Virtual reality (VR),augmented reality (AR), and mixed reality (MR) are all included in the term extended reality (XR) (MR). In the most basic terms, VR entails donning a headset to enter a completely immersive, 3D digital environment, AR entails overlaying computer pictures on top of the actual world with a phone or glasses, and MR might be a hybrid of both technologies.
Virtual reality gear, like any other technology, is getting smaller and more powerful as time goes on. When we're talking about devices that need to be strapped to our heads, this is especially useful to the uptake of that technology! AR gadgets will become lighter as well, with California startup Mojo Vision already demonstrating the possibility for AR contact lenses that project information straight into the retina. Hardware will also have extra features. Thanks to the HHTC Vive Pro Eye headset, eye-tracking technology that allows us to control interfaces with eyeball movements has been cracked, and we can expect more software to take advantage of this technology in the coming year.
The lack of cross-platform standards is a major roadblock to the widespread adoption of AR and XR technology. The metaverse will remain a set of walled gardens until all headgear and virtual environments adopt a standard technology. According to Linda Ricci, a technology consultant specialising in AR and VR, this presents an opportunity for Web-based virtual environments to fill the gap. "WebXR democratises access, reduces the digital divide, and serves as a training ground for VR," she says.
The future may one day be so bright that we may need to wear XR sunglasses. Until then, the majority of people's augmented reality experiences will most likely take place in their automobiles during the next few years. Mercedes-Benz debuted a smart heads-up display inside its electrified EQS vehicle in April of last year. The EQS's AR HUD displays the distance between you and the vehicle in front of you, warns you if the car veers out of its lane and when you're approaching an intersection, and signals when you've arrived at your destination, in addition to protecting the vehicle's speed and direction onto the windshield.
While consumer AR and VR applications get all the attention, industrial and commercial applications will continue to make money in 2022. According to ABI, enterprise adoption of AR will grow at a 66% annual rate through 2026, resulting in a $175 billion industry. According to Abbruzzese, immersive collaboration platforms like Virbela and VRtuoso, which benefited from the requirement to facilitate remote work due to COVID-19, will continue to gain traction next year, bringing the metaverse closer to the office.
In 2022 and beyond, one of the largest growth areas for XR technology will be offering more immersive, engaging, and – in some circumstances – safer educational options. For starters, education – particularly adult education and training – is increasingly taking place online and remotely, as it is in almost every other facet of our lives. The worldwide epidemic has accelerated this tendency, but it was underway long before lockdowns and school closings were commonplace.
In 2022, the try-before-you-buy revolution will accelerate even more, fueled in part by augmented reality (AR). Amazon, Home Depot, Sephora, and Warby Parker are just a few of the companies that provide virtual try-ons via mobile apps at home. Consumers may use interactive mirrors in businesses like H&M and Ralph Lauren to view items and obtain feedback from friends without breaking the bank. According to Grandview Research, augmented shopping is expected to expand at a rate of roughly 50% per year through 2027. Digital encounters with products that have 3D or AR content have a 94% greater conversion rate, according to Shopify.
The deployment of 5G is gaining traction, and 2022 appears to be the year when it will be regarded as a mainstream option. The advantages include not just speedier data transmission but also the ability to transmit a variety of data and services. This is likely to incorporate the large quantities of data needed to run XR, paving the way for cloud-based and cordless VR and AR. Plutosphere and other companies that offer similar services, for example, allow users to stream virtual reality games from cloud servers, eliminating the need for consumers to purchase expensive gaming PCs with high graphics hardware to enjoy home VR.
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