An new technology called augmented reality (AR) projects digital content such as pictures, videos, or interactive features over the physical world. By fusing computer-generated content with their actual surroundings, AR improves the user’s impression of reality as opposed to Virtual Reality (VR), which completely immerses users in simulated settings.
Devices having cameras, sensors, and computing power, such as smartphones, tablets, smart glasses, and headsets, are necessary for augmented reality technologies.
A mixed reality experience is produced by these gadgets, which capture the real-world scene and seamlessly incorporate digital content. AR has a wide range of potential uses in the entertainment, education, healthcare, retail, and industrial sectors.
By incorporating virtual characters or items into the player’s environment, augmented reality (AR) in entertainment improves gaming experiences.
The Augmented Reality Market accounted for $XX Billion in 2022 and is anticipated to reach $XX Billion by 2030, registering a CAGR of XX% from 2023 to 2030.
Apple has unveiled the Apple Vision Pro, an augmented reality headset that “seamlessly” combines the physical and virtual worlds. You explore rows of app icons in an operating system called visionOS without using the device’s controller.
A dial on the Vision Pro allows users to alternate between full virtual reality and augmented reality. For people who wear glasses, Zeiss has developed personalised optical inserts that magnetically fasten to the lenses.
The LPI (Learning and Performance Institute), the top global authority on workplace learning and development, has recognised ARuVR as an Accredited Learning Technologies Provider. ARuVR is a multi-award-winning end-to-end Extended Reality (XR) training platform for businesses.
Coca-Cola, BT, the Royal Air Force, Five Guys, ScotRail, NEOM, Amazon, and PWC are just a few of the constantly expanding list of international clients for ARuVR. It is also the first and only XR provider to be included on both the Crown G-Cloud approved supplier list and the CCS digital outcomes and specialists framework of the UK government.
With the help of ARuVR, businesses can easily and rapidly develop and deliver immersive training programmes that take advantage of XR (Virtual and Augmented Reality)’s results-driven advantages and location-agnostic simplicity.
A significant accomplishment was recently reported by Tonic3, a top supplier of engineering and enterprise user experience solutions. A patent was awarded by the U.S. Patent and Trademark Office (USPTO) for its “Augmented Reality (AR) platform.”
The method of processing augmented reality technology as a platform ecosystem is covered by the patent, which also includes specialised experience triggers and multi-device experience synchronisation.
Tonic3’s XR Labs, a specialised research and publication team devoted to offering thought leadership and best practises to the extended reality (XR) sector, worked diligently to make this company’s first patent possible.
Frost & Sullivan has chosen CareAR for the Best Practises Enabling Technology Leadership Award in North American AR in the field service business, according to CareAR, a Xerox subsidiary and market leader in Service Experience Management (SXM).
For both staff (agents, IT, and field support) and customers, CareAR offers simple-to-use solutions that enhance field service, contact centre technical assistance, and IT service management (ITSM). The CareAR SXM framework, which raises customer and staff experiences to a new level, is defined by the positive effects of augmented reality interactions on both employee and customer experiences.
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