Take an in-depth glance into 6 AR VR challenges in 2021 preventing technologies to evolve faster and become the apple of consumers’ eyes.
Author/Guest Blogger: Anvi Lewis, Ed-tech enthusiast with a passion for writing on emerging technologies
The last century has shown significant growth in technology adoption and unprecedented growth in the IT sector. Thanks to increasing connectivity, growing infrastructure, and instant facilities, new ideas and products are increasingly getting famous.
However, it seems that the full-fledged adoption of AR/VR technologies will take another decade. Meanwhile, the usage of AR users is expected to surpass 800 million and is forecasted to reach 1.73 billion by 2024.
As a matter of truth, AR and VR are rampant and advancing rapidly. Although, consumers don’t look convinced to use this technology. Actually, unprecedented challenges are major reasons for the hindered expansion of the technologies.
Let’s take a glance at major challenges to augmented and virtual reality technologies.
#1. Limited User-Experience
Today, consumer electronics are the major aspect of experiencing augmented reality and the virtual world. Users can’t get enough 360-degree videos and AR games like Pokemon Go on their smartphones and other devices.
Most of the available devices are incompetent in providing full-fledged AR/VR experiences. To get the whole “flavor” of AR/VR, consumers need more powerful and elevated electronics that can fully operate a comprehensive virtual and Augmented experience.
FOV is the major issue found in these devices. Meanwhile, presently available devices in the market with AR/VR features are having a number of consumption and display issues. Actually, these devices are not specifically designed for virtual and augmented reality experience but are being used to render an entry point to introduce advanced technologies.
Moreover, the solutions developed by AR VR app development company, also getting less traction. As a matter of fact, AR/VR devices have a huge impact on consumers that we mustn’t overlook. To promote the growth of these devices, you would need laptops or phones infused with AR/VR features.
#2. Limited Number Of Use Cases
Indeed, AR/VR experiences are fascinating. However, consumers see no purpose in buying them, except for the techies and gamers. If we look at AR’s first swing with Google Glass, It would have died very early if it wouldn’t have been backed by tech’s…