What Is Augmented Reality Used For

What Is Augmented Reality Used For?

Augmented reality is a technique that superimposes computer-generated visuals onto the actual world through the use of photo or video cameras on mobile devices such as smartphones. AR differs from VR (virtual reality) in that virtual reality provides a completely synthetic world. Imagine, for instance, unlocking the camera on your cell phone and seeing your living room with a digital raccoon superimposed on it, as if the animal were sitting on your floor. This is augmented reality in its most basic form. AR can be utilized for a variety of applications, ranging from games to education to productivity, in every business imaginable, including the entertainment, tourist, healthcare, and retail industries.

Examples of Augmented Reality 

Today’s world is rife with specialized augmented reality apps and integrated augmented reality applications. Whether it’s smartphone games or solutions for increased business productivity, augmented reality has transformed numerous industries. Here are some examples of augmented reality in the real world.

Training and education: Dynamic, augmented reality-based instructions enable individuals to accomplish new tasks more readily and rapidly than conventional training methods (like instruction manuals). As wearable technology such as AR-powered smart glasses, AR contacts, and AR headsets become more commonly available, the potential for augmented reality-based training will increase dramatically.

Entertainment: AR has been used to enhance entertainment for years. At Coachella in 2012, a hologram of Tupac Shakur appeared with Snoop Dogg. This year, talent agency CAA signed a totally CGI avatar who also happens to be an Instagram influencer. And to adapt to the realities of the COVID-19 epidemic, the band Real Estate presented a “Quarantour,” a tour powered by augmented reality to replace the live performances it had to postpone due to global quarantines.

Games: Augmented reality (AR) can be used to enhance or perhaps completely replace games. The most well-known instance is Pokémon Go. In this game, players explore their real-world surroundings, which informs the game’s representation of a comparable virtual environment. Pokestops and gyms are positioned in actual locales, awaiting virtual interaction. Moreover, living Pokémon characters can also be placed in the real environment.

Selling: Using augmented reality apps, it is now possible to visually put on or test a range of products before purchasing. The Sephora app allows you to examine cosmetics in augmented reality on your face; IKEA allows you to “see” furniture in your house; paint brands allow you to visually view colors on your walls, and Warby Parker allows you to “try on” glasses frames without visiting a store or obtaining samples. Before the epidemic, these offers provided a means to enhance in-store experiences or make the lives of busy shoppers a little easier. Now, they have enabled numerous brands to market to consumers confined to their homes. AR applications for eCommerce are on the verge of becoming standard.

The number of apps utilizing augmented reality continues to grow and become more prevalent. Since its inception, marketers and technology companies have fought the misconception that augmented reality is merely a marketing tool. There is evidence, however, that consumers are beginning to get concrete benefits from this technology and expect it to be a part of the shopping process.

Some academics have theorized for a long time that wearable technology could be a breakthrough for augmented reality. Smartphones and tablets only display a small piece of the user’s environment, but if smart eyewear becomes ubiquitous, it could provide a more comprehensive link between the real and virtual worlds.

Do you want to know the difference between virtual reality and augmented reality, you can read our article. 

Francisco Painter
Senior Writer Francisco possesses one of the brilliant young minds of today, especially when tackling topics about technology and what's in "the now".