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         SPECIAL REPORT: AUGMENTED/VIRTUAL/MIXED REALITY
        Reality on Display: VR, AR, and MR


        By Brian Santo



               irtual reality (VR) had been on the radar for so long that the   Virtual Reality (VR)
               commercial VR now available already seems old hat. That                Full immersion — Everything in
               says more about consumer psychology than it does about the             view is computer-generated
        V technology. Perhaps also inevitable was that the market would               (or virtual).
        get segmented — into VR, augmented reality (AR), mixed reality (MR),   Augmented Reality (AR)  Partial immersion — Most of what
        and a grab-bag category of XR.                                                is in view is the real world; virtual
          The distinctions have become important, as they map well to sets            objects are overlaid or otherwise
        of applications. VR has thus far proved most suitable for entertain-          inserted. Virtual objects can even
        ment purposes, such as video games and virtual travel. AR, meanwhile,         appear to interact with real objects.
        has proved useful for industrial and professional applications, such
        as providing interactive guidance in manufacturing; for reference in   Mixed Reality (MR)  Partial immersion — MR commonly
        system repair; as an aid in medical training as well as in the practice of    describes when real objects are
        medicine; and in similar situations wherein a professional can benefit        inserted into a VR environment.
        from access to all kinds of reference data. MR and XR, meanwhile, still       The term is also sometimes applied
        tend to be invoked only in special cases.                                     to special cases of AR.
          The market for AR/VR gear is projected to grow to US$18.8 billion by   XR
        the end of this year, according to Statista. That includes mostly head-       A generic term covering VR, AR,
                                                                                      MR, and related technologies; a
        sets and glasses but also handhelds, wearables, and body cameras.             grab-bag category covering related
          Research-And-Markets has a more expansive view of AR/VR. It takes           technologies that don’t cleanly fit
        into account enabling technologies such as 5G, artificial intelligence,       the other descriptions, including
        edge computing, and robotics. The firm expects that advances in those         head-up displays (HUDs) and some
        areas will pave the way for AR/VR adoption in diverse markets, includ-        systems based on haptics.
        ing media, gaming, telepresence, retail, medicine, and education.
          The industrial sector may have more applications, but the big part
        of the market in terms of revenue will still be consumer products, such   microprocessor generations.
        as Sony’s Playstation Virtual Reality and Facebook’s Oculus Rift and   In this Special Report, we’ve got an interview with one company
        Quest. Microsoft and Intel have been investing heavily in AR/VR and   that took a deep dive into haptic actuator technologies for VR and
        have yet to commercialize their technologies.         wearables, a story about how Lockheed Martin is using AR in its manu-
          Intel, for example, has been working on a set of technologies that   facturing operations, and an article that takes a look at how
        capture live activity and then replay it in such a manner that the viewer   AR/VR is being adopted in the manufacturing industry. We’re also
        can review the action from literally any angle. The demonstrations   pleased to include a contribution from Peter Hartwell of TDK
        of True View (photo, below) are almost always of sporting events,   InvenSense; Hartwell not only is a top-notch technologist, but he is
        and after several years, they are still astonishing. At CES, company   prescient when imagining how technology might be implemented. ■
        executives said they might have the processing power necessary to
        commercialize the technology cost-effectively in two or three more   Brian Santo is editor-in-chief of EE Times.



           Intel True View (Image: Intel)




























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