1

Canadian IDC projects $602 million in spending on AR and VR in 2018

Besides the $600 million that will be spent in 2018, the IDC predicts that spending will balloon to $8 billion by 2022. The corporation sees the consumer, healthcare and retail markets driving spending for virtual reality.

The consumer section looks to be the biggest market with hardware adoption ramping up for gaming. Augmented reality is still in an experimental phase but the IDC sees industrial setting using it the most, particularly in process manufacturing, transportation and discrete manufacturing.

When IDC talks about AR helping in manufacturing, it looks to mostly be used through phones and tablets as opposed to AR glasses. “Augmented reality has more potential to drive higher spending in the longer term than virtual reality, but both ecosystems are evolving very quickly and it is important that Canadian organizations keep both AR and VR in mind,” said Yash Ahuja, measurement and forecasting senior analyst at IDC Canada, in a press statement sent to MobileSyrup.

Article by Brad Bennett May 31 2018. Original source here.




Asia Pacific Enterprise regional AR VR spending rises

Representing growth of more than 100 per cent from US$4.6 billion the previous year, the upward trend bodes well for channel partners currently developed business applications within the market.

Because despite strong adoption of AR and VR technologies across consumer segments, IDC research suggests that in fact, commercial sectors or enterprise will represent more than 48 per cent of spending in 2018.

This figure is expected to overtake the consumer sector in the next five years with 58 per cent share by the end of the forecast period, according to IDC.

“The use cases for both AR and VR are proliferating in the enterprise segment as companies across sectors are developing new IT and business applications,” IDC associate research director of Asia Pacific, Avinav Trigunait, said.

“Many enterprises in the region have already developed solutions utilizing AR and VR such as for design and visualisation, corporate trainings, field maintenance and customer experience and marketing applications.”

In being the largest source of spending however, the consumer sector will continue to drive growth for AR and VR products and services, holding a 51.3 per cent share of overall spending in 2018.

Trigunait said the growth will be primarily driven by the availability of new headsets for VR which will lead to VR consumer spending.

While AR spending will be dominated by the purchase of services – the launch of Augmented Reality SDK platforms from both Google and Apple are also expected to drive spending on application development and games for mobile platforms.

 




How to know whether and when your workforce is ready for AR

What exactly is AR and how are companies using it? It’s essentially a mix of virtual reality and the real world: your actual location with images or information superimposed into the picture. AR can overlay maps, steps, data and more. It provides instructions, answers questions and, for example, can compare what a worker is doing to specifications for a task, offering input to perform the work correctly.

The technology is already in use at plenty of worksites. Using Google Glass AR headsets, GE Aviation connects mechanics to specifications: as they use their digital torque wrench, the system tells them immediately when they have the exact fit to seal hoses and fluid lines. In healthcare, surgeons and nurses may wear glasses that display a patient’s vital signs in real time as treatment is being administered. In construction, AR can map out plans against the workspace, allowing workers to see what they should be doing in 3D, rather than having to check against blueprints.

Honeywell says it’s using the world’s “first and only self-contained holographic computer.” A headset that uses Microsoft’s Hololens provides a mixed reality view that gives learners a chance to explore in a combination of the real world and virtual space. “These active learning methods use sight, sound and touch, codifying learning,” Vincent Higgins, director of technology and innovation, Honeywell Connected Plant, told HR Dive in an email.

“We are finding that Honeywell’s Skills Insight Immersive Competency, which uses augmented and virtual reality, really boosts retention rates,” he said. “Technical staff are better prepared to face the challenges of a constantly changing work environment.”

Tapping into the ‘wow’ factor

The tech has certainly caught users’ attention. “AR has started out primarily in new customer-facing applications to bring a ‘wow’ factor to websites or mobile apps,” said Christa Manning, vice president of solution provider research for Bersin, Deloitte Consulting LLP, in an email. It’s been used to help shoppers imagine how furniture might look in a home or to show airline frequent travelers how to navigate airport terminals, she told HR Dive. But the tech has moved to address the needs of business.

Early adopters telecom, for example, are using AR to support workers in the field who are servicing remote equipment. “With lots of data being generated by the ‘Internet of Things’ (IoT) and devices everywhere throwing off information,” Manning said. “AR can be critical to help human beings process all of this information in real time and in context.”




Strategy Analytics Advertising, Search and Commerce Drive AR Into Mainstream

The report evaluates and assesses the strong momentum building across these three use-cases as advertisers, brands and publishers experiment with AR to deliver improved user-experience, drive engagement among consumers, and improve monetization prospects.

