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What are the trends in Augmented Reality and Virtual Reality? What are the challenges of Augmented...

What are the trends in Augmented Reality and Virtual Reality? What are the challenges of Augmented and Virtual Reality?

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What are the trends in Augmented Reality and Virtual Reality

Alongside AI and automation, virtual reality (VR) and its closely related cousin augmented reality (AR) have been touted for several years now as technologies likely to have a profoundly transformative effect on the way we live and work.Solutions which allowing humans to explore fully immersive computer-generated worlds (in VR), and overlay computer graphics onto our view of our immediate environment (AR) are both increasingly being adopted in both entertainment and industry.

Here are the 5 key trends

1.AR and VR increasingly enhanced with AI

In a collision of two-letter abbreviations unlike anything that has come before it, AR and VR developers will increasingly build smart, cognitive functionality into their apps.

Computer vision – an AI (artificial intelligence) technology which allows computers to understand what they are “seeing” through cameras, is essential to the operation of AR, allowing objects in the user's field of vision to be identified and labeled. We can expect the machine learning algorithms that enable these features to become increasingly sophisticated and capable.

The Snapchat and Instagram filters we are used to, to, e.g. overlay bunny ears and cat whiskers on selfies, are a very consumer-facing application of AI tech combined with AR. Their popularity in these and various other applications of image enhancement functionality isn’t likely to dwindle in 2019.

For more scientific use cases, there’s Google’s machine learning-enabled microscope to look forward to, which can highlight tissue which it suspects could be a cancerous tumor growth as a pathologist is looking at samples through the viewfinder.

VR is about putting people inside virtual environments and those environments – and their inhabitants – are likely to become increasingly intelligent over the next year. This is likely to include more voice control stemming from AI natural language processing, increasing immersion by reducing the reliance on icons and menus intruding into the virtual world. Gamers in VR will also face more challenging opponents as computer-controlled players will more effectively react and adapt to individual play styles.

2.VR and AR will increasingly be used in training and teaching

Both technologies have obvious use cases in education. Virtual environments allow students to practice anything from construction to flight to surgery without the risks associated with real-world training. While augmented environments mean, information can be passed to the student in real time on objectives, hazards or best-practice.

This year Walmart announced that it is using 17,000 Oculus Go headsets to train its employees in skills ranging from compliance to customer service. In particular, training in the use of new technology is a focus for the retailer, with staff learning to use the new Pickup Tower automated vending units in virtual environments before they were deployed in stores.

Additionally, the US Army has announced a deal with Microsoft to use its HoloLens technology in military training, meaning soldiers will get real-time readings on their environment. Currently, this includes readouts to provide real-time metrics on soldier performance such as data about heart and breathing rates, but research objectives are to develop pathfinding, target acquisition and mission planning.

As VR and AR both continue to prove their worth at reducing risk and cost associated with training, it is likely we will see an increasingly rapid pace of adoption in industries involving work with expensive tools and equipment, or hazardous conditions, throughout 2019.

3.Consumer Entertainment VR hits the mainstream

Ok, this one has been predicted for a couple of years now. VR adoption in homes has been steady since consumer headsets hit the market a couple of years ago, but hardware and application developers haven’t quite hit the sweet spot yet when it comes to creating the VR “killer app.”

But some significant developments are coming up that could mean 2019 is the year we start to see the real action here. Previous generations of VR headsets have been limited in one of two ways. Either by the user having to be tethered to a big, expensive computer to power the “experience,” hence limiting our mobility and therefore the sense of immersion. Or by relying on relatively low-powered mobile tech to control stand-alone headsets, meaning graphics quality is limited – another immersion-breaker.

This year, stand-alone headsets incorporating powerful, dedicated computer technology will hit the shelves, from both Vive and Oculus. Confident that their users will now be unrestricted by cables or low-powered displays, VR developers will create more realistic and accurate simulations of our real world within their virtual worlds. This will mean more immersive entertainment experiences and an unprecedented level of realism within VR games.

As well as being mobile, the new generation of headsets will improve the technology powering the virtual experience, by including features such as eyeball-tracking and increased field-of-view. Again, this will help users feel they can interact and explore in more natural ways.

Of course, it isn’t just the major players who are innovating – in a market like VR there’s always room for an underdog to shake things up. Amazon lists over 200 different VR headsets available to buy, many of them being created by startups promising new features and functionality that could end up being game-changers.

4.VR and AR environments becoming increasingly collaborative and social

Facebook's purchase of Oculus in 2016 showed that the social media giant believed virtual reality would become vital to the way we build shared online environments. Whether it’s for virtual “conference calls” where participants can see and interact with each other, or socializing and relaxing with friends.

