Nowadays, VR and AR play a big role in the field of technology. Virtual reality is an artificial environment presented to the user in such a way that the user experiences a real environment. It is created through a software. We can experience virtual reality through sight and sound. Virtual reality have application in various fields such as military, healthcare, fashion, business, sport, education, scientific Visualization, Heritage, Engineering, Telecommunications, Film, Media etc. Virtual reality training involves the use of head mounted displays (
Augmented reality does not create artificial environment, but it can play with the existing environment and overlays feature on it. Likewise VR, AR also found applications in various fields. In the field of medicine, AR used in order for making the surgery easier, can be possible through visualization method. GPS systems use augmented reality to make it easier to get from point A to point B. There are a number of applications for augmented reality in the sightseeing and tourism industries. Computer gaming become more impressive due to these AR feature. Likewise AR and VR turn into a piece of human life.
Virtual reality (VR) market segmented on the basis of technology, offering, device type, application, and regions. APAC region is anticipated to lead the virtual reality (VR) market in terms of revenue and is to witness the highest growth rate in the market by 2022. This is due to the increase in research and development centers in APAC and the growing acceptance of newer technologies in the some countries. China, India, and Japan are some of them. Virtual reality (VR) creates an artificial environment in the world and also It can create realistic images, sounds and other sensations that create a user's physical presence in a virtual or imaginary environment. Nowadays, the global virtual reality (VR) market was valued at approximately USD 2.02 billion in 2016 and is expected to reach approximately USD 26.89 billion by 2022. The key players in the VR include Oculus VR, LLC, Sony Corporation, HTC Corporation, Samsung Electronics Co., Ltd., EON Reality Inc., Google Inc., Microsoft Corporation, Vuzix Corporation, CyberGlove Systems Inc, Sensics, Inc., Leap Motion Inc., Marxent Labs LLC, WorldViz, Jaunt, Inc., Nokia, Cyberith GmbH, Virtalis Limited, Sixense Entertainment etc. VR will be big, AR will be bigger and take longer. Augmented Reality shipments will achieve 1 million by fall 2015 - for the most part for undertakings, trailed by an expansion to 10 million by 2016, 50-100 million shipments by 2018, and inevitably catch the standard customer space and cross 1 billion shipments at the turn of the decade. After 10 years, VR and AR should change the outlook of the world according to these reports. According to the reports, the augmented reality market was valued at USD 2.39 Billion in 2016 and is expected to reach USD 61.39 Billion by 2023. Nowadays the augmented reality plays an important role not only in the field of 3D technology, but also in medicine, education, technical field etc. Technical reports include that augmented reality smart glasses will go towards 1 billion shipments near the end of the decade.. Mobile VR will still produce the dominant “Explorer” (free up to $100) installed base for VR, with Google Daydream View moving things on from Cardboard days. A smaller installed base than expected in 2016 reduces the network effects that platforms need to scale, which could slow things by 6 to 12 months. Mobile VR is still going to be big, but it might take a little longer to get there. For more
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