Introduction
In recent years, there has been a tremendous increase in the research and deployment of technologies related to virtual and augmented reality, as well as the introduction of extended and mixed reality. These technologies can initiate a revolution in a wide variety of business sectors, including the gaming and entertainment industries, as well as the healthcare and education sectors. However, their current degree of implementation, difficulties, and the potential for deployment in various settings are not well recognized. This research paper will examine the current state of virtual, augmented, extended, and mixed realities, providing insights into the future benefits and challenges of these technologies and their implications for various enterprises.
Definitions and Summary
Virtual reality is a computer-generated simulation that places people in a digital environment. Virtual reality is often experienced by the user utilizing a display device or a headset. It creates a simulated environment for you to work in, and that environment might be based on reality or fiction.
Virtual reality (VR) gives users the impression that they are physically present in the same room as the items and situations they are interacting with. It is widely used in gaming, entertainment, and education, as well as for training purposes in various industries, including aviation, the military, and medicine (Morimoto et al., 2022). Augmented reality (AR) refers to a technology that superimposes digital details on top of the physical environment.
AR’s ability to overlay digital information over the physical world is one of its distinguishing characteristics. AR apps utilize the camera and sensors of a device, such as a smartphone or tablet, to identify real-world objects and overlay pertinent information or visuals on top of them (Morimoto et al., 2022). Examples of such devices are Google Glass and Microsoft HoloLens. The user’s natural environment experience is enhanced by adding virtual components, which may include text, photographs, or three-dimensional models. It finds use in various fields, including retail, education, healthcare, and advertising.
Extended reality (XR) refers to the combination of actual and virtual settings to create a new reality that would not be achievable with either setting alone. XR enables consumers to interact with digital information more naturally and intuitively, resulting in a more immersive experience. It finds employment in various domains, ranging from gaming and entertainment to education and healthcare.
A technology known as mixed reality (MR) combines aspects of VR with AR. Users can interact with both the physical environment and the digital world simultaneously due to MR. It allows physical and digital objects to coexist and communicate in the same environment (Morimoto et al., 2022). The user’s environment is detected using sensors and cameras by MR devices, which then overlay digital data onto the physical world to create a hybrid setting.
Comparison of VR, AR, XR, and MR
Many forms of immersive technology enable people to interact with digital information in innovative ways. VR creates a wholly immersive environment, whereas AR supplements the real world with digital data. XR includes VR, AR, and MR. MR combines features of VR and AR, allowing users to seamlessly blend the real and virtual worlds. While each technological advancement has particular uses, they are all geared toward making the user’s experience more natural and exciting (Lecci et al., 2021).
Furthermore, these immersive technology requirements and user experiences vary widely. For a realistic virtual reality experience, one will need a robust computer and a headset with motion-tracking sensors. In contrast, AR can be experienced on a mobile device, such as a smartphone or tablet, making it more widely accessible (Lecci et al., 2021). Experiences in XR may be similar to or different from those in VR and AR. Virtual reality is commonly encountered with head-mounted screens, controllers, and motion-tracking sensors.
Compared to AR, MR enables a more seamless integration of the real and virtual worlds. To create a hybrid environment, MR systems utilize high-tech sensors and cameras to detect the user’s physical location and then superimpose digital content onto the real world (Morimoto et al., 2022). This makes it possible for people to engage with digital objects more naturally and intuitively, which makes MR especially beneficial for complex tasks such as designing and prototyping in the engineering and architectural professions. While virtual, augmented, extended, and mixed realities have their niches and uses, they all provide novel methods for people to engage with digital media.
Current Level of Implementation
The VR, AR, XR, and MR markets have experienced rapid expansion in recent years. The global market for augmented and virtual reality is expected to grow at a CAGR of 48.4% between 2017 and 2022, reaching $209.2 billion in value by 2022 (Sadeghi et al., 2022). The widespread adoption of these technologies across various sectors, combined with the availability of inexpensive hardware components, is driving this expansion.
The number of people regularly engaging with VR, AR, XR, and MR is rising quickly. In the United States alone, eMarketer predicts that there will be 83.1 million augmented reality users by 2020, along with 49.2 million virtual reality users (Sadeghi et al., 2022). The survey predicted that by 2021, augmented reality would be used by 86.4 million, and by 2022, by 92.1 million (Sadeghi et al., 2022).
The widespread interest in VR, AR, XR, and MR is due to the many fields that can benefit from these technologies. While AR is utilized more frequently in live events and theme parks, VR is used more regularly in gaming. VR and AR are utilized to create interactive and immersive classroom environments.
VR and AR are employed for medical education and treatment in the healthcare sector. XR is used in the auto industry for conceptualization and early model development. Technology in VR, AR, XR, and MR is constantly improving. Improvements in hardware have enabled more lifelike and immersive experiences, such as those achieved by introducing head-mounted displays, controllers, and motion-tracking sensors. Furthermore, software advancements have made designing and releasing applications for VR, AR, XR, and MR simpler. However, the technology still has significant limitations, such as the requirement for more advanced content creation tools and the high cost of the necessary equipment.
