The History and Future of Augmented & Virtual Reality


 The first attempts to build augmented reality and virtual reality technologies were made in the 1920s. As the twentieth century wore on, interest in AR and VR technology skyrocketed. The technology-based goods are currently available from a huge number of small and large retailers.

What Is the History of Augmented Reality & Virtual Reality?

In the late 1960s, the first VR head-mounted display was created, and they have been around ever since. Up until the 1990s, the majority of VR technology was used for flight simulation, military training, and medical uses. However, Nintendo's Virtual Boy and Sega's VR-1 were the first to deploy VR technology for gaming. Due to the limitations of the available technology at the time, these early VR experiences did not catch on, and the industry was relatively quiet throughout the duration of the 2000s. Only recently has consumer VR hardware become more reasonably priced, most notably with PSVR, Oculus, and Vive.


While VR and AR both got their start in the late 1960s, it wasn't until the 1990s that the term "augmented reality" became widely accepted. Similar to VR, AR was mostly used for training and simulation as well as in the manufacturing industry. In the late 2000s, advertising and marketing companies realized the benefits of AR initiatives. Wearable AR technology, like Google Glass and Microsoft HoloLens, has made advancements akin to those made in VR hardware, but it hasn't yet been widely adopted by consumers.

What Technologies Are Being Used by Developers to Create AR & VR Products?

Applications for augmented reality and virtual reality frequently make use of the following technologies:


C++ is used by Unreal Engine, and C# by Unity3D.


There are a variety of SDKs (software development kits) available depending on the target device and the purpose of the application. Here are a few instances:


  • ARCore (AR)

  • ARKit (AR)

  • Vuforia (AR)

  • SDK for Oculus (VR)

  • OpenVR (VR)

  • Google Virtual Reality SDK (VR)

What Is the Demand for AR & VR Engineers?

According to Statista.com, the AR and VR markets are anticipated to expand significantly during the following ten years. Similar to how industries turned their attention to mobile phones as they became more common, more sectors will adopt ways to employ AR and VR hardware as it becomes more widely available and used. Since almost all smartphones today support augmented reality, there is a huge market for augmented reality apps and products. Just as there was a boom for mobile app developers, there will also be a boom for augmented reality and virtual reality developers.

What Skills Are Required for Novices to Begin Learning AR & VR?

In their first year at Holberton, students study the fundamentals of programming, and in their second year, they get to choose between AR or VR. It also helps to have a basic understanding of linear algebra, 3D space, and geometry. Knowing non-programming skills like 3D modelling or sound design can help you focus because the field of augmented reality and virtual reality is now so large.

What Are the Prospects for AR & VR?

More industries and businesses will seek to take use of this new technology as the hardware supporting AR and VR becomes more generally available. I believe the industry will grow far more than it has in the past. I think that augmented reality (AR) experiences will soon be the standard for everything from museum visits to sporting events to daily commutes, and everything in between. AR will be used to make our lives more informed, connected, and easy.

Final Thought

Although virtual reality has a promising future, advances in augmented reality and virtual reality are changing how we interact with our surroundings. The integration of technology and education can be seen in the form of game-based learning, virtual field trips, and language immersion. It allows for real-time, hands-on project collaboration as well as augmented and virtual field service support in the workplace. These innovations enhance medical education and increase medication accessibility in the healthcare industry.


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