Consumer and business interests in the possibilities presented by
augmented reality (AR) and virtual reality (VR) have boomed over the
past few months. The reason is simple: technology has advanced enough
to take exotic, expensive, and niche products, and turn them into
everyday experiences. People are delighted by what might unfold from
such advances. However, this change isn’t happening all at once. Rather,
it’s a piecemeal process driven by a few notable, disparate
developments that, put together, create practical interactions within
the AR and the VR environments.
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Historically, AR and VR have
been held back by poor hardware and software, and the high cost of both.
Hardware was often either too large or too expensive for mass adoption;
software wasn’t able to process and interpret data reliably; and the
supply chain and applications necessary to produce components for AR and
VR cost-effectively for a mass market were just not available.
Yet,
there hasn’t been a better time for both of these reality-bending
industries. VR has captured the imagination of video game enthusiasts,
thanks to the HTC Vive and Oculus Rift. Filmmakers too have shown
interest in the field with some success; for instance, the virtual
reality short film, ’Henry,’ recently won an Emmy award. Further,
interest in AR gaming and applications has exploded after Nintendo and
Niantic’s surprise hit, Pokémon Go, and after Microsoft introduced
its AR headset, the Microsoft HoloLens, to much fanfare.
So how
did we get to this exciting precipice? The same way we did with
technologies before — combining the slow, steady building up of
capabilities in increasingly smaller hardware, with the rising
robustness of software. Another contributing factor for the imminent
success of AR and VR is the concurrence of another technological
innovation, the smartphone.
The Confluence of Opportunities
As
soon-to-be industries, AR and VR both owe a lot to the smartphone.
The rapid miniaturization of processors and sensors, along with
the establishment of standards already account for most of what AR and
VR require to succeed. They have the supply chains, the user base,
the software expertise, and proven use cases for the technology at
home as well as at work. All that remains is to put the pieces
together in the hands of both consumers and enterprises.
This
movement is already taking shape because of the latest development in
smartphone technology: dual cameras. The dual camera setup is almost a
necessity for AR because it enables depth measurement, which is
crucial for an optimum AR experience. So, the fact that Apple’s
flagship phone, the iPhone 7 Plus, features dual cameras is
remarkable (in fact, this is also how Apple achieves the prized ‘bokeh’
effect it is marketing in its new phones). Additionally, Apple’s
smart use of artificial intelligence also helps to address known shortcomings.
We don’t know yet if Apple intends to use the iPhone 7 Plus’ dual
cameras for AR. But, regardless of the Cupertino giant’s intentions,
one thing remains true — dual cameras are here to stay for the
foreseeable future because Apple has long set the standard for what’s
expected of a modern smartphone (even though they weren’t the first to
experiment with dual cameras on a smartphone). As for AR and VR,
the more standardized this feature becomes across smartphones, the more
capable the AR and VR software ecosystem will become.
Software
for AR and VR is tricky today because the standards for both
technologies aren’t fully developed. There are, however, efforts to
correct these shortcomings. One project, the Open Source Virtual Reality
(OSVR) project, is seeking to standardize VR experiences through
open source software and hardware. Additionally, the Immersive
Technology Alliance is also seeking to cement open source
(software) and open standards (for both hardware and software) for
AR, VR, and other immersive technology fields.
Because of
the confluence of these factors (rapid miniaturization and rapid
standardization), the cost of producing and buying AR- and VR-ready
headsets should fall from their current heights (US$3,000 for
Microsoft’s HoloLens developer kit) to a reasonable price point that
will appeal to both enterprises and consumers. In fact, as mentioned
before, we may not even see a direct flash point of AR and VR
devices on the market, but a gradual build up to AR and VR
capabilities through smartphones and similar mobile devices.
The Endless Possibilities
The wide adoption of AR and VR, and of their respective software
ecosystems, has massive implications for not just the tech sector,
but nearly every other industry. Manufacturing, travel, education, and
medical industries are some obvious examples. In fact, these
industries are already pursuing and experimenting with AR and VR
technologies.
What’s even more fascinating are the varied,
potential applications of AR and VR outside of common workplace
environments. Do-it-yourself (DIY) homeowners and hobbyists could
leverage AR to make home repairs or build products at home. Farmers
could use the data collected from drones to get a birds-eye view of
their crop’s health in VR and pinpoint areas of concern. The fact
that consumers and the general public may no longer have to rely on
specialists for repairs could spur a boom in AR and VR guides,
software development, and entertainment. The possibilities are truly
endless.
AR and VR are capturing people’s attention today
because they have the potential to transform how we work and play
tomorrow. Thankfully for us, the gradual progress of technology is
turning this dream into a reality. We’ve still some way to go to make AR
and VR an everyday reality, but each morning brings us a bit
closer.
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