2. INTRODUCTION
• The rapid development in technology in recent years has brought
people closer to what digital devices can offer in our imagination:
turning everything into digital, their digital versions, including reality.
• Thanks to that, now there are two technological inventions that can
make that happen.
• Those inventions are called Virtual Reality, which is often abbreviated
as VR, and Augmented Reality, which is often abbreviated as AR.
3. What is
Augmented Reality?
• Augmented reality (AR) is the real-time use of information in the form of text,
graphics, audio and other virtual enhancements integrated with real-world objects.
• AR can be defined as a system that incorporates three basic features: a combination of
real and virtual worlds, real-time interaction, and accurate 3D registration of virtual
and real objects. The overlaid sensory information can be constructive (i.e. additive to
the natural environment), or destructive (i.e. masking of the natural environment).
• Various Filters used by people nowadays on Apps like Snapchat, Instagram and
applications of gaming like Pokemon GO are some aspects of AR.
4. WHAT IS VIRTUAL
REALITY?
Virtual Reality (VR) is a computer-generated environment with scenes and objects
that appear to be real, making the user feel they are immersed in their
surroundings.
A user can interact and manipulate with the virtual objects of virtual world with the
help of specialized devices like display screen or other devices.
Applications of virtual reality include entertainment (particularly video games),
education (such as medical or military training) and business (such as virtual
meetings).
5. :
• AR uses a real-world setting while VR is completely virtual
• AR users can control their presence in the real world; VR users are
controlled by the system
• VR requires a headset device, but AR can be accessed with a
smartphone
• AR enhances both the virtual and real world while VR only enhances a
fictional reality
6. Market Size
• The Global AR Market Size is expected to
reach $88.4 billion by 2026, growing at a
CAGR of 31.5%during the forecast period
• Key factors fueling the growth of the
market is due to the increased adoption of
AR technology in the healthcare sector,
growing demand in retail and e-commerce
sectors due to COVID-19
• The Global VR market is expected to reach
$20.9 billion by 2025, at a CAGR of 27.9%
during the forecast period.
• The major drivers for the VR market
includes penetration of HMDs(head-
mounted displays) in gaming and
entertainment sectors after COVID-19.
Augmented Reality Virtual Reality
7. Conclusion
• After all the discussion it can be concluded that the basic definition of
AR and VR can be defined as adding digital elements to the real world
and implying a complete immersion of digital world respectively.
• The market size of AR and VR depends on the use and implications of
the technology in the different sectors like education, healthcare,
gaming and entertainment fields.