Tuesday, June 24, 2025

Rephrase single title from this title 5G and AR/VR: Industry Use Cases Explained . And it must return only title i dont want any extra information or introductory text with title e.g: ” Here is a single title:”

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5G is rapidly becoming the default technology for cellular wireless networks. New variants of 5G even offer the chance to switch wired WANs. As 5G availability continues to grow, so do the opportunities to make use of its high bandwidth and low latency for brand spanking new and exciting use cases.

One area of accelerating interest is 5G’s support for augmented reality (AR) and virtual reality (VR). Let’s explore five ways in which AR and VR can use 5G.

1. Customer service and support

Today, most customer engagement consists of calls or text messages with contact center agents. By using 5G’s speed, together with AR and VR applications on mobile devices, corporations can provide customers with real-time guidance.

For example, a customer attempting to assemble a fancy piece of kit could get live help, via AR, that overlays specific instructions on top of what the shopper is seeing. In this scenario, a product expert can guide the shopper toward completing crucial steps.

Another possibility is using AR for product demonstrations. For example, customers could see what they appear like in clothes before they buy them. Or they might see how a paint color would look before applying it. Anyone looking to transform a kitchen could see an overlay of the ultimate design on top of their current kitchen.

Additionally, sales personnel could walk someone through all features of a product before purchase. Imagine taking a guided VR tour of a brand new vehicle, including the inside and its features, without having to go to a showroom.

In all cases, combining the fitting hardware with 5G technologies opens possibilities to enhance the shopper experience and sales activities.

See how augmented reality differs from virtual reality.

2. Healthcare

The healthcare industry has many options to make use of AR and VR over 5G. In a training scenario, instructors can use VR to exhibit a brand new procedure or technique to medical students, doctors and nurses remotely, wherever they’re, thus saving on travel costs. Instructors can use AR on top of live procedures to indicate steps and points of interest. Or they will use VR to bring distant participants into an operating or examination room, enabling them to look at and ask questions.

From the patient perspective, AR and VR over 5G offer opportunities to reinforce telemedicine, providing healthcare professionals with the power to conduct distant examinations, highlight areas of concern to patients and even walk patients through procedures before their appointments.

5G-enabled AR and VR devices, equivalent to wearable glasses, can enable medical care professionals to incorporate distant experts directly within the examination room, potentially saving time, costs and, ultimately, lives. Consider, for instance, surgeons who run right into a problem during a procedure. Using a 5G-enabled wearable device, they will easily show a distant specialist what they’re seeing. Using AR, the specialist can guide the local provider through the procedure.

3. Meetings and the worker experience

AR and VR meetings have been under development for a few years. But, to this point, these scenarios have failed to attain critical mass as a result of poor UX and high bandwidth needs. 5G can address these issues by bringing high-quality, high-bandwidth network services to distant participants.

One likely area of growth is for virtual conferences and training sessions. In these cases, AR and VR technologies can support a better quality, more engaged experience for distant participants versus simply viewing content on a 2D screen. Virtual meeting rooms could enable attendees to see 3D presentations, meet each other via avatars and closely inspect virtual representations of physical items.

In this instance, 5G enables VR access via mobile device, no matter attendee location.

4. Training and education

AR and VR over 5G offer the potential to deliver high-quality immersive education and training to distant participants anywhere on the planet. Teaching scenarios that today require in-person instruction, equivalent to lab experiments, could possibly be done using VR and AR, making education more accessible and more cost effective.

The cost of coaching field personnel on recent products and techniques will be reduced by eliminating the necessity to bring field employees to in-person training classes or dispatch trainers to conduct in-person training in the sector. The use of AR and VR over 5G for training is very attractive to industries operating in distant locations, equivalent to mines, drilling sites and other areas, that lack access to high-speed wired network services.

5. Construction

The potential of AR and VR over 5G to support construction use cases encapsulates lots of the previously discussed scenarios.

From a design perspective, architects and engineers can share plans with on-site personnel via AR that overlays blueprints on top of live images of a construction site. A VR experience could show builders what the finished site would seem like, enabling them to visualise what they’re constructing toward. And on-site construction personnel could use VR and AR to work with distant designers to handle issues that arise or to work through potential change requests without the necessity for in-person consultations.

5G AR and VR limitations

Despite the many potential advantages from using AR and VR over 5G, limitations do exist. The biggest limitation is the supply of 5G and higher-speed 5G variants, especially in distant areas.

BroadbandNow, an information aggregation company, estimated that 62% of households within the U.S. have access to 5G. This may necessitate the development of personal 5G networks for a number of the outlined use cases, equivalent to construction sites.

5G availability may even be limited in urban areas, especially inside buildings. And available bandwidth is prone to be limited by the variety of 5G users at any given time who’re all contending for network resources. 5G AR and VR applications are prone to be constrained by the processing power available inside mobile devices and battery life.

AR and VR over 5G offer significant potential to deliver recent and revolutionary capabilities to customers and employees and reduce the prices of coaching and customer support. A proactive approach is required to discover applicable use cases for any organization.

Irwin Lazar is president and principal analyst at Metrigy, where he leads coverage on the digital workplace. His research focus includes unified communications, VoIP, video conferencing and team collaboration.

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