Virtual elements are essentially being superimposed onto the viewer’s real-world surroundings in augmented reality. Although AR is slowly but surely becoming more widely used. The technology is still in its infancy and will take some time for the general public to internalize. As with all other tech devices, the price reduction of AR devices will undoubtedly be a significant factor. Although some high-end smartphones do have augmented reality features, they lack the ability to use augmented reality fully. The camera on your smartphone has been optimally utilized for augmented reality by Snapchat, Facebook, and Instagram. Because of Snapchat’s face filters in 2015, the selfie game was extremely well-liked. In 2017, many people enjoyed the Facebook AR app Camera Effects.

The development and launch of the AR platform can be attributed to businesses like Facebook, Apple, and Google. Given their large user base, they will inevitably roll out their pre-built AR applications to them. Developers can now create effective and entertaining augmented reality (AR) apps and related features thanks to the AR kits from Apple, Snapchat, and Google (ARCore). Other than the current virtual tape measures and photo-editing filters, there will be many more AR features in the future. It has especially promising application prospects in neurosurgery.

2D content may have bored the hell out of everyone. With its rich 3D experience, AR offers a better user experience than the current 2D experience. 750,000,00,000 downloads of the Pokemon Go game are sufficient evidence. 1,60,00,000 daily views of Another example of the widespread use of augmented reality is Snapchat’s selfie lenses. The E-commerce industry will use AR the most because it allows static display boards to be enhanced with engaging user experiences. Popular furniture company Ikea recently unveiled an augmented reality app. Users could use the app to see how their preferred virtual furniture would look in their living rooms. That is merely one of many examples.

Conclusion

The trends in the VR sector are widely covered in tech newsletters and publications, while AR is comparatively less well-liked. However, among VR/AR technologies, AR will actually have a larger market share. As was previously stated, AR will account for approximately $83 billion of the $108 billion total AR/VR market in 2020. The potential of AR technology is evident from this alone. In 2018, it is anticipated that $17.8 billion will be spent globally on AR and VR technologies. This demonstrates the enormous market potential for these NGUI technologies.

By Sowmiya

Juego Studio is a pioneer in Numerous solutions for different clients are built into AR technology. One only needs to contact us with their ideas, and we’ll handle the rest.

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