Update Paper: Virtual and Augmented Reality
- 2016 is going to be a big year for virtual and augmented reality. Major players are releasing their first products to the consumer market, pushing VR and AR towards the mainstream
- The new devices allow users a broad variety of immersive experiences ranging from movies to travel, news, games, and shopping
- A whole new ecosystem is evolving, offering diverse opportunities for both established companies and startups to participate through content production, hardware, distribution, and platforms
- Analysts expect the global market to grow rapidly, reaching a volume of $120B by 2020
Virtual reality (VR)
disconnects users from the real world by simulating their presence in a computer-generated environment through wearable devices. handheld controllers let users interact with the artificial environment.
Augmented Reality (AR)
enhances the users’ real- world environment by overlaying virtual elements. AR enables real-time interactions as well as three-dimensional relations between virtual and real objects.