As a new form of media AR remains a nascent and untapped opportunity. With Apple’s ARKit and Google’s ARCore SDKs only recently opening up access to AR development for developers on the two major global smartphone platforms, Strategy Analytics expects significant AR experimentation to occur primarily on smartphones over the next three to five years.

Brice Longnos, Industry Analyst, Strategy Analytics, states that “with AR now accessible to virtually all developers, the focus will be on creativity to identify key use-cases for success. AR is a powerful enabler for engagement and immersion making it ideal for advertising, convenient to search and visualization key in retail for certain products.”

Read more in the press release.




Augmented Reality Transformation in 6 Industries in 2018

Retail

Augmented reality is set to transform retail. In particular, the world of fashion retail will see new opportunities for trying on

  • clothing
  • personal styling like haircuts
  • makeup
  • jewelry
  • men’s suits

MAC cosmetics has already begun testing in-store virtual mirrors allowing customers to test makeup effortlessly, and for free. The mirror, created by cosmetics augmented reality specialists ModiFace, overlays styles of eye makeup on a live video of the subject.

Overcoming the inability to see and feel fabrics and colors before purchase has been a major stumbling block for the retail sector, and customers are reluctant to experiment with new makeup products if they don’t know how they will look against their skin.

Meanwhile retailers are working with augmented reality to achieve similar results, like IKEA’s augmented reality catalogs that allow users to ‘see’ furniture they’re considering buying as it would look in their homes. Amazon recently introduced a similar feature that will soon be available to all its customers.

Social Media

Whatever Facebook offers for free to its users, it’s very clear about what it offers its advertisers—attention and engagement. And as engagement with traditional movie ads falls, Facebook has found a use for Oculus, the VR company it purchased in 2014.

It ran advertisements for the new Jumanji movie as a 360 AR game that rewards players with clips and previews for the film. It’s an innovative marketing technique that shows the way forward for Facebook and other social channels in a world where AR is already becoming more commonplace.

Automotive

The first use of AR in cars is the transition from a dashboard to a heads-up display that shows drivers vital information on the windshield, where they can view it without looking away from the road. It’s a safety feature, but the fact that it’s commonly used in the cockpits of fighter jets will also help it to sell.

But AR could form part of the transition to driverless vehicles. There’s likely to be a transition period in which an increasing number of decisions are made by onboard AI but human drivers still control the car. In that case, AR could help by showing drivers what decisions their robot copilots are making.

“With fully driverless cars expected to be available to regular consumers by 2025,” said Vitaly Ponomarev, Founder of vehicular AR startup WayRay, “AR will be playing an important social role by helping users to adjust to the new reality.”

Education

Google sees a place for AR in education via its Expeditions tool that works by mapping the physical classroom and 3D objects and allowing intuitive interactions with them. Students can use mobile devices to view a miniature Category 5 hurricane or a strand of DNA.

There are even more uses for AR outside of the school classroom—especially in training doctors and medical personnel. Google has competition from its traditional nemesis, Apple, which has made its iOS 11 AR-enabled. Now medical students, and the merely curious, can see inside their own bodies with apps from the App Store.

Entertainment

Unless you live under a rock, you’ve heard of Pokemon Go. The game that swept the world before it was even officially released isn’t the only entertainment application for AR, though. Games played against others using smartphones as handsets, like Father.io, are in beta: your smartphone functions as the handset for a real-life first-person shooter.

Even traditional card-collecting games aren’t immune to AR’s allure. Yu-gi-Oh, the popular card trading and combat game, now has multiple smartphone apps, including one, YGO mini, specifically aimed at bringing real-life Yu-Gi-Oh cards to life. When the HoloLens app becomes available, it will reputedly offer this functionality for all Yu-Gi-Oh cards and deliver an AR Yu-Gi-Oh experience across the whole game.

The future of gaming might be changed in this direction and video games are among the most commercially successful forms of entertainment as well as the one with greatest and most various market penetration.

Fintech

Consumer-facing fintech improvements include apps for helping users find the nearest ATM, or immediately getting information on any house they pass that’s for sale.

But industry fintech changes are set to be the most transformative.

One crucial function of the fintech industry is to analyze financial information and obtain insights from it.

The sheer quantity of information is now beyond the ability of traditional methods. Insights need to be acquired promptly or they’re of reduced value, and while AI has some applications in the field, many of the insights derived from financial data are judgment calls.

