Augmented reality and Virtual reality technology have a long history dating back to 1838 when Charles Wheatstone invented the stereoscope, which overlaid an image over each of the user’s eyes to form a distant 3D view. Obliviously, Virtual reality (VR) and augmented reality (AR) will make our existing technology appear as rudimentary as the early experiments. Due to the extremely high capital costs, the difficulties of AR/VR devices and other challenges, these innovations are still tiptoe -ing into the commercial world, although mass adoption has occurred to create the best Future of AR and VR in the Industry.
Table of Contents
1. Future of AR and VR

As previously mentioned, a variety of AR/VR devices are available, including headsets, tablets, smartphones, smartwatches, and consoles. Each AR/VR device offers a unique level of immersion across the real spectrum, but it also has its own set of restrictions.
The information of many virtual reality headsets is displayed on cellphones. While these gadgets are a good way to get started with virtual reality, they lack the visual quality needed to provide an immersive experience. Headsets are also typically hefty, making long-term use improbable.
What does the future hold for our gadgets? What are their plans for the future of AR and VR ? What if we can see through screens we’re bombarded by?
In the future, virtual and augmented reality technologies will be consolidated into two types: tethered devices and independent units. Permanently attached systems will consist of a unit or wearable on the head connected to a control unit by a wire. Standalone units will contain all systems, including display and processing, and will be wearable. We’re already witnessing the beginnings of these trends, with manufacturers opting for a combination of standalone and tethered systems. Although some independent units are already on the market, they are more sophisticated and hard to implement.
With augmented and virtual reality technologies, we’ve reached a point of compromise. None of the present technologies provides consumers with a fully immersive, limitless experience. The majority of the devices have a small field of vision (FOV), low screen size, low brightness, limited battery life, and no 3D sensor systems.
True, unrestricted AR/VR apps will not be available for another three to five years. Pokémon Go provided the public with their first taste of mobile augmented reality. But that’s only the beginning of what’s conceivable. How will smartphone and other electronic devices change with augmented and virtual reality as extended reality abilities and market expansion increase?
Personalized, affordable, and well-designed experiences will be provided by future AR/VR devices. A platform change is on the horizon as these aspects take hold. In 3 years, I believe we will see new AR glasses with LTE capabilities that will be a viable replacement for smartphones. The configuration of our beloved consumer devices will alter as a result of improved immersive technology and AR capabilities, and we’ll never think back. In a few years, we may be checking our text messages using augmented reality technology and scrolling through Instagram with smart glasses.
2. How are Industries Planning for the Future of AR and VR?
Even though we have a good concept of where the augmented and virtual reality market is headed, product businesses appear to be hesitant to create their strategies. Given the market’s volatility thus far, some corporations may be holding off on taking action. Industries may also want to consider collaborating with experienced vendors capable of providing end-to-end product design with product success capabilities to successfully tackle the obstacles involved with constructing out augmented and virtual reality technologies while preserving up with market expectations and duration.
Almost 90% of businesses anticipate vendors to assist them in meeting their AR/VR needs, from formulating strategies to full production capacity. For better future of AR and VR companies may focus on their core capabilities while simultaneously providing an out-of-this-world, interactive experience by employing outside talent for the future of virtual and augmented reality technologies.
3. VR use cases in the automobile industry
A person’s personality is often reflected in their vehicle. As previously said, car firms may now establish a more tailored retailing environment for their clients with the help of AR/VR. Immersive reality can help organisations develop a stronger emotional bond with their customers.
Immersive Showroom
Opening a vehicle business is a necessary but costly move. Furniture, rent, demo cars, merchandise, and payments all add up to make it a financially viable operation, especially for smaller carmakers. On the other hand, R technology allows car dealers to reduce showroom size, lower expenses, and improve the customer experience at the same time.
