Cutting edge technology

The ultimate form of human interaction: Extended Reality (XR

Guide: In many sci-fi movies and games, a variety of dazzling 3D virtual visual interaction systems often appear. This kind of interaction has long been one of the typical signs of sci-fi scenes, and it is also the future technology we are turning into reality.

In many sci-fi movies and games, a variety of dazzling 3D virtual visual interaction systems often appear. This kind of interaction has long been one of the typical signs of sci-fi scenes, and it is also the future technology we are turning into reality.

In the future, human interaction will shift from 2D interaction to more efficient 3D interaction. The 3D visual interaction system depends on the development of virtual reality (VR), augmented reality (AR) and mixed reality (MR), which are collectively referred to as "extended reality" (XR).

virtual reality technology uses head-mounted devices to simulate real-world 3D interactive environments; augmented reality is to overlay various information and images into the real world through electronic devices (such as mobile phones, tablets, glasses, etc.); Reality is between VR and AR. In the virtual world, the real world and users, digital technology is used to realize the complex environment of real-time interaction.

Extended Reality Technology (XR) is known as the ultimate form of future interaction, which will change the landscape of many industries and will completely change the way we work, lifestyle and social.

It is predicted that the size of the XR market will reach $27 billion in 2018; by 2022, the market size will grow rapidly to $209.2 billion.

According to IDC data, the consumer market is the largest market for AR/VR spending, with spending in 2012 reaching $6.2 billion. Markets such as manufacturing, retail and services are also important directions for this spending.

XR has great potential for development in entertainment, marketing, training, real estate, and remote collaboration.

Entertainment: Bringing an immersive experience to the entertainment industry, giving consumers the opportunity to experience live music and sporting events virtually through comfortable VR devices.

Marketing: Provides a new way of interacting for brands and consumers, allowing consumers to experience products more realistically through immersive interaction with new products.

Training: Open up new avenues for training and education that can be more traditionalTrain in a classroom environment safely, especially in high-risk environments. At the same time, medical students can practice on virtual patients.

Real Estate: Property managers can allow tenants to view properties in a virtual environment to streamline the leasing process; architects and designers can use XR to turn designs into reality.

Remote Collaboration: XR eliminates distance restrictions and allows employees to remotely access data or communicate with each other from anywhere in the world.

XR technology will have a very large impact, both in the commercial and consumer sectors.

In the commercial sector, 71% of XR practitioners believe that the medical industry is the industry most affected by XR technology, followed by manufacturing (47%) and military (46%).

In the consumer sector, 76% of XR practitioners believe that the gaming industry is the industry most affected by XR technology, followed by film and television (60%), medical (36%) and retail (34%).

Most XR practitioners are optimistic about XR technology, and 63% believe that XR will become mainstream technology in the next five years.

According to XRDC data, XR developers believe that the potential of XR has not yet fully erupted, and 61% believe that XR brings medium- and long-term profits to themselves and/or customers.

It is worth noting that 15% of developers said that XR has brought profits to themselves or their customers.

With the rapid arrival of 5G networks, XR's response speed and data processing capabilities will be greatly improved, and its landing and popularization speed will also accelerate.

However, there will be many obstacles and problems in the XR popularization process, such as network attacks, implementation costs (software, hardware), technology and maintenance personnel requirements. But the most critical question is: How will companies be involved in the ultimate transformation of this interaction in the next few years?

Author: Wang Jin

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