TickerWin publishes report on ‘upcoming new changes in the XR, VR and AR industry’

HONG KONG, CHINA / ACCESSWIRE / July 2, 2022 /TickerWin, one of the leading market research companies, has released a report on Upcoming New Changes on XR, VR, AR Industry. VR and its derivatives are still quite niche, and only of use to tech-oriented parts of the community. However, many industry experts point to a greater spread of VR use among people who would not be seen among its natural users. One of the biggest trends in the AR and VR space in 2022 is the use of immersive technology and VR in the workplace or Metaverse games. For businesses, AR and VR have been thrust into the spotlight as the next big step in increasing employee productivity. However, AR and VR technologies are generally not practical in safety-critical environments such as the industrial frontline.

By 2022, people expect the retraining process through VR training to become more widespread as content becomes more scalable and accessible to businesses. As such, VR will increasingly be used for the transfer of high-value skills in engineering and medicine, mainly because of the cost of headset prices that make VR more accessible. As headset prices fall, VR will become mainstream in gaming and VR that combines sectors such as gaming and fitness will gain a foothold here.

VR and XR training

VR is a refreshing way to be in training scenarios with other people, but without actually being there. During the early stages of COVID, everyone was dominated by Zoom; this year, people are likely to see the start of XR devices taking its place. VR helps people collaborate, communicate and connect remotely. In 2022, VR devices will become even more comfortable when worn for longer, offer advanced optics for greater text clarity and allow avatars to mirror their real expressions – so they can be themselves at work. It will be inevitable that companies will normalize VR alongside tools such as laptops, tablets and phones. It’s the best way to create a shared sense of space and connection between dispersed employees.

VR in Remote working

With many employees reluctant to go back to the office, VR is the number one tool that can close the gap to working from home while connecting. Most headsets are uncomfortable for people to wear for extended periods of time. The original headband that came with the VR device was torture after much more than 30 minutes, but since third-party designers have looked into the problem, there are much more comfortable alternatives available. Sustainability will be the main trend in the AR and VR space next year. As organizations become more aware of their carbon footprint, many will look for innovative technology that will aid in their efforts to achieve net-zero goals.

AR online shopping

Currently viewed as an AR experience for mobile phones, it won’t be long before XR headsets take the next logical step and make understanding more immersive. Plus, once that happens, others will soon follow. XR shopping is set to grow this year, and even non-niche users will probably want to experience it and buy a headset to do it.

VR Social Interactions

The various VR headsets are dotted with social features where people can hook up and hang out, and they’re getting more and more immersive. VR does the same thing, but with the added element of being in increasingly realistic virtual environments where people can interact with avatars. Once the graphics get their hands on 3D modeling, social interactions like this will skyrocket. Like shopping, this will also attract more non-natural users to VR.

AR application in enhanced design features

With freely available apps like Gravity Sketch, Tilt Brush, and SculptVR, product and game design has become a serious topic in virtual environments, so much so that a growing number of serious design houses use these tools routinely. 3D literacy is key to the future of science, creativity and entertainment, but the barrier to entry should be in 2022. Complex and expensive costs and resources mean only the privileged have the chance to work in industries such as design, but 2022 will see this begin to change as companies strive to make their tools more accessible and organizations realize there is a need for a more diverse workforce.

VR in the travel industry

A virtual tour of New York or Hong Kong clearly isn’t quite the same as going there – but it’s early days and as VR systems mature, these immersive experiences will become more compelling and engaging, and will likely replace paper brochures entirely.

AR and AI in the fashion and beauty industry

AI and AR technologies will also help fashion and beauty brands achieve their sustainability goals by reducing the use of wasteful testers, packaging and transportation from the traditional shopping experience.

About TickerWin

TickerWin Offers marketing research reports on industry trends, especially in the areas of AI, Cloud Computing, AR/VR, Big Data, NFT, Cryptocurrency and DeFi fields. It provides clients with real-time visibility, transparency and traceability by tracking the project database throughout the entire lifecycle of a research project, all on an immutable ledger with continuous insights.

Media contact

Company: TickerWin Marketing Research Ltd
Contact person: Ronald Luo
Address: Room 12C, 22/G, Sheung Wan Building, 345 Queen’s Road Central, HKSAR
E-mail: [email protected]
Website: https://www.TickerWin.com

SOURCE: TickerWin Marketing Research Ltd

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https://www.accesswire.com/707440/TickerWin-Releases-Report-on-Upcoming-New-Changes-on-XR-VR-AR-Industry

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