For at least the past decade, augmented reality (AR) and virtual reality (VR) have more than once been considered as a warm, emerging technology in the context of mainstreaming. They were supposed to be a part of our daily lives and a part of our entertainment value. Somehow they never exceeded that magical limit of the ‘must be’ experience.
But now, finally, the advancement of headsets / glasses in both weight and design, and the arrival of LIDAR as standard in some top-end phones could be a game-changer. LIDAR is a method of determining the distance to an object with a laser and measuring the time it takes for the reflected light to return to the receiver. The leader can also be used to present digital 3D of objects. On top of that, thanks to artificial intelligence (AI) instead of the classic computer processing, eye-popping speed is now driving rendering of virtual worlds and objects between them, and all of these are combining to make these earlier snubbed technologies more desirable.
Remember Google Glass? Probably not. (Google wants you to forget about them too.) It came and went without creating so much as a wave. However, the promise of a relatively innocuous spectacle that acts as an interface – as opposed to a large and unexpectedly / inevitably submerged VR headset – has since leapfrogged virtual technology.
Just before the summer, the news that Snap had created new AR glasses was somewhat distorted that they weren’t actually for sale. Teas like that. Their new AR glasses project virtual images into the world directly in front of the wearer, but at least for now, they are only available to developers of Snap lenses, the software creates those virtual images.
If not trying to sell glasses seems crazy, ultimately it’s all about content. Snap understandably doesn’t want his glasses to go the way of 3D TV, which died partly due to a lack of the kind of content that would make you want to sit behind glasses for hours on end. Snap’s intention, some would say frustrating, is to find developers who can create attractive and eye-catching lenses that sell technology to the public. That said, and strictly technically speaking, Snap was ahead of the curve for a while thanks to the range of their AR-powered filters that we all use.
Courtney Harding, founder of Friends with Hologram, an award-winning, game-changing custom AR and VR experience producer, thinks we need to separate the two technologies.
“An important point here is that AR and VR are expanding differently. AR is much more consumer-friendly because most of us have smartphones, where VR is more relevant to the enterprise sector and gaming, ”says Harding. Within months to two years. And despite the growing presence of these key players, I hope the adoption curve will remain fairly slow. It’s a marathon, not a sprint, and both technologies require people who know what they’re doing. If you’ve ever watched a badly shot VR video, you’ll know exactly what it means. They can make you feel physically ill. ”
Of course, we can’t mention AR without talking about NFT, the blockchain-based, AR-driven event that exploded earlier this year, with 3Lau, Richie Hawtin, DeadMau5, Don Diablo and many more talking about being championed by artists. Although some people think about the relevance of buying something that only actually exists, Houtin is clear about their appeal.
“Part of being a fan is that you want exclusive things from the jobs you like, and NFTs provide just that. To compare it to anything in the offline world, people join group fan clubs to get access to things that are not available to non-members. By, Vodcast. “NFTs open up a wide range of potential interactions and relationships between artists and their fans.”
Ash expert Ashley Crowder, co-founder and CEO of VNTANA, sees phones as the key to more widespread use of AR. The number of users is 100x larger. ”
Crowder’s company builds 3D ecommerce quickly and easily on a scale that has proven to double the conversion rate and increase the size of the cart by 60%. Their patented optimization algorithms allow brands like Hugo Boss, Deckers Brands and Diesel to use their existing 3D designs to instantly create high-fidelity, fast loading 3D resources that are automatically optimized for use across the web, social media, advertising, games. Engine and much more. Just as Vimeo and YouTube have made it easy to share and embed videos, VNTNA has made it easy to embed 3D and AR for use in sales and marketing across brands across fashion, shoes, furniture, tools and more.
“We’re working with various gaming companies, including Epic, the owner of Fortnite, because, of course, product placement should be in games, just like it was in movies for many years,” Crowder said. “It’s happening, but it still needs to be more scalable and easier to add. However, having a leader in both the iPhone 12 Pro and the iPad Pro means that people will be able to do 3D scans of what they want and apply it to their avatars. The quality is inferior to the scans of professional companies, considering how much time we spend online, it is only going to increase.
LIDAR and 3D scans also have huge implications for NFT. Crowder said, “NFTs are only available in 2D at the moment, so we’re building a system to create salable 3D resources, and it’s not hard to imagine how much more salable and attractive 3D files are than 2D cousins.
“The concept of owning a 3D file is a completely different one from where we are now. They can be used as skins in video games, for example.
The same 3D NFT can be used to decorate yourself for the virtual party. Sam Distaso, VP Business Development at Sansi VR at Uki Technologies, was obviously very busy as the lockdown has increased some of the demand that is similar to the parties as before. The company has struck a deal with concert giant Live Nation that gave birth to a virtual version of the festival Splendor in the Grass. They also have a deal with gaming platform Steam and have hosted thousands of shows in the last 18 months.
“But it’s basically outside teams using our platform and facilities,” Distaso says. “We have organized about 100 events which we will call the right event or festival with multiple events. Indeed, demand is now exceeding our capacity. So, as a short-term solution we are outsourcing 80% of the design needed to mount an event in a small studio, but we are working towards a situation where we offer a self-service interface. This means that anyone who wants to organize an event can choose the event template and design the environment. In the end, we want to get out of the way and let people go with it. We aim to do all of this by the end of the year, but it can be a bit optimistic.
The irony here is that platforms like Minecraft or Roblocks can do whatever the world does, but the breadth and flexibility of the world’s offer, the platform was built by music fans who like to attend events, won that day.
“Huge investments in game engines mean that they present amazing graphics, but for events, you need serious flexibility to be able to work with a dedicated engine and third-party ticket sellers and merchandising companies, and the ability to organize and see and greet artists; Panels and round-table discussions for business-based events.The point made clear by the epidemic is that real-life events are limited by geography and venue power, but if you can get those limitations, and then provide events that actually work By doing and having a high engagement factor, you can get respect and repeat business, and where the world is at the moment, ”added Distaso.
Many of Facebook’s recent acquisitions সহ including Bigbox VR, Downpore Interactive, and Unit 2, the collaborative game-making platform Creta সব are all crucial in the gaming sector. Mainly because they are driven by a belief that games are the biggest entry level vertical for VR, but the usual acceptance and development is slower than expected.
Harding says “this year is decisively said” is not relevant to this technology. “Incrementalism is the way forward, until finally people think it has always been. Looking at my own company, we have doubled our revenue in 2019-2020. We get more jobs, we have more credibility, and more people and companies are interested in virtual technology. Really good VR headsets by companies like PICO and Oculus are now very reasonably priced around 250 250, and that means creating VR content that becomes even more important.
“Really, although there is still a widespread and misconception that headsets are cumbersome, this is not the case. I put the headset on the heads of thousands of people for the first time, and very few people liked it. Honestly we have now reached a stage where any barrier to entry into the industry is imposed by us, so it is not really time to drop the ball.