The World of Extended Reality (XR): Augmented/Virtual/Mixed Reality (AR/VR/MR)

Waseem Haider
4 min readDec 21, 2020

Augmented Reality (AR)/Virtual Reality (VR)

You surely have heard these buzzwords or might have had the opportunity to experience AR/VR technologies.

Overview:

Any technology enabling enhancement of our senses can put under the umbrella term of — Extended Reality (XR).

XR includes technologies like — Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR).

Now, whether you are getting additional digital elements and/or information of the actual world around you or experiencing a completely unreal (virtual) simulated world, shutting out the physical world.

All this including many more immersive experiences are possible with the help of XR technologies.

AR/VR : Definitions and A Brief History

Surprisingly, both AR and VR dates back to 50s/60s. But before we look back at the history of AR and VR, let’s start with a simple definition of both.

Augmented Reality (AR)
AR augments your vision by adding information and elements on top of what you are seeing. Example — AR devices like Snapchat lenses, AR Apps and games like Pokemon Go.

Virtual Reality (VR)
VR shuts out the physical world completely and takes your vision to an imagined environment, replacing the outside world with a virtual one.
Example — VR devices like HTC Vive.

Mixed Reality (MR) combine elements from both AR & VR. Example — Microsoft HoloLens

AR was invented in 1968 by Ivan Sutherland, a computer scientist, who created the first head-mounted display called ‘The Sword of Damocles’. In 1990, Tom Caudell, a Boeing researcher, coined the term ‘augmented reality’.

VR came into being in 1957, by Morton Heilig, a cinematographer, who invented the Sensorama, a theatre cabinet multimedia device. However, the term ‘virtual reality’ was coined much later in 1987 by researcher Jaron Lanier.

Both AR & VR have evolved as two different concepts with distinct characteristics during the last 50 years.

Impact of Augmented and Virtual Reality (AR/VR)

The impact of AR/VR can be seen across societies, industries and sectors. Although both technologies have their own rate of adoption and pace, but goes without saying that in the long-run, AR and VR has the potential of changing the way how we live, engage and consume.

On consumer front, the adoption of VR is higher than AR, this is partly because of affordable pricing and partly due to availability (there are not enough AR devices in the market and existing ones are expensive).

At enterprise level or in industries, businesses are taking advantage of AR and VR alike. AR adoption is on the rise, especially the technology is a driving force for Industry 4.0. Though the adoption of AR is low as compared to VR but the impact of AR will be profound in near future.

VR on the other hand, is already a mainstream technology in multiple industries. The impact of VR can be seen in consumer space as well as in businesses. The reason of high adoption of VR is because of ease of use and everyday use-cases.

With the advancement of AR and VR technologies, the convergence of physical and virtual world is becoming a reality.

Industries embracing AR/VR….

Augmented Reality/Virtual Reality (AR/VR) has seen some fast adoption across industries in the last half a decade.

In 2014, Facebook bought Oculus VR, it would not be wrong in saying that this has given a big push for development of AR/VR technologies as never before.

Soon after, big tech companies — Google, Microsoft, Sony, Samsung etc. also got involved in the development of AR/VR technology.

Some of the popular use-cases stems from following 5 industries:

1. Gaming
No surprise, as gaming is the first industry where VR has been used from early-on. Example — Sony’s Playstation VR

2. Manufacturing
The ability to create designs cutting down on investment costs, has positive impact of AR/VR technology in manufacturing. Example — Ford using virtual prototypes instead of physical

3. Education
Education sector is also benefitting from AR/VR technologies, students are now able to gain hands-on experience w/o leaving their classrooms or labs.
Example — Google’s Pioneer Expeditions

4. Furniture
Furniture and home decor industry is also leveraging on AR/VR technology.
Example — IKEA launched a AR/VR app for product placement in your home

5. Healthcare
Healthcare is another sector which is also seeing major impact of AR/VR.
Example — Philips research working on AR/VR for the healthcare equipments

Future of Augmented/Virtual Reality (AR/VR)

According to industry forecasts, AR/VR is going to become mainstream in next five years.

The availability of more advanced hardware platforms and software tools for AR/VR are finding some new avenues in our everyday lives as well as industry use-cases.

Especially the advancements of other emerging technologies like 5G and Artificial Intelligence (AI) will open-up new possibilities for AR/VR. Example — combined AI/AR technology in Apple’s Animoji, animated emoji for the iPhone.

The future of AR/VR will provide us with more personalized, improved and well-designed immersive experiences, some of which we would not have even thought in the past.

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Waseem Haider

Founder@WH Technology Consulting I Technology Analyst I Educator I Strategist I Market & Competitive Intelligence I https://www.linkedin.com/in/haiderwaseem/ I