AR is essentially the superimposition of virtual elements in the physical environment of the viewer. The mass adoption of AR is slow but it is certain. The reason for this is that the technology is still very new and will take considerable time to internalize by the general public. Reducing the price of AR devices will obviously be an important factor for this, as with all other technological devices. Although some high-end smartphones have AR features they do not have the ability to use AR to the full. Snapchat, Facebook and Instagram have made the best use of the camera on your smartphones for AR. The selfie game was very popular due to Snapchat face filters in 2015. Facebook's AR Camera Effects app was also highly rated in 2017.
Thanks to companies like Facebook, Apple and Google there has been growth and launches on the AR platform. Since they have a huge user base, they will naturally develop ready-made AR applications on them. The AR kit from Apple, the Lens Studio from Snapchat and the ARCore from Google allowed developers to come up with effective and attractive AR applications and related features. In the future, there will be many AR features in addition to the current virtual tape measures and photo editing filters. In neurosurgery, it has particularly strong application prospects.
2D content can make everyone bored. AR delivers superior UX from the current 2D experience with its vivid 3D experience. The proof is evident from the 75.00.00.000 downloads of the Pokemon Go game. The 1.60.00.00.000 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 projection panels can be enhanced with live UX. Ikea is a famous furniture brand and has released an AR application. Users could go through the app and see how the iconic furniture of their choice would fit in their living room. This is just one of many cases.
Conclusion
Technology newsletters and magazines abound with trends in the VR industry and AR is relatively less popular. But in reality, AR is the one that will have the largest share among VR / AR technologies. As stated at the beginning of the total $ 108 billion AR / VR market that will be in 2020, AR's share is approximately $ 83 billion. That in itself speaks to the potential of AR technology. Global spending on AR / VR technologies in 2018 is projected to be around $ 17.8 billion. This shows the huge market opportunities for such NGUI technologies.
With Sowmiya
Juego Studio is a pioneer in AR technology having built many solutions in them for various clients. All you need is to get in touch with us with your ideas and we will take care of the rest.