Significant Growth Of AR And VR Predicted For 2019

Significant Growth Of AR And VR Predicted For 2019

Both Augmented Reality (AR) and Virtual Reality (VR) are expected to see significant growth in 2019, a new report has predicted.

The Worldwide Semiannual Augmented and Virtual Reality Spending Guide from International Data Corporation (IDC) has estimated that spending on AR and VR will hit $20.8 billion (£16.4 billion) in 2019.

If that happens, it would represent a 68.8 per cent increase in spending on these technologies compared to the final figure anticipated for 2018. It’s believed that AR and VR spending will hit $12.1 billion in 2018.

Personal and consumer services and retail are two of the industries that are expected to spend the most on this technology in the coming 12 months, $1.6 billion and $1.56 billion respectively.

The report also expects online retail showcasing to become “firmly established” in 2019, although training will be the only commercial use case that makes it into the top four based on spending volumes alone. The other three things in this category will be VR games, video/feature viewing, and AR games.

This could lead to more organisations seeking help with training 360 video production, as they too see the potential for VR and AR in this area.

Program vice president, devices & AR/VR at IDC, Tom Mainelli commented: “Forward-thinking companies continue to move aggressively to embrace both augmented and virtual reality technologies.”

He added: “New hardware and software launches in 2018 are driving new use cases and improving the viability of existing ones.”

A recent article for ComputerWorld suggested that more and more organisations are seeing the benefits of using VR and AR technology when it comes to communication and collaboration. One of the advantages of VR, for instance, is that participants can all share a virtual environment.

It brings things one step on from video conferencing, the news provider noted. With AR, meanwhile, it’s the “see-what-I-see capability” that’s particularly useful for teams operating in different locations, whether that’s different buildings on the same site or completely different countries.

Of course VR and AR have many uses and it’s clear from the IDC report that gaming is going to be one of their most popular uses. One company that’s embracing this idea is FlixBus. This low-cost bus operator is now offering VR headsets on some of its routes in the US, and plans to expand the offering if it proves popular.

TechCrunch reported that the firm will allow passengers on certain routes to hire VR headsets that provide around 50 VR games and experiences to help them while away the hours on a long bus journey.

The scheme will run for three months and then the company will assess how popular it has been, before deciding whether to continue and expand it or withdraw it.

FlixBus has already trialled the VR technology on some of its routes in Spain and France, where it also operates, and a spokesperson for the company told the news provider that they received positive feedback from customers here.

One thing it is mindful of, however, is that VR can cause motion sickness, which would only be exacerbated on a bus. As a result, the routes it offers the headsets on initially are predominantly straight, with few twists and turns.

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