augmented, virtual & Extended Realities primer
The use of Augmented Reality (AR), Virtual Reality (VR) and Extended Reality (XR) technologies is becoming increasingly popular and is being used in a wide range of applications. The use of these technologies can be used to enhance the educational experience of students, market products and services and provide a profound way we consume media experience.
The media industry has been one of the first industries to adopt these technologies. Some of the most popular uses of these technologies today are in advertising & entertainment, such as in the fields of gaming, cinema and music. Movies, television and music videos are being made using these technologies, which allow you to feel as if you are in the scene, instead of watching it on a screen.
IMPACT FOR THE MEDIA INDUSTRY
Companies are using these technology platforms to create new ways for consumers to consume media, and creating new revenue streams. AR, VR and XR are technologies that allow you to experience something else, other than what is physically present and perform in it
XR in the context of the media industry, is the convergence of both AR and VR, an umbrella term for Mixed Reality (MR), there are conflicting terms being used in the media industry, another use for XR as a term that it allows you to extend the stage when shooting a video or taking a photo. Typically used in the entertainment industry, XR allows you to capture a 360 degree view of a digital environment while an artist performs on the set of a virtual production stage.
Consider that AR is a digital layer over the real world, if you have an AR headset on, you could see a wider variety of products and services than if you were just looking at the product - in there lies opportunity as a digital content creator. A VR headset however allows you to experience a virtual world and fully immerse yourself in it. The technology allows you to tell stories that otherwise would be impossible to tell. The abundance of VR content is growing rapidly, and you don't need to be well versed in coding or in 3D to create it... reflect on the implications for the Metaverse.
Another thing to consider with these platforms of delivery, is the hardware. This is the biggest bottleneck to adoption. AR is relatively easy to produce for since a vast majority would look throught their mobile devices, given they know a location or product has AR content. VR headsets however, are the larger problem, that being said companies are developing AR/VR integrated headset, and they are getting thinner and thinner, think that just only a few years ago VR headsets were clunky, had wires and hooked up to a heavy backpack with limited battery power, now they are wireless and lightweight... so like how mobile devices are figuratively attached to your hip, it's higly likely an AR/VR device will also be figuratively attached to your face in the not too distant future.