Areas of Deployment
The most well-known uses of AR, VR, and technologies are in the gaming and entertainment industries. Virtual reality (VR) gaming has been around for some time, and many well-known titles, such as Beat Saber, Half-Life: Alyx, and Star Wars: Squadrons, have been adapted for use in VR. The entertainment industry utilizes augmented reality and mixed reality technologies, exemplified by the augmented reality game Pokémon Go.
VR and ARV have shown promising results in the academic sector. Providing students with fully immersive and interactive experiences gives a new approach to education (Sadeghi et al., 2022). While AR apps can enhance learning by superimposing information onto real-world objects, VR apps can transport students to ancient Rome or the human body in 3D. VR and AR can create realistic simulations, giving students hands-on training without the inherent dangers.
The medical field is using virtual reality and augmented reality technologies. VR can simulate surgeries and other medical procedures, allowing medical students and practitioners to hone their skills in a risk-free setting. AR is used to enhance surgical procedures by superimposing digital data onto the operating room setting, allowing surgeons to better visualize and navigate intricate anatomical structures in real-time (Morimoto et al., 2022).
VR is used in the medical field to help alleviate pain and anxiety by immersing patients in a soothing environment. Especially in design, prototyping, and manufacturing, the industrial sector can benefit significantly from VR, AR, XR, and MR technologies. VR and AR can be utilized in the design and prototyping of products, enabling designers and engineers to visualize and test their creations in a 3D environment (Lecci et al., 2021). As a result of MR’s ability to superimpose digital data onto physical objects, it can aid in the repair and upkeep of facilities.
Benefits of Implementing VR, AR, XR, and MR in Different Industries
VR, AR, XR, and MR have many potential applications across many sectors. The enhanced involvement and immersion that these advancements allow for is one of the most significant advantages. These innovations can improve the efficiency and effectiveness of training, education, and work by creating realistic and interactive environments. Since they provide secure, regulated settings for practice and study, these technologies can help reduce the costs and risks associated with real-world training and testing (Sadeghi et al., 2022). These tools enable remote communication and collaboration, which is particularly useful for teams spread across the globe.
VR and AR have the potential to significantly mitigate the risks associated with real-world training in various fields, including medicine. In manufacturing, these technologies can reduce the time and cost associated with physical prototyping, enabling designers and engineers to test and refine their designs more efficiently (Sadeghi et al., 2022). VR and AR can significantly enhance the customer experience in marketing and retail, resulting in increased brand engagement and loyalty. VR and AR can improve students’ grasp of complex concepts and abilities by giving them access to interactive and immersive learning environments.
Challenges and Hurdles
The high price of the necessary hardware to implement virtual reality, augmented reality, and x-reality technologies is one of the significant obstacles to their widespread adoption. Specialized hardware, such as headsets, motion sensors, and other accessories, is often necessary for high-quality VR, AR, XR, and MR experiences. Many organizations and people struggle to see the value in investing in such equipment due to its high price tag.
The absence of user-friendly interfaces is another barrier to the widespread use of virtual, augmented, extended, and mixed-reality technologies (Sadeghi et al., 2022). Many people may struggle to understand and use these technologies because of their complexity.Critical to these technologies’ success is their interface design, which must be intuitive and user-friendly to attract a broad audience.
One of the biggest obstacles is developing exciting content for VR, AR, XR, and MR systems. Many content creators may lack the expertise necessary for developing content for these technologies (Sadeghi et al., 2022). A further barrier to entry for many businesses and individuals is the time and money required to create content for these technologies.
Conclusion
VR, AR, XR, and MR have all been demonstrated to alter users’ interactions with digital media significantly.The paper provided an overview of these technologies, discussing where they are currently being used, where they could be used in the future, and the challenges they face. Researchers discussed the potential benefits of implementing these technologies across industries and the challenges that must be overcome to ensure their widespread adoption. According to the findings, advancements in these areas can significantly alter many industries.
References
Lecci, M., Drago, M., Zanella, A., & Zorzi, M. (2021). An open framework for analyzing and Modeling XR Network Traffic. IEEE Access, 9, 129782–129795. Web.
Morimoto, T., Kobayashi, T., Hirata, H., Otani, K., Sugimoto, M., Tsukamoto, M., Yoshihara, T., Ueno, M., & Mawatari, M. (2022). XR (extended reality: Virtual reality, augmented reality, mixed reality) technology in Spine Medicine: Status Quo and quo vadis. Journal of Clinical Medicine, 11(2), 470. Web.
Sadeghi, A. H., Mathari, S. el, Abjigitova, D., Maat, A. P. W., Taverne, Y. J. H., Bogers, A. J. J., & Mahtab, E. A. F. (2022). Current and future applications of virtual, augmented, and mixed reality in cardiothoracic surgery. The Annals of Thoracic Surgery, 113(2), 681–691. Web.