Most of the excitement around VR and AR goes to VR. And that’s simply because it’s already here; people are seeing it and playing with it.
AR conversely will come later but be bigger. DigiCapital pegs VR as a $30 billion industry by 2020, while AR will be $90 billion. And that stems from AR’s commercial applicability.
There are only so many waking hours that you can be fully immersed in VR. AR is more practical for all day use, and commercial use cases like retail, real estate and localized ads.
But AR’s later arrival is due to it’s difficulty. It requires things like computer vision and physics engines so its graphical overlays interact with the physical world in realistic ways.
Of course there are simpler forms of AR that have already arrived, such as Pokemon Go and Snapchat 3d stickers. But are these things true AR? And as we asked recently, does it matter?
We zero in on these matters in the second episode of our VR/AR Briefs series, which you can see in full below. Meanwhile, let us know if you have suggested topics for future episodes.
The current list of upcoming topics is below.
- Content is King (complete)
- Augment My Reality (complete)
- The Big 3 HMDs: What’s the difference?
- Lightfields: The Road to the Holodeck
- VR in Sports
- VR in Advertising
- VR: Transforming the Art of Filmmaking
- VR as a Broadcast Medium