That means there’s a need for a human-applicable way of understanding huge volumes of data intuitively and quickly.

CitiBank traders have been testing Microsoft’s HoloLens as an immersive trading environment, hoping to improve traders’ ability to spot trends in a gestalt way.

And CRM leader Salesforce is already using Oculus Rift technology to provide sales and financial data in visible AR form to its users.

 




The Connected Enterprise – Industry 4.0

“You cannot wait until a house burns down to buy fire insurance on it. We cannot wait until there are massive dislocations in our society to prepare for the Fourth Industrial Revolution.” These are the words of Robert J. Shiller, 2013 Nobel laureate in economics and Professor of Economics at Yale University.

Enterprises and their competition are being radically reshaped because of intelligent and connected products and people, embedded as a part of broader systems. The Fourth Industrial Revolution characterized by a combination of physical and advanced digital technologies such as internet of things, Artificial Intelligence, Intelligent Robots, ubiquitous, mobile supercomputing, Information Management and Analytics, has a huge impact across industries. Coming on the footsteps of internet and computers (Industry 3.0), electricity and mass production (Industry 2.0) and the steam engine (Industry 1.0), the opportunities that this presents is significant, still evolving and perhaps not fully envisioned. To be successful, enterprises need to shift from just selling products to creating a relationship model built around creating deeper connections with their ecosystem of suppliers, customers, machines and employees.

Several industries are at the forefront of the innovations that these technologies bring. In this edition, we examine four industries who are driving these innovations from the front, resulting in causing significant change in terms of the way they work.

Manufacturing: With the wealth of ‘as a service’ buzzwords, perhaps what manufacturing segment could look forward to as a part of Industry 4.0 is ‘machine as a service’. Every dollar of capital investment and maintenance in a machine must drive business revenue. The investment in the machine is directly dependent on its ability to deliver its KPI’s (being the output). Industry 4.0 technologies enables real time condition monitoring from machine and sensor data. The data is evaluated using highly customized rules and analysis and enables triggering of notice of upcoming maintenance or alerts in case the data falls outside the standard range of tolerance. Likewise, unscheduled maintenance stoppages are also immediately displayed, and notifications are sent. The software then passes on the maintenance ticket to the most appropriate technician with all the relevant information related to the issue. Parts are ordered and data from nearby machines is reviewed to allow production re-routing to other machines during the downtime. Once the issue is resolved, event notification informs the customer and the billing takes place.

Other key manufacturing use cases include enterprise wearables during the manufacturing process including training, additive manufacturing (to build three dimensional objects from a digital blueprint or model), robotics for better floor space utilization and higher productivity as well automated purchasing, digitalization of product design, personalization of products, collaboration of multiple partners in the value chain, advanced sourcing, transportation and inventory modelling.

Distributed manufacturing is becoming possible with the adoption of advanced manufacturing technologies. The idea driving this is to locate production facilities that are closest to the customer and to integrate the customer more effectively into the manufacturing process to reduce lead time and cost.

Retail and Consumer Goods (R&C): R&C companies are being driven by changes in consumer preferences, barriers to entry, supply chain and logistics strategies and marketing strategies. Retail organizations are focusing to digitize their value chains right from planning and allocation to last mile delivery. Advanced real time in-store inventory management, real time information and predictive analytics for planning and allocation, end to end transparency on product availability, seamless channel integration and transparency on quality and origin will help enterprises differentiate in the market.

Logistics and Transportation: This industry is perhaps seeing some of the biggest innovations in several decades. In the Hannover Messe 2018 (one of the world’s largest trade fairs), cobot (collaborative robot), AI and Logistics were the key technological highlights.  While cobot itself is not a new concept and perhaps existing since 1995, it is now finding its place in terms of wide applications in multiple industries. While a classic robot is expected to function autonomously, the cobot is expected to work together with people and assist them with complex tasks that cannot be fully automated.  The cobot has seen several applications in the warehousing, transportation and fulfillment industry. IDC stated that by 2018, “30% of all new robotic deployments will concern smart cobots that operate three times faster than current robots (with ‘current’ being end 2016) and are safe for work around humans”. IDC also stated that “By 2018, 45% of the 200 leading global ecommerce and omni-channel commerce companies will deploy robotics systems in their order fulfilment warehousing and delivery operations”.

Industry 4.0 solutions in this industry will drive significant improvements in supply chain visibility, integrity control of the supply chain (rights products at the right place and right costs), dynamic reconfigurability of the supply chain by using the most optimal combination of supply chain network providers and achieving lean and green supply chain outcomes.

