In last week’s Virtual Reality vs Augmented Reality blog we covered the background of both technologies and how they differ from one another. In today’s post we’re going to take a look at some of the different potential applications of virtual reality and augmented reality.
The video game industry has been a big a driver of virtual reality technology in recent years, as evident by the Oculus Rift, Sony VR and the HTC Vive headsets. These VR headsets are primarily for playing virtual reality video games but can also be used for watching 360-degree video content in addition to traditional films and programmes.
Augmented reality has similarly seen heavy usage in the video game sector, and the popular AR video game Pokémon Go has been downloaded more than 650 million times since its initial release date of July 6th, 2016.
Indeed it appears that the video game industry will continue to heavily invest in and develop VR and AR technology for the foreseeable future.
Both virtual reality and augmented reality are highly suitable for use in education. VR can be used to transport students to different time periods and geographic locations, providing an immersive learning experience.
AR can be used to bring learning tools like schoolbooks to life with popup images and videos, resulting in interactive lessons that use different forms of media rather than solely text.
Unfortunately the cost of these technologies is currently too high for widespread adoption in education, but we’ll likely start to see some usage of VR and AR in classrooms over the next few years.
The healthcare industry is already starting to explore how AR and VR can benefit practitioners and patients alike, and current and future applications include VR education and training, perfecting complicated surgeries by integrating VR headsets with medical imaging programs, and supporting physicians with virtual assistants.
The above are just a few of the many applications of virtual reality and augmented reality we can expect to see in the coming years.