Virtual reality (VR) and augmented reality (AR) are two of the hottest technologies to hit the consumer market today. Despite being relatively new, companies are now touting both to be game-changing technologies that will shake up a wide range of industries such as gaming, entertainment, education, design and even office productivity.
The rapid rise of popularity for both AR and VR are no doubt the result of marketing efforts for businesses which spare no effort in drumming up interest in their latest offerings of apps and gadgets that showcase these state-of-the-art technologies. On the AR side, we’ve seen the meteoric rise Niantic Labs’ AR game Pokemon GO, which had people from all walks of life and demographics racing against each other all over the world to catch that imaginary Pokemon. In the meantime, Microsoft is busy fine-tuning its AR goggles HoloLens trying to find ways to harness AR into the mainstream industry.
The VR guys, on the other hand, are not idle either. We’ve seen almost all of the major game developers churning out tons of new VR content for existing and even entirely new franchises, all clamoring for the attention of the paying masses that theirs is the best virtual experience there is in the market. On virtual reality’s hardware side, major players are only too happy to announce the launching of their latest wares into the market, with each iteration being touted to be mind-bogglingly better than the model it replaces. Indeed, we’ve seen such a rapid succession of devices flooding the market with the latest best of the best being the PlayStation VR, HTC Vive, Oculus Rift, Google DayDream and Samsung Gear2. Even cellphone manufacturers are trying to cash in on virtual reality’s popularity and marketing appeal by packaging their latest smartphone offering as VR-ready.
At a glance, such frenetic activities in both sectors seem to suggest that there are demands and money to be made from AR and VR. However, insiders predict that in the long run one technology will totally eclipse the other.
Augmented Reality Could Surpass Virtual Reality
For the average Joe, there might not be a lot of distinction between virtual and augmented realities. After all, both are using the power of computers to enhance user experience right?
While, it is true that both AR and VR use computers to create the desired output— whether video, audio or both— for the user to enjoy, there is a whole lot of difference on how these technologies present its own version of “reality” to its user. In VR for instance, the technology aims to wrap its users in its own artificially created, “virtual” world. As such, the technology is very immersive indeed and would result in the user becoming totally oblivious to the goings-on in the real world.
Augmented reality, on the other hand, does not aim for its users to be totally uncaring to their surroundings. In fact, it can be said that it wants to achieve the exact opposite. By superimposing a layer of usual visuals and data on top of a real-time image, AR users can be more responsive to their environment.
AR gadgets are more portable – One major advantage augmented reality has over its virtual counterpart is that its gadgets are generally more portable. In the case of the Pokemon GO game, for instance, gamers only need their smartphone or tablet for the technology to work. Microsoft’s augmented reality glasses HoloLens is likewise more sleek-looking than VR gears.
There is a reason for virtual reality gadget appearing bulkier than their AR counterparts is that they aim to completely cut-off their users’ attention from the outside world. Thus, we see VR gears completely covering their users’ eyes to achieve the immersive VR experience that they promise. Thus, VR gears tend to be bigger and generally can’t be used as fashion accessories (a possibility for AR glass HoloLens since they look like a pair of sunglasses).
VR gadgets limited for indoor use – Aside from the portability issue of VR gadgets, they are also facing another disadvantage that could hamper their sale and marketability, and that is their limited usability. At the moment, you usually need to hook them up to a gaming console which would mean you can only use them indoors.
There is also the important issue of safety when it comes to using VR gadgets. Since they tend to disrupt their users’ awareness of the real world, they would be downright risky to use them in a lot of outdoor areas. For example, you definitely can’t use VR gears while crossing the street or taking the dog for a walk in the park.
AR gadgets could be more acceptable in social settings – When you are with a group of friends, colleagues or in any group for that matter, social norms dictate that you at least try to interact with the other members of the group. This consideration rules out the use of VR gadgets in these settings as they would prohibit you from carrying a decent conversation with anyone.
Augmented reality technology will be more acceptable in these scenarios. True, keeping an eye on the stream of AR visual enhancements could potentially be distracting but, through the clear lens of a pair of AR goggles, you will still be able to see that the person in front of you is desperately trying to catch your attention. If you’re using your smartphone to launch an AR app, well we’ve been so used to people dumbly staring at their phones’ screens that it would be a non-issue.
VR gadgets have potential health issues – Some people have expressed concerns about the possible health risk posed by VR gadgets. Rony Abovitz, CEO of augmented reality tech company Magic Leap, warns that most of the devices utilized in VR might have unintended neurological effects on their users.
"There are a class of devices (see-through and non-see-through) called stereoscopic 3D," Abovits explained his position. "We at Magic Leap believe these inputs into the eye-brain system are incorrect and can cause a spectrum of temporary and permanent neurologic deficits."
Being a critic of VR, Abovitz might not exactly offer the most unbiased opinion on the issue. But considering that the technology is still in its infancy, however, it is still too early to downplay any potential risk.