Who should read it?
CIOs and CXOs who are interested in making substantial investments in immersive technologies.
QuickRead
A survey from Perkins Coie LLP shows where the use of augmented reality (AR) and virtual reality (VR) worked and where it did not. Reasons, insights, and future predictions follow. The survey also unravels observations on why immersive technologies are transcending the gaming sector and moving into other sectors.
Takeaways
• Legal issues and intellectual property (IP) concerns that surrounded respondents during AR and VR choices.
• Other obstacles that emerged for mass adoption, such as gaps in content and user experience along with cost-deterrents.
• Would the AR market surpass VR in revenues? What did this survey reveal?
• Sector-wise investment outlook for AR and VR.
• The significance of smartphones in changing developer focus on AR and VR.
• Some privacy and data security concerns that AR and VR markets struggled with.
• A quick glance at the state of start-ups in this space.
Toolbox Perspective
AR and VR may not bring about wholesale transformation for all sectors and business-maturity stages. Every vertical will have its own potential and problems that have to be addressed uniquely. Lessons and excitement from one vertical or enterprise may not be easily, and quickly, replicated on to another one.
If we look at some IDC predictions, the commercial sector will grow differently than consumer segments in the adoption of AR/VR. It can touch 85% of total worldwide spending in 2021; and here the public sector, distribution, retail, and transportation will top the charts. Manufacturing will come next to retail in this adoption list.
Do not get lost in inventing problems for justifying the use of immersive technologies. Utilize AR and VR in the problems that exist, not the other way around.
Download this Perkins Coie report to pick up on the AR/VR learnings from 2018.