Coronavirus concerns have forced many organizations to rethink how they operate, find new ways to connect employees, and shift to remote work. This has driven a massive shift to online platforms that offer video conferencing, group chat, and virtual collaboration. With this virtualization of large segments of global business activity, augmented- (AR) and virtual-reality (VR) technologies have been thrust into the spotlight, with an increasing number of useful applications.
Augmented reality (AR) falls into the category of “spatial computing”—a merger of digital and physical space. Nowhere does this concept hold greater potential for life-changing applications than in medicine. Use of AR, along with virtual (VR) and mixed reality (MR), in the healthcare industry is projected to reach a global market size of US$ 7.05 billion by 2026, growing at an explosive 28.3% compound annual growth rate (CAGR),1 including hardware and software.
So much innovation is happening in the fields of augmented reality (AR) and virtual reality (VR) these days, with a wide range of emerging practical applications. AR/VR is revolutionizing everything from medicine to manufacturing to museums. Recent examples include “workers assembling wind turbines at a
Augmented reality (AR) may be hot in the marketplace right now, but it’s nothing new in military aircraft. “It’s been around for nearly 60 years,” says Chris Colston, director of strategic growth at BAE Systems, which built the first head-up display (HUD) for the Blackburn “Buccaneer” aircraft that launched in the late 1950s. “We’ve supplied AR solutions long before that meant anything to the mass market.”1
As employers and workers around the globe adjust to life during a pandemic, many companies have had to rethink how they structure the workplace to incorporate remote, virtual, and hybrid models. Many are reevaluating the pros and cons of having a remote/geographically distributed workforce, not only due to COVID-19, but as a possible longer-term option.
The old phrase “to walk a mile in another man’s shoes” is taking on new meaning in the age of augmented and virtual reality (AR and VR). With these technologies it’s now possible to completely immerse ourselves in an virtual experience and take on the perspective of another person. VR has even been referred to as the “ultimate empathy machine” since it allows users to experience any situation from any point of view.
Humans experience the world through five senses: sight, hearing, touch, smell, and taste. Typically, sight takes priority as the first and most important source we turn to for information about our environment.
This paper discusses the challenges of near-to-eye display (NED) measurement to ensure the quality of devices such as virtual (VR), augmented (AR), and mixed reality (MR) headsets. It introduces Radiant's integrated AR/VR Lens solution, and outlines the solution's advantages for evaluating human visual experiences in NED applications.In this White Paper, you will learn about:
The use of augmented (AR), virtual (VR) and mixed reality (MR) devices is burgeoning in enterprise environments—from the R&D lab to the factory floor and out in the field, with a broad range of applications such as training, design and product development, maintenance/repairs, and quality assurance.
Use of augmented reality (AR) technology is expected to boom in the coming decades. Leading the way in AR adoption is the industrial sector, which includes manufacturing, engineering, electronics, automotive, aerospace, and other verticals with heavy physical components.
Uses and potential applications of augmented (AR), virtual (VR), and mixed (MR) reality devices are growing rapidly in industries as diverse as gaming, military, education, transportation, manufacturing, and medicine.
Liquid crystal on silicon (LCoS or LCOS) is a microdisplay technology using a liquid crystal layer on top of a silicon backplane. The technology, a type of “spatial light modulator” (SLM), offers high resolution, contrast, and black levels compared to competing technologies such as liquid crystal display (LCD) and digital light processing (DLP).
Augmented, virtual, and mixed reality (AR/VR/MR) devices and other head-mounted displays (HMDs) are unique in the display industry as they are intended to be viewed at very close range. Unlike televisions seen from across a room, or smartphones held at arm’s length, these appropriately named Near-Eye Displays or Near-to-Eye Displays (NEDs) are typically positioned a mere 1.2 - 3 inches from the user’s eye.
This Spec Sheet features: Comparison table of Radiant's portfolio of lens options for ProMetric® imaging colorimeters and photometers, which enable unique applications and measurement geometries
Various market and social forces—from 5G technology to the global pandemic—have accelerated the adoption of virtual reality (VR) by both consumers and businesses. The consumer market is driven in large part by gaming,1 but education and health care applications are also growing, along with other enterprise uses such as remote work and collaboration.
This week, thousands of professionals in the optics, photonics, lighting, camera, lens, display, AR/VR, and related industries will be gathering in San Francisco for a series of events held by SPIE, the international society for optics and photonics. The first event (taking place currently) is the 3rd annual Augmented, Virtual, and Mixed Reality Conference, February 2-4 at Moscone Center West.
Evaluating the visual quality of displays as viewed through augmented and virtual reality headsets requires testing from the vantage point of the user. Radiant Vision Systems provides a comprehensive hardware/software solution designed to replicate viewing parameters within AR/VR headsets for the most accurate and efficient evaluation of displays and projections.
The F-35 Gen III Helmet is the most advanced helmet-mounted display (HMD) in the world.
The TT-ARVR module for TrueTest Software provides a test suite to efficiently perform light, color, and dimensional measurements used to evaluate the quality of displays integrated into augmented (AR), virtual (VR), and mixed (MR) reality devices and headsets.