Ever since the designing of an interactive theatre experience by Morton Heilig in 1957 and the first development of head-mounted display in 1968 by Ivan Sutherland, the Virtual Reality VR and augmented reality AR have over the years transitioned into superb cinematography in science fiction movies. This transition, however, is too futuristic for real life, maybe 5-10 years beyond time. As the technologies fill gaps quickly, it tends to turn illusion more real than reality itself.
This is what we have been seeing, especially from the 90s, and in recent years it becomes more real as the relationship between man and machine reaches the fourth industrial revolution.
Immersive VR technologies have moved ahead of the trough of disillusionment, towards the slope of enlightenment. It is evident that the transition to the digital world from the physical one has become more apparent. A problem-solving method that uses immersive way of visualisation is being used to get solutions. The globe is at the point of inflection where this inflection presence will be felt even more through the immersive way of things. Such a start-up creates with VR virtual environments for architecture engineering and construction industry application.
A very seamless transition from physical to digital is what customers experience while tremendous engineering inputs are applied to the building. This, however, is determined by the kind of industry involved. For architects, AR/VR is quite a simple adaptable experience yet in B2C model, like in early-stage education where the kids are consumers and their parents buyers, there is a very low awareness of the technology involved.
This start-up provides DIY science, and art & craft kits for kids through AR/VR and AI to enhance creativity, practical as well as analytical intelligence. Parents who bought the technology had little idea about how it would help their children because the awareness about the technology didn’t exist. The problem existed until technologies such as the Pokemon Go game became popular allowing people to understand AR/VR. Of course, any technology with a massive adoption experiences the challenge of unawareness.
An AR technology like Magicpin helps solve a number of problems. This is actually a hyperlocal experiences discovery application that enables the user to explore some information about an object by just pointing a smartphone camera to it.
The developers of the application, however, blame sci-fi movies that raise people’s expectations of the benefits of augmented reality and virtual reality technologies. Users should not expect scanned images that come to life to be as real as reality. Users should appreciate it as a huge step forward in technology. Tesseract has developed holographic capture cameras for mixed reality (AR/VR combination) content creation together with augmented reality headsets for viewing the content in an immersive way.
It is agreed that AR/VR ecosystem presents a unique opportunity from the perspective of software development. To fully utilise the immersive VR and AR problem-solving abilities there is need to consider the hardware and how the content actually adapts itself to many.