NAB
Advances in hardware are not the only reason why augmented
reality will become embedded in our reality within a decade, says futurist Mark
van Rijmenam.
article here
He believes augmented
reality will have a far bigger impact on our society than virtual reality, and
it will become the main entry point into the metaverse.
“In the coming
years, AR devices will become as normal as carrying a smartphone with you.”
The market for augmented
reality is expected to reach $97.76 billion by 2028, according to
Fortune Business Insights, illustrating
just how important the technology has become.
In his blog https://www.thedigitalspeaker.com/augmented-reality-part-reality-2030/
the van Rijmenam details how a number of trends are converging to bring about a
near future in which “augmented
reality will radically change our lives.”
Chief among these is the investment being poured into the 3D
internet. Augmented reality will be a
big part of the future of digital experiences.
An example is the ability to import virtual avatars from other platforms and use those images in
augmented reality. This AR
technology is not new. It has been used with apps like Snapchat and Instagram
for some time by using augmented reality "face filters" — virtual
objects that users can add to their own faces in real-time and express
themselves differently online.
“The use of this
technology could improve the hybridisation of virtual meetings,” van
Rijmenam says. “If one person on your
team used a VR headset to attend a meeting while you attended without one, an
avatar that has been previously created with AR representing that individual
would be at your meeting.”
Advances in spatial
audio also deemed vital to
maximising the immersion of AR experiences. Meta’s AR Spark Studio, for example, lets users mix multiple sounds to create new ones.
“This makes it
possible for people to create AR
experiences that enhance how we experience sights and sounds. With that in
mind, we can create an AR effect that will respond to human interaction.”
Taking that a stage further, there are emerging use cases
which fuse digital and physical
content.
Meta (again)
is developing a platform for
viewing digital collectibles in augmented
reality. Users will be
able to import their NFTs into Instagram Stories as 2D virtual objects and
combine them in AR. Van
Rijmenam suggests, “this will open up
new opportunities for collectors and creators to interact with their NFTs in
ways beyond the limited capabilities of current digital wallets.”
The role of AI will play a key role in improving AR's performance.
For instance, the
AI app ClipDrop
allows users to quickly digitise an
item in the real world into a 3D object for use in everyday programs like PowerPoint Photoshop and Google Docs.
“3D scanning could
be used to import real-world objects into metaverse environments, speeding up
the pipeline for offering items for virtual trial experiences,” thinks
van Rijmenam.
AR and AI can be
combined to form a tool that automatically designs something. The app SketchAR is one example of how this technology
works. This app allows users to freely draw in augmented reality, but they can
also have an AI draw for them. The app works by allowing you to trace drawings
by placing virtual images on the screen of your phone or tablet.
For van Rijmenam, this
demonstrates that it is possible to use the real world as a source environment
when designing structures in 3D space.
“Shortly, AI may be
able to design and create structures for use in real-world applications,”
he says.
Another factor pushing AR forward is WebAR which developers can use to create AR experiences in a web
browser. Its use can bridge the gap between virtual and physical worlds
to help the user see and
interact with virtual elements while they are in a real-life environment.
“Although in
its infancy, WebAR can potentially be a significant way for
people to interact with online content,” says the futurist.
There are also growing use cases in retail, medical,
education and manufacturing environments.
One example cited
by the author is using heads-up displays to project information onto the road as you drive. This
feature can help drivers stay aware of hazards and follow GPS directions
without looking at the screen. Other uses of AR include entertainment (e.g., 3D
car manuals) and information-based applications.
Business
applications of virtual reality technology are endless, particularly in fields
where users need to train or educate their workers. The shift towards virtual
reality will completely change how we interact and engage with others.
Moving AR to the mainstream though still means some
technical impediments need solving. One of these is occlusion. This is how an
AR system must sometimes hide digital
objects behind real things to achieve a realistic experience. Another problem is devising hardware that
we will actually all want to wear.
We would need smart
glasses that are easy to wear and preferably fashionable and provide a field of
view that matches humans' field of view, which is almost 180 degrees
forward-facing.
In 2021 Snaps
Spectacles AR were the most advanced AR glasses with a Field of View (FOV) of
just 26.3 degrees and a 30-minute battery life.
Early this year, Kura announced their Kura Gallium AR Glasses with a FOV of 150 degrees, 95 per cent
transparent glasses, a weight of only 80 grams, and a resolution of 8K per eye.
“Although the
technology is improving, the high costs of AR glasses (the HoloLens and Magic
Leap cost a few thousand USD, and the Kura Gallium will cost around $1,200) and
the challenge of occlusion will prevent mass adoption in the short term.”
Every debate of this sort looks to Apple to save the day.
Will its AR Glasses which no-one seems to doubt are in advanced R&D do for
AR what the iPhone did for mobile video?
Augmented reality
glasses will soon be as comfortable and easy to use as any other eyeglasses,”
insists Van Rijmenam.
“AR will be the new
reality,” he believes. “Lines
will start to blur, and soon VR and AR will merge into extended reality (XR),
and you no longer have to change devices if you want to switch between virtual
or augmented reality.”
He thinks this will happen by the early 2030s at the same
time ushering in the metaverse.
“Smartphones and
laptops will likely become unnecessary, as will separate VR and AR devices,
because for our entertainment, socialising, or work, we simply put on our sleek
XR glasses. Companies offering
rich AR experiences will be better prepared for the future than their
competition.”
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