Automotive: The automotive industry is making a dynamic shift with Industry 4.-0 technologies by leveraging the connectedness of machines and people. This has allowed them to build agile supply chains to quickly adapt manufacturing specifications to changing standards (such as say fuel regulations), smart connected assembly solutions to increase uptime, reduction in defects and improved productivity, equipment reliability for 24-hour production, contractor integration and ability to deliver personalization of vehicles based on customer demand.

With solutions like Blockchain, several automakers have created a distinctive ID for every part, together with immutable timestamps from when the part is created. This is expected to significantly bring down the phony auto parts which are inferior causing damage to the automaker’s brand. Again, blockchain is being put to use to ensure that there is transparency to banks when there is sale of vehicles by automotive dealers. This is intended to bring down frauds because of not reporting this sale by the dealer, to benefit from additional working capital.

The possibilities with machine to machine (M2M) is huge. With M2M, several stakeholders including energy providers, automakers, parts suppliers and car owners have full visibility to the vehicle data and even use this to create / launch new products and services.

Alvin Toffler in his book Future Shock (1970) posited that “The illiterate of the 21st century will not be those who cannot read and write, but those who cannot learn, unlearn, and relearn”.  The future of work is continuous learning. No company, no industry and no job is immune from it. Massive value awaits those companies who adopt the right strategy roadmap in their Industry 4.0 initiatives.  To be successful enterprises must ensure to invest in continuous change management and learning initiatives for their teams, to accelerate the adoption and pace of change.

Original article source.




5 Challenges that Providers of Smart Glasses Must Overcome

In the near future, light, unobtrusive smart glasses will reliably support deskless work and make technicians more efficient in their tasks. The last few years have seen increased investment in smart glasses technology, with a number of high-profile acquisitions and direct investments by large companies in manufacturers and start-ups, but some challenges still remain.

As seen in this this article by Jay Kim of AREA member APX Labs, form factors, capabilities and price are all continually evolving for the better. This post highlights the five challenges that providers face before their smart glasses are widespread in enterprise. Various providers are solving these problems on their own as industry-wide best practices for how to address these challenges have yet to be developed.

Components Are Pushing the Boundaries

Processors for Augmented Reality-enabling tasks are steadily improving, but matching required capabilities for enterprise with optimal form factors is still a challenge. For example, graphics processors must be small, lightweight and highly power efficient in order to be placed within eyewear frames that remain comfortable to wear. Accelerating real world tracking and fluid rendering of virtual objects requires chips like NVIDIA Tegra X1 or Intel m7, which are just now showing up in the latest high-end smart glasses from companies like Atheer and DAQRI. Combined with eye-tracking capabilities, reliable voice and gesture recognition, these computational requirements add up, both in terms of battery consumption and heat production, which need to be properly and efficiently managed.

A high-resolution front-facing camera is necessary for creating Augmented Reality experiences but not all smart glasses have that functionality. Tilting and shaking also present challenges for both AR experience delivery and video conferencing.

Other areas of improvement remain to be made in battery life, similar to what is happening in the smartphone space. New models specifically designed to industrial specifications are coming to market this year but have yet to be extensively tested in real world settings.

Network Security and Bandwidth

Continuously providing Augmented Reality experiences based on cloud-hosted services and content requires uninterrupted bandwidth and coverage wherever employees with AR devices work. Ensuring reliable WiFi availability in cramped areas of a ship’s steel-plated hull, for example, is a daunting challenge, and we are starting to see more and more solutions adopting robust offline functionality and local storage to fill in the gap.

Both devices and networks may require high security standards in sensitive environments to ensure proprietary information is not misplaced. The shortcomings in security are the same as those faced by existing wearables and smart devices in the market today.

Content for Augmented Reality Experiences

As when content was being produced 25 years ago for the brand new World Wide Web, commonly accepted paradigms for the design of AR experiences to be delivered to smart glasses are non-existent. Authors of AR experiences must experiment and develop their own techniques for ensuring usability of user interfaces and safety.

As with the World Wide Web, standards for user interface design and content first require a greater proliferation of Augmented Reality usage on smart glasses, producing a chicken and egg phenomenon: with poor user experiences, usage remains low. With low demand, experimentation with new designs is slow.