Pioneers such as Spatial are leading the way with AR tools for the boardroom and office, where users can see virtual whiteboards and pin boards, as well as collaboratively work on design documents overlaid on real-world objects.

This year, I am also expecting to see Facebook’s VR Spaces platform, which allows users to meet and socialize in VR, move out of beta, and Tencent has announced that it is looking into adding VR to its WeChat mobile messaging system – the most widely used messenger app in the world.

Combined with the predicted increase in sales of VR and AR headsets, this could mean that 2019 is the year we experience meeting and interacting with realistic representations of our friends and family in VR, for the first time.

5.AR increasingly finding its way into vehicles

Fully (level 5) autonomous cars may still be a few years away from becoming an everyday reality for most of us, but automobile manufacturers have plenty of other AI tech to dazzle us with in the meantime.

Two of the most significant trends in new vehicles in 2019 will be voice assistants – with most major manufacturers implementing their takes on Alexa and Siri – and in-car AR.

Powered by machine learning, Nvidia’s DriveAR platform uses a dashboard-mounted display overlaying graphics on camera footage from around the car, pointing out everything from hazards to historic landmarks along the way. Audi, Mercedes-Benz, Tesla, Toyota, and Volvo have all signed up to work with the technology.

Alibaba-backed startup WayRay takes the route of projecting the AR data directly onto the car windshield, giving navigation prompts, right-of-way information, lane identification, and hazard detection.

In-car AR has the potential to improve safety – by allowing the driver to keep their eyes on the road as they read feedback that would previously have been given on a sat-nav or phone screen, as well as increase comfort and driver convenience. In a few years, it's likely we will wonder how we ever lived without it.

What are the challenges of Augmented and Virtual Reality?

Challenges of Augmented Reality

1. Low-quality hardware

Successful adoption of AR depends on the experience that you provide to the end user. Hardware quality matters, especially when you think about mobile AR solutions. Visuals do not give a perfect appeal without advanced hardware. Similarly, the accelerometer can fail to sense electric interference and filter in real-time. This reduces the experience of augmented reality.

It is equally important to think of camera compatibility and GPS range. Without these aspects, it is not possible to deploy AR technology on a large scale.

Expert AR developers leverage various techniques to diminish hardware limitations and provide better solutions to your business

2. Content availability

Content is definitely one of the biggest challenges in AR adoption. Without quality content, no hardware can make AR a success. Organizations that are trying to include AR in their internal work functions need to think about 3D content availability for that technology. For instance, an e-commerce business requires 3D model of products when including AR in mobile apps.

It takes time and effort to acquire 3D content that actually serves the purpose. Thankfully, companies have understood the importance of content investment and building better library in this category.

One thing that every industry needs to understand is the hype around the augmented reality. End users have pre-defined expectations with this technology. So, if you present a low quality AR app, it may not satisfy the needs. Hence, could turn into failure.

The best way to resolve this issue would be to engage users during the development and implementation phase. This way, you can modify the solution according to the content and experience that the end users are looking for.

3. Awareness

Educating your market about augmented reality is another big challenge you have to face. Most people have heard about AR, but only a few of them implement it. Exposing to the latest technology and gaining acceptance requires a lot of efforts. If not planned properly, can cause your reaching ability in the targeted market.

Creating a systematic pipeline of AR expertise is the key to resolve the awareness issue. Companies need to invest in an organized marketing along with quality AR development. Both short-term and long-term outreach is necessary to ensure the sustainability of adopted AR.

Challenges of Virtual Reality

The big challenges in the field of virtual reality are developing better tracking systems, finding more natural ways to allow users to interact within a virtual environment and decreasing the time it takes to build virtual spaces. While there are a few tracking system companies that have been around since the earliest days of virtual reality, most companies are small and don’t last very long. Likewise, there aren’t many companies that are working on input devices specifically for VR applications. Most VR developers have to rely on and adapt technology originally meant for another discipline, and they have to hope that the company producing the technology stays in business. As for creating virtual worlds, it can take a long time to create a convincing virtual environment - the more realistic the environment, the longer it takes to make it. It could take a team of programmers more than a year to duplicate a real room accurately in virtual space.

Another challenge for VE system developers is creating a system that avoids bad ergonomics. Many systems rely on hardware that encumbers a user or limits his options through physical tethers. Without well-designed hardware, a user could have trouble with his sense of balance or inertia with a decrease in the sense of telepresence, or he could experience cybersickness, with symptoms that can include disorientation and nausea. Not all users seem to be at risk for cybersickness -- some people can explore a virtual environment for hours with no ill effects, while others may feel queasy after just a few minutes.

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