2016 was a breakthrough year for both these technologies with public and corporate interest at an all-time high. In fact, today, every major tech giant is investing significantly in research and development centered on AR and VR. At the same time, there has been an upswing in venture capital funding in start-ups.
Supporting Ecosystem
At the moment, we lack a fully supportive ecosystem comprising powerful next-gen hardware and software, cutting edge apps, and quality AR/VR content. As we move forward, we need improved graphical processing power, image and location recognition, and the ability to track, measure and project movement in real time. Basics such as high speed, uninterrupted access to the internet and smartphones with longer lasting battery reserves are critical. We also need developers who can build on these technologies and come up with more focussed solutions with greater privacy and customization capabilities. Without this foundation in place, even significant amount of R&D in this space can yield only limited progress.
Affordability and Profitability
Then there is the crippling cost of hardware and software. If AR and VR marketers are to reach the masses, and make profits, they need state of the art technology frameworks at affordable prices. A complex AR or VR implementation in a field like medicine, or education has to be able to support advanced tracking, and projecting movement in an environment at scale. This requires highly sophisticated sensors, technology to measure and process depth, movement, images and of course superior battery power, all fitted into a pack small and light enough to carry. Then there are the additional hardware components such as headsets, audio software and more. Such technology comes at a price that makes it practically impossible to deploy for mass markets at a reasonable price or operate at a profit.
Mass Appeal
Despite the wide popularity of Pokemon Go, I would say, both AR and VR are still being marketed to a niche audience - tech savvy science geeks with high disposable incomes and no aversion to using gadgets like the
The average home owner is not likely to see the point of investing in something like the HoloLens, but will see the value in a tool (perhaps on smartphone or tablet) that will allow her to visualize how a desk will look in her new study; or help her learn how to fix the leaking tap in her kitchen. In other words, developers must work on developing tools, apps, and content that will address regular, everyday pain points.
Augmented and virtual reality are exciting technologies that have tremendous potential.
(This article is authored by Vishwa Ranjan, Head, AR/VR, Infosys)