03-17-2017, 04:33 AM
For enterprise users, AR and VR is expected to raise productivity, allowing workers to see and interact with data, like a building blueprint or the organs of a human being, instead of viewing a static image on a screen. Changes and procedures can be mapped out ahead of time before moving on to the actual work, saving companies two precious resources: time and cost. Vertical markets, such as manufacturing and design, health care, transportation, and retail stand to benefit the most. Meanwhile, for consumers, AR and VR will provide immersive experiences to consume content. Already, content providers are developing solutions to bring “as-if-you-were-there” experiences, like attending a concert or sports event from the comfort of one’s couch. Additionally, gaming on AR and VR will transport players into outer space or the battlefield, several steps beyond what they currently experience on a PC or television screen. Layer on top of this the social element that users will have sharing experiences and it becomes clear how AR and VR will appeal to consumers. The firm thinks that augmented reality will be a much bigger market in dollars by 2021, perhaps $49 billion annually by then, up from $209 million last year. That compares to a potential market of only $18.6 billion for VR in 2021, up from $2.1 billion last year.
Virtual Reality and AR About to Hit ‘Breakneck’ Growth, Says IDC - Tech Trader Daily - Barrons.com

