AR is essentially overlaying virtual elements onto the viewer’s physical environment. Mass adoption of AR is slow but sure. The reason for this is that the technology is still very new and will take considerable time to catch on with the general public. The reduction in price of AR devices will obviously be a big factor, just like with all other tech gadgets. Although some high-end smartphones have AR features, they do not have the ability to use AR fully. Snapchat, Facebook, and Instagram have all made optimal use of a camera on their smartphones for AR. The selfie game was very popular due to Snapchat’s face filters in 2015. Facebook’s AR Camera Effects app was also highly appreciated in 2017.
Thanks to companies like Facebook, Apple, and Google, there have been developments and releases on the AR platform. Since they have a large user base, they will naturally deploy their AR apps out of the box to them. Apple’s AR Kit, Snapchat’s Lens Studio, and Google’s ARCore have enabled developers to create efficient and engaging AR apps and related features. In the future, there will be many augmented reality features in addition to the current virtual tape measures and photo altering filters. In neurosurgery, it has particularly strong application prospects.
2D content may have bored everyone. AR brings a user experience superior to the current 2D experience with its vivid 3D experience. The proof is evident from 75,00,00,000 downloads of the Pokemon Go game. 1,60,00,000 daily views of Snapchat selfie lenses can also be said as another mass adoption of AR. The biggest adoption of AR will be in the field of e-commerce, where static display boards can be enhanced with a vivid user experience. Ikea is a famous furniture brand and it launched an AR app. Users could go through the app and see how the virtual furniture of their choice would fit into their living rooms. That is just one of many cases.
Tech newsletters and magazines abound with trends in the VR industry and AR is relatively less popular. But in fact, AR is the one that will have the largest share among VR/AR technologies. As said at the beginning, of the total AR/VR market of $108 billion that will be in 2020, AR’s share is around $83 billion. This in itself says about the potential of AR technology. Global spending on AR/VR technologies in 2018 is projected to be around $17.8 billion. This shows the great market opportunity for such NGUI technologies.
game studio is a pioneer in AR technology having built numerous solutions on it for various clients. She just has to contact us with her ideas and we take care of the rest.