Survey: Are VR and AR overblown hype or something real?
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By
Ashwin Ananthapadmanabhan
The stakes in AR and VR are growing for many companies. Take our survey and share your input on whether it's hype or reality for business.
Image: iStock/eternalcreative
In
November 2014, Google announced that it would stop selling its current
version of Google Glass, an augmented reality technology centered around
smart eyewear that could superimpose internet information against the
plain view reality that wearers were seeing, with the goal of making
hands-free information available anywhere at any time.
Although
there were isolated cases of surgeons using Google Glass to access
patient information while away from the office, or manufacturers using
the product so their employees could operate hands-free, the technology
was struggling with finding business use cases where enterprises could
see immediate value and invest. Not long after the Google announcement,
the MIT Technology Review commented, "Glass annoyed other
people largely because of its lack of utility: no one could understand
why you'd want to have that thing on your face, in the way of normal
social interaction."
Today, many tech firms that have significant
stakes in virtual reality (VR) or augmented reality (AR) face a similar
struggle: They have the technology to sell, but they lack a stable of
convincing business use cases that enable enterprises to readily
understand the value the technology delivers. Among the technology
companies that have made major investments into virtual and augmented
technology are Google, Microsoft and Facebook. All have strong histories
of understanding the consumer market, but are still maturing in their
understanding of what enterprises need.
However, this doesn't mean
that enterprises shouldn't be paying attention. Digi-Capital, an AR/ VR
consultancy, predicts that the virtual and augmented reality market
could reach $150 billion revenue by 2020, with augmented reality
solutions delivering around $120 billion and virtual reality products
adding another $30 billion. There are also compelling business use cases
in industry sectors like aerospace, government, manufacturing, retail,
healthcare and education where these technologies can save money, reduce
risk and improve quality of performance and quality of experience. Tech Pro Research's survey
takes a look at where companies are in their present knowledge,
research, planning and implementation of AR and VR, and what vendors
need to do to meet present market challenges.
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