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In this second a part of his series: startup and technology trends 2017, Robin Tech discusses augmented and virtual reality technologies. He touches upon applications within the fields of gaming, pornography, machine maintenance, shopping, and human-machine-interaction. Continue reading concerning the technological possibilities and developments which may make our lives higher – and that will definitely shape our realities in future.
Augmented and virtual reality (AR & VR) devices have seen a yr of broad media coverage – including an avalanche of videos showing people falling over because they forget that their bodies remain in the true world while their minds wander off to distant planets, skydiving adventures, or horror movies . There are multiple obvious applications which might be also easy to implement. These low hanging fruits include gaming, pornography, and media consumption basically.
Last yr, Pokemon Go took the world by storm by enabling strange smartphones to act as augmented reality devices, beaming little monsters onto your desk, lawn, or toilet bowl. The still bulky headsets required for virtual reality are rather more intrusive and difficult to make use of. Headsets equivalent to HTC’s Vive and Facebook’s Oculus Rift saw dropping sales volumes after a short-lived hype. Prices were dropped recently, and it stays to be seen if we indeed face a mass market application or quite a distinct segment phenomenon. Startup investors – who are often ahead of the curve – recently increased their spendings on this sector. In 2016, we saw 30% more enterprise capital deals and a 58% increase in deal size in comparison with the previous yr (Dawson, 2017). I even have little doubt that these numbers shall be similar in 2017, as content production remains to be lagging behind and increasingly more possible applications are being tested by startups and huge corporations alike.
What’s interesting is that applications that truly solve an issue have gotten more wide-spread. Rather than simply notch up consumers’ level of convenience or entertainment, B2B focused AR and VR products can have an incredible impact on industry processes. Startups equivalent to Daqri construct headsets that allow technicians to do maintenance work on complex machines without having intimately knowledge of it. Instead, computer programs and experts can remotely connect with the headset and instruct the employee. Another application is within the healthcare sector. AR/VR technology might help those that may not have the option to go to certain places (anymore). But it could also alleviate trauma and shock by letting patients temporarily escape into virtual worlds. Companies like HappyMed work on devices that reduce stress during operations or recovery, though with a purely video-based solution thus far. My suggestion is to look out to be used cases that transcend mere entertainment, and to take into consideration processes which might be done in a way that isn’t necessarily one of the best ways. Think navigation once you cannot use your hands, think video conferences which might be as immersive as actually being there, think online shopping that permit’s you are trying on clothes or offline shopping with stores that only display what you’re involved in, think education and teaching, think human-machine-interaction basically. Computer systems develop into increasingly complex to handle and interact with. This quite necessarily requires novel ways of interaction. I think that we are going to see a mix of assorted technologies starting from speech recognition and natural language processing, augmented realities featuring lifelike avatars, and virtual realities that allow for an immersive and due to this fact highly efficient operation of machines. In short, AR and VR applications that can define the way in which we interact with technology in 2017 and beyond. Those applications that enable humans and that significantly reduce costs, because they assist to beat essential challenges shall be those that pave the way in which for a wide-spread adoption of AR and VR technologies.
In my next blog posts, I’ll speak about smart homes that finally make sense and and the way they’re (sometimes) not so smart, gene evaluation and editing technologies that raise rather more than ethical questions, and space flight.
This post is a component of a weekly series of articles by doctoral candidates of the Alexander von Humboldt Institute for Internet and Society. It doesn’t necessarily represent the view of the Institute itself. For more information concerning the topics of those articles and associated research projects, please contact info@hiig.de.
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