Clients can sit on a seat that resembles a genuine automobile chair in a virtual showroom and obtain a real-time sense of operating this particular car. Furthermore, a buyer can change the contour or colour of the car in a couple of seconds.
Virtual Car Simulation
It is a superior driving assistance system that provides legitimate knowledge to assist a driver in remaining focused. Warning signals, speed, engine status, navigation, and other information are all displayed on the windshield. Even though numerous carmakers have already used this innovation, its full potential has yet to be realised. The stereoscopic image can correct the driver’s viewing angle, which is the technology’s highest chance. Drivers may now understand navigational information, directions, and signals as a part of the road. Because operators will not be side-tracked by other information sources such as phones or built-in screens, this will have a direct influence on safety.
Virtual Prototyping
One of the most difficult aspects of purchasing a new car model is dealing with numerous changes and the late revelation of design flaws. A new prototype is often costly and complex to create. Even though many of the world’s leading automotive companies use virtual prototyping, VR takes this approach to the next level.
It enables design and engineering departments to better manufacture prototypes in terms of reliability and size, as well as have a more precise understanding of how all vehicle elements are compared. This increases the likelihood of early detection of conception problems and a better understanding of if there are any improper interconnections among car sections.
4. AR use cases in the automobile industry
In the automobile business, AR is also working to restructure the staff training process. New agents can be thoroughly immersed in the rendering process using augmented reality tools.
Adopting AR for Self-Servicing
The unique feature of augmented reality is that it allows people to interact with the actual world through the use of computer-assisted graphics. Operators can give this technology self-service for situations that can be readily handled without involving a technician. It could be for more complex jobs, such as ensuring that all of the installations are properly arranged in the shade, or for simpler tasks, such as figuring out where to put wrap-around washer fluid in your new car.
Customers can utilise AR to obtain a sense of what is amiss with the vehicle before taking it in, even if it is something they can’t fix without coming to the technician. This will improve the transparency of the manufacturer-customer relationship.
5. AR & VR in the Context of Industry 4.0
The Indian government’s recent “Make in India” programmes and subsidies are creating new chances for widespread use of “Industry 4.0.” In India, companies like Boeing, Bosch, and GE are already investing heavily in Industry 4.0 deployments. The notion of future of AR and VR (virtual reality and augmented reality) in ‘Industry 4.0′ is quickly changing the way Indian businesses create, manufacture, advertise, service their customers, and train their staff.
According to Gartner AR, VR, and Mixed-Reality-based immersion solutions will account for at least 20% of enterprise digitalization strategies by 2020. Enterprises should begin thinking about what XR implementation means to them in their specific context, as well as the cultural shifts that will occur as a result of this adoption, now. XR is one of the nine pillars of the Industry 4.0 Eco-system, and whereas the other pillars aim to make “Machines Smarter,” VR/sole AR’s goal is to make “The Human Workforce Smarter.”
”Only 20% of workers have the necessary skills for both their present roles and future careers, according to Gartner, 2018′′, I’d like to convey the Sad-truth here. Traditional staff training methods such as classroom instruction, refresher courses, discussion groups, and mockups will never be enough to keep organisations afloat in the present. In the Industry 4.0 scenario, typical industry training institutions must be re-equipped with AR and VR devices, trackers, and sensors, either today or tomorrow. Enterprises should explore implementing much more comprehensive and intelligent training methods leveraging Immersive Future of AR and VR technology before it’s too late.
Conclusion
As future of AR and VR becomes more immersive it can help automakers reduce time-to-market and expenses associated with designing and building vehicles. When used for training, immersive technology allows car companies to relative abundance up and enhances the training program, resulting in increased production. Furthermore, auto dealerships can increase their profits by allowing consumers to customise their dream car in virtual reality and then test-drive it safely. Our immersion technology can also help self-driving cars get to market faster by accelerating the safety testing process.
In other words, the automotive sector may greatly benefit from virtual reality and augmented reality by incorporating this innovation into a variety of applications.