Content for use in Augmented Reality experiences for smart glasses, such as images and 3D models, tends to be authored from scratch. Those companies that have made prior investments in CAD authoring tools have an advantage when they can access and convert existing, industrial CAD models into lightweight, polygonised versions for display in smart glasses. Successful authoring of AR content also requires heavily customized authoring toolchains and workflows and a uniform look and feel for displayed content that is emotive, highly relevant and takes into account safety requirements. 2015 saw a proliferation of providers creating smart-glasses-first content and applications to fully leverage the smart glasses platforms.

Some initiatives such as the OASIS Augmented Reality in Information Products technical committee and the IEEE AR Learning Experience Model (ARLEM) have been formed to address such challenges.

Overall User Experience

In addition to user experience for the human-machine interface, other UX factors for smart glasses are still improving. Cables are frequently required to connect a hands-free display to the networking or content processing hub, or to the battery pack. While these form factors solve many problems such as battery life and device weight, they still leave many yearning for an all-in-one device.

How to best interact naturally with the displayed content is something all manufacturers are trying to solve. The most sophisticated smart glasses are doing away with physical controls altogether in favor of voice, head motion, and gesture interaction. Bulkiness and limited field of view are other complaints that were prominent in the early days of smart glasses, but competition in this space has driven manufacturers to improve vastly on both of those. Narrow Field of View (FOV) limits the amount of information that can be displayed to the user, and the best smart glasses models are now delivering immersive display experiences that address those concerns.

Safety, Privacy and Regulations

Smart glasses present a number of new and unresolved safety challenges. Their sheer novelty also means that few regulations specifically targeting them have been developed.

As seen from this presentation by attorney Brian Wassom, although new regulatory regimes for smart glasses are required, none currently exist. Future conversations about the safety of head-mounted displays in environments such as the enterprise and industrial settings still need to take place.

Some challenges such as obstructed peripheral vision, for example, can pose a safety hazard when the wearer is in motion or in an industrial workspace. Adapting the amount and relevance of information displayed to the user is key to making the wearer safer on the job.

Conclusion

As with other types of wearables, smart glasses represent a novel technology whose development and usage are still evolving. Both business and technological challenges are in the process of being addressed so that smart glasses are generally accepted as routine work tools and become more recognized for their productivity-enhancing features.

Despite these challenges, several smart glasses deployments for enterprise use were announced in 2015 and some predict that 2016 will bring many more deployments as companies look to gain an edge on the competition.

What are your key challenges with smart glasses? Is your organization or smart glasses provider addressing any of these challenges already? Share with us your views in comments below.




How AR will Change Customer Experience

Drawbacks preventing AR from entering the mainstream currently include technical complexity and the need for faster processors to accommodate for AR. Due to its accessibility, the smartphone is the most important distribution channel for AR; however, some people believe that smartphones will become irrelevant after the breakthrough of AR. A completely new set of interfaces is anticipated to rise on the basis of possibilities offered by AR within the next decade.

Microsoft HoloLens and Meta Vision are presently the most renowned examples of AR solutions, as they both utilise smart glasses to observe the virtual layer placed on top of reality. This tech is most often used in B2B applications, however, the medical and gaming industries are also making use of it in applications such as giving surgeons additional information during operations, and lending greater intensity to video game entertainment. Meta’s vision is a world without screens, full of holograms, as this means fewer restrictions on what we can witness as humans.

The article then focuses on the value of AR for customers, which involves changing the customer experience by making it more digital and personal. For example, AR will be able to create personalised advertising in the real world, such as blank billboards which different images can be projected onto depending on the individual AR interface.

The retail experience can also be changed, as AR applications can allow customers to see what items of clothing look like without physically trying them on, as well as show customers the locations of shops and brands within a shopping centre.

The use of AR in the industry sector is also mentioned in the article. The technology allows professionals to view technical issues remotely (e.g. from the company headquarters) and therefore lend advice to on-site colleagues. This in turn means that more customers can be visited; waiting time and costs are reduced.

The article concludes that AR gives a significant advantage to companies and their relationship with their customers. In the years ahead, new and impactful applications will be developed to aid everyone in their daily lives.




Augmented and Mixed Reality Guide for Business

The five major types of AR listed in the article are as follows:

  • Marker-based AR = consists of a camera used by a user and a marker recognised by the camera. Physical reality captured by the camera is augmented by an image being put in the spot of the marker code.
  • Recognition-based AR = identifies real-world objects by barcode / QR code and provides user with info about it; correlates to marker-based AR.
  • Location-based markerless AR = objects near the user’s location are identified and overlaid with AR features.
  • Projection-based AR = digital images are projected on real-world objects to create an interactive connection between them.
  • Superimposition-based AR = partially or entirely replaces the real view of an object with a digital object.

