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Issue 03/2018

Back to the future of virtual reality

A brief history of virtual and augmented realities

The new film Ready Player One provides a glimpse into a futuristