reach USD 33.90 Billion by 2022, at a CAGR
of 57.84% during the forecast period
Augmented reality (AR) is nothing
new. Many people’s first experience
of the concept was seeing through
the eyes of Arnold
Schwarzenegger’s T-800
Terminator in James Cameron’s
1984 blockbuster. The movie
showed the Terminator’s vision
overlaid with information about
subjects, objects and objectives.
Virtual Reality - All the hype
From Oculus Rift to Google
Daydream, VR is getting plenty of
hype
“But listen – a movie that gives one
sight and sound. Suppose now I add
taste, smell, even touch, if your
interest is taken by the story.
Suppose I make it so that you are in
the story, you speak to the shadows,
and the shadows reply, and instead
of being on a screen, the story is all
about you, and you are in it. Would
that be to make real a dream?”
The current age of virtual reality began
in 2010, when American teenager
Palmer Luckey created the first
prototype of a VR headset that would
evolve into the Oculus Rift. Two years
later, he launched a $250,000
Kickstarter crowdfunding campaign to
commercialize it – and $2.4m of
pledges later, the tech industry’s interest
in VR was reborn. Two years after that,
Facebook’s CEO, Mark Zuckerberg,
liked the Rift so much he bought the
company for $2bn.
Virtual Reality Vs Augmented Reality
Since Ludwig’s magic
spectacles found their way into
print, there have been decades of
experimentation around virtual
reality, from the first head-
mounted VR system in the late
1960s to the first commercial
products in the 1980s – not to
mention Hollywood’s
interpretation in the 1992 film
The Lawnmower Man, which
shaped mainstream perceptions
of virtual reality, or VR, for
some time afterwards.
But after failed attempts at making
that concept a reality for the mass
market, with Google Glass and
others, AR was thrown back into the
spotlight in July 2016 with the
launch of Pokémon Go, which
overlaid the mini-beasts bobbing
about in the real world for players to
catch.
While Google has had AR systems in place with its
Project Tango technology from 2014, which ended
up in specialized tablets and smartphones, but was
discontinued by early 2018.
While Apple’s system doesn’t rely on specialist
hardware, and may lack some of the skills that
dedicated sensors afford, ARKit is due to roll out to
not only Apple’s iPhone, but also on smartphones
as old as the iPhone 6S from 2015.
After the shutdown of Project Tango, Google has
moved towards ARCore and it expects to make
ARCore available to at least 100 million users,
starting with owners of Samsung’s top-end Galaxy
S8 smartphone and Google’s own Pixel phone.
Apple took the spotlight with its ARKit and released
it as part of its iOS 11. But the diversity of the
Android ecosystem presents challenges for a
unified platform that relies on a consistent
experience.
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3. The Players
VR / AR Performance Statistics >>>
Chief executive officer Tim Cook of tech
giant Apple continues to hint that the
company is investing and sees massive
potential in the field of AR.
"I regard it as a big idea like the smartphone.
The smartphone is for everyone. We don't
have to think the iPhone is about a certain
demographic, or country or vertical market;
it's for everyone. I think AR is that big. It's
huge. I get excited because of the things that
could be done that could improve a lot of
lives and be entertaining."
Demand for AR and VR technologies in healthcare, retail, and
gaming will drive market growth in the coming years
According to research from Omnivirt, 360° videos
received higher engagement in 2017 than regular
video and content. The Omnivirt study also found
that besides the fact that brands using 360° videos
were spread across all verticals, content quality is
improving every year. Major brands that have used
VR and 360° videos include NASA, Microsoft, IBM,
Honda and Ford.
We will see more VR adoption in advertising. We
have already seen signs of this in the recent past: last
year Google announced its experiment with virtual
reality ads that react to users’ eyes, Infiniti formed
an alliance with OmniVirt to let people virtually test
drive the Q60 using 360° VR video and Chick-fil-A
launched a VR website around its “Eat Mor Chikin”
Cow icon.
The AR market in particular, is affected by
not only consumer demand but by
commercial/retail and medical industries as
well. It's applications provide digital
information and 3D visualization of physical
objects and therefore have potential to be
highly useful, or entertaining, in various
fields. In the case of industrial applications,
which has accounted for over 25% of the AR
market share in 2015, "several industry
players are developing AR for the industrial
sector to leverage the full potential," As was
explained by Global Market Insights. AR
technology also has started to help mitigate.
"Rising demand to handle complex
machinery, assemble and maintenance will
propel augmented reality industry growth.
The reluctance towards conventional
showroom visit with virtual experience and
improves user experience."
➢ Compared to regular video and content, 360° video / VR received
higher engagement. This can be measured by the number of video
completions, clicks, and overall engagement rate.
➢ Worldwide shipment of smart Augmented Reality glasses is forecasted
to reach around 5.4 million units by 2020, together with other devices
the shipment could hit 64.8 million units.
➢ By 2025, the worldwide user base of AR and VR games is expected to grow to 216 million users
and will be worth $11.6 billion.
➢ According to ISACA survey, 64% US consumers believe that augmented reality enhancements
would benefit workplace by facilitating remote participation in workplace learning and
development.
Consumers are holding on to their
smartphones almost twice as long as they
were years ago. Phone companies are not
giving consumers a reason to value a new
smartphone. AR technology could turn
around revenue and sales. Devices that are
equipped with AR and VR will be innovative
to consumers and reign supreme over those
without the technology.
It is hard to predict all of the trends in 2018,
but the technology is only going to get better
over the next few years. Consumers will
soon be fully immersed in a virtual world,
creating a whole new experience for
them.These technologies can help build a
good marketing strategy for any brand.
Businesses should start adjusting and find
ways to take AR and VR serious in their
marketing and business plans. Taking
advantage of these trends early will give any
brand an advantage over their competitors.
Key Drivers >>>Augmented Reality is expected to have 1 billion
users by 2020. Right now, more than 543 start-
ups are listed under this category on Angelist
According to Infoholic Research, the “AR
Gaming Market” is expected to reach $284.93
billion by 2023, growing at a CAGR of 152.7%
during the forecast period 2017–2023.
Pokemon Go has been downloaded more than
750 million times and its revenue is estimated to
be more than $1.2 billion
Source: Seabery
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4. Forecast augmented (AR) and virtual reality (VR) market size worldwide from 2016 to 2022 (in billion
U.S. dollars)
Projected size of the augmented and virtual reality market 2016-2022
Note: Worldwide; 2016 to 2018
Further information regarding this statistic can be found on page 8.
Source(s): IDC; ID 591181
6.1
14.1
27
209.2
2016 2017 2018* 2022*
MarketsizeinbillionU.S.dollars
The demand for Virtual Reality (VR) and Augmented Reality (AR) is
anticipated to increase inside the coming years. Growing demand
for AR and VR service, cheap hardware fee, and increase in end-use
utility. The growing demand for VR and AR in healthcare, schooling,
gaming and media and entertainment within the North American,
Asia Pacific and EU regions is predicted to grow the adoption of VR
and AR in these markets.
By End User Analysis this market is segmented on the basis of
Education, Construction, Automotive, Healthcare, Gaming, Media
and Entertainment, Defense and Aerospace, Retail and Others
(Manufacturing and Energy). By Regional Analysis this market is
segmented on the basis of North America, Europe, Asia-Pacific and
Rest of the World.
The major driving factors of Global virtual and augmented reality
Market are as follows:
➢ Increasing Demand for AR-Based Software Applications and
Hardware Devices for 3D Visualization in Medical Sectors
➢ Increase in the Demand for AR From E-Commerce and Retail
Sectors
➢ Growing Interest of Large Tech Companies in Augmented
Reality
The restraining factors of Global virtual and augmented reality
Market are as follows:
➢ Development of AR Technology Dependent on Innovations in
Computing and Digital Network Systems
➢ Limited Processing Power, Less Storage, and Restricted Size of
Storage Devices
➢ Limited User Interface Affecting the Navigation Performance of
Augmented Reality Applications
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Just a few short years from now,
headsets for entering virtual and
augmented landscapes will
populate the desks of most of the
country's Fortune 1000 companies.
But employees won’t be using
these tools for gaming. VR/AR will
shift the way teams learn, interact,
and communicate with customers
in ways never thought possible.
VR/AR will introduce whole new
ways to socialize and whole new
ways to learn, but these methods
will only be as effective as their
overall design. That's why
designers, animators, and
developers need to start planning
for this future today. Ineffective
visual communication on these
platforms—the kind that uses stock
imagery or falls short on its ability
to tell a story—can create
disorientation and confusion, and
you might risk turning people away
from your brand or product
entirely.
Effective visual communication in
VR and AR is not only aesthetically
engaging but offers a guiding hand
as users explore this new world.
Logically organized and carefully
implemented visual
communication can place your
brand at the forefront of VR/AR.
- Amy Balliett, CEO, and owner
of Killer Infographics
There a many use cases for VR, but
the most interesting and most
immediate is training and education.
Several studies have shown that
people who learn and train in VR
retain the information much more
deeply and for longer periods of time
than those who simply use books and
videos and other traditional methods.
In one case, students learning
construction management were
broken into two groups, one using
VR and the other traditional
methods, and the VR group scored
higher on tests about the information
both immediately after the lesson
and a month after. In another case,
medical students using VR did much
better on live patients than those who
learned via traditional methods. VR
allows students to run the lesson as
many times as needed, and they
cannot be distracted while in the
headset.
AR will absolutely revolutionize the
e-commerce industry and has
actually already started doing so.
The possibilities are endless, but one
big change will be the shift to
"virtual showrooms." Consumers at
stores like Uniqlo and Gap can
already try on different colors and
styles of clothing in a virtual
dressing room, with mainstream
expansion soon to follow. And it
only extends from there – imagine
actually being able to "see" furniture in your home before you
make your purchase, or checking out a car and all its features, right
from your phone.
PTSD treatment has been shown to benefit from VR and AR as
well by gradually exposing the subject to the stimuli that caused
the PTSD in the first place in a safe manner and allowing the
subject to work through the trauma at the subject's own pace.
Virtual and augmented reality is coming to real estate. The future
of this technology is virtual showings. Home buyers will be able
to don VR goggles and walk through a home anywhere in the
world.
AR for Home shoppers will allow them to virtually stage the
potential home within their VR goggle view. And, within the
view, they can also find data, nearby schools, shopping,
dining. Realtors can leave post-it notes within the virtual tour
describing building materials, the year the home was built, lot size.
5. Finding An Agent That’s Right For You
• Ensure content availability. Organizations
should have a repository of content and data
available in the proper format for a well-
functioning AR/VR system. It is not easy to
aggregate and collate data from operating and
repair manuals that need to be coded in order
to create work instructions for a procedure.
Replicating workers’ tribal knowledge into a
database is an additional challenge. Various
types of data such as system specifications,
performance metrics, and vital statistics of
machines that operators work on, when
combined with AR/VR systems can be a
powerful enabler. However, making this data
available for AR/VR systems is a daunting
task. An IT Innovation Manager at a
multinational automotive manufacturing
company says, “data preparation is the biggest
challenge we face with immersive technology.
Much time is required to prepare the data,
there is a need for automated processes, and
general data standardization.” Professor John
Erkoyunco at Cranfield University agrees that
data is the foremost challenge to AR or VR
adoption. “Data architecture, how data is
being collected and structured internally, and
how it’s shared across departments is a big
struggle,” he attests. Consider shifting the
mentality from the traditional way engineers
develop and design products. To be
successful, organizations need to think in
terms of information rather than hardware.
• Evaluate partnering with experienced
vendors to minimize complexity. To
minimize AR/VR complexity in execution,
organizations can collaborate with software
providers, often times found in a start-up
company ecosystem. Many of these solutions
originated as custom solutions created on a
case-by-case basis, but have since evolved to
include a variety of turnkey AR/VR solutions.
Diota is a prime example of this evolution.
“After building custom solutions for
customers, we found that we could address
80% of the use cases with one application so
we said, ‘let’s develop this application,’” says
Thomas Perpère, of Diota. For David
Nedohin, president and founder of ScopeAR,
an augmented-reality software company,
these solutions are just part of his company’s
offering. “Some customers know they want to
use AR and build content but they aren’t
ready to do it themselves, yet which is why
we offer both a custom and turnkey solution,”
he says.
• Carefully consider connectivity
requirements for your AR/VR use cases.
Not all use cases need a high availability of
network and bandwidth. However, for those
use cases that do, the absence of remote
collaboration, or a lack of proper connectivity
and bandwidth can be a deal breaker. For use
cases that can work without network
connectivity, computing power proves to be
more crucial as most AR/ VR systems involve
heavy use of graphics and real-time
rendering.
• Integrate AR/VR solutions with existing
technologies to reap full benefits. To yield
higher benefits, consider AR/VR as an
important part of a larger digital journey. Part
of this journey is the integration with the
company’s various enterprise systems such as
enterprise resource planning (ERP), product
lifecycle management (PLM), etc.
Organizations should also keep in mind the
process changes and associated investment
necessary for such integration. Moreover,
because AR/VR is a fairly new technology
that is advancing and being integrated with
Companies should consider a reasonable investment for a predetermined use case(s) to
understand where the business potential lies while taking into account the user experience
(usability and ergonomics).
Thoughts>>>final
“It can be a tricky situation because under certain conditions, employees might feel that
wearing AR/VR headgear makes their task cumbersome.” – a concerned organization
The real challenge will be for companies to Prepare technology infrastructure to integrate AR/VR
legacy systems, security and privacy is key.
Surveyed organizations reveal cybersecurity
and data-privacy concerns to be one of the top
three challenges that hinder adoption. This
challenge should be addressed with a proper
security and privacy framework built-in, to
avoid exposing sensitive and proprietary
information.
Conclusion
Immersive technology has come a long way
in a short time and will continue to evolve.
For organizations, the major brakes on
progress will be technological integration,
data readiness, the inability to identify use
cases, talent, and general awareness.
However, these challenges outweigh the
long-term growth potential this technology
offers. Even among the organizations that are
not exploring AR/VR, 50% plan to do so
within the next three years#. For those
looking to begin or advance their journey,
having a centralized governance structure and
focusing on the most valuable use cases will
be key. Additionally, until broader adoption
happens, companies shouldn’t overlook the
importance of having internal key influencers
champion AR/ VR technology to bring
awareness of its potential benefits.
#Capgemini research institute
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