The article goes on to define Augmented, Virtual, and Mixed Reality:

  • AR = adds artificial objects to the physical world.
  • VR = an environment completely made of artificial objects, giving total immersion.
  • MR = combines AR and VR by using digital and physical attributes that interact.

The use of digital imagery in AR / VR devices has instigated a digital transformation in many businesses that can save excessive amounts of money and increase the variety of critical needs. Brian Blau, Research Vice President at Gartner, predicts that AR, VR, and MR solutions will be adopted in 20% of big enterprises by 2019.

The article describes applications of AR in a range of sectors:

  • Industrial AR = AR can help to organise large amounts of data and place them into interactive displays / environments. A smart factory can autonomously oversee its operation by making a working model of the real world and manipulating its parts in tandem with the natural environment, using virtual info to interact with real objects. The previously known practice of prototypes can advance much quicker and with greater accuracy with the help of AR, and this also reduces costs. AR tech can enhance the human worker, keeping fewer robots in manufacturing.
  • Real Estate, Architecture, and Construction = AR has a capacity for customisation models and accurate presentations, so a user can manipulate data and insert materials or other solutions to design / building problems. Sales opportunities can increase when retail staff can offer a guided walkthrough of any property via AR.
  • Medicine and Healthcare = enhanced treatment and examinations are possible with wearables; medical records can be brought up in real time while doctors are performing exams. AR can help to model a difficult surgical procedure for surgeons to practice before the real surgery. Additional knowledge can be provided to remote practitioners via AR, and it can equip emergency treatment.
  • Sport and Fitness = information, insights, and entertainment can be provided to users during their exercise. AR can monitor body functions so the user can be kept in a cardio zone that optimises weight loss. Personalised workout videos can also be developed for mobile apps.
  • eCommerce and Retail = Amazon are utilising AR to allow customers to try on watches, and ARKit has been developed by Apple, a developer tool that assists new AR app production. However, this does create a significant gap between tech giants and small retailers due to the only way to advance technically being integrating advanced AR apps.
  • Education = AR can increase classroom engagement and extend students’ range of learning through use of AR on smart devices.

The final section of the article explains how AR can transform a business by improving processes and functions. The two categories of hardware on which AR / MR can be used are mobile devices and wearables; as this hardware evolves, software development companies can develop solutions for key industry players.




Predictions for the Future of Augmented Reality

Key points in the infographic include:

  • Video games is still the biggest industry for AR/VR, with potential 2025 revenue estimated at $11.6 billion.
  • Real estate revenue from AR/VR for 2025 is estimated at $2.6 billion. Tech for the industry includes Virtual Experience (which gives users an interactive 3D walkthrough of a property under construction via a VR headset), “Street Peak” Realtor App (which provides information about a property when a smartphone is pointed at it), and Ikea Place App (which automatically scales furniture products for a customer’s home based on room dimensions with 98% accuracy).
  • Estimated 2025 revenue from AR/VR for retail is $1.6 billion; 71% of consumers said they would shop at a retailer more often if they offered AR. Tech for the industry includes Airwalk Invisible Pop-Up Stores (which use GPS and an app to view shoes for sale in invisible stores set up in NY and LA in 2011), and FX Mirror and Memory Mirror (high-tech mirrors that allow customers to imagine themselves in an outfit without trying it on).
  • Healthcare revenue from AR/VR is anticipated to reach $5 billion by 2025; most advancements of AR technology are expected within the healthcare industry. Tech for the industry includes Accuvein (which projects the location of veins and valves, enabling healthcare professionals easier access to them for IV placement), and the VA-ST Visor (‘smart specs’ that help blind or partially blind people with everyday tasks).
  • The travel industry is expected to generate $4.1 billion revenue from AR/VR by 2025. 84% of consumers worldwide would be interested in using AR in their travel experiences, and 42% believe that AR is the future of tourism. Tech for the industry includes Google Expeditions (which allows school children to take field trips around the world while remaining in the classroom), and AR travel apps such as Wikitude and Etips City Guides (which help plan trips to new places).

At the end of the infographic are quotes from tech experts, such as Charlie Fink, Forbes columnist and author at Metaverse, who is quoted to have said that AR technology is accelerating at a fast pace, and that more exciting devices will be produced and released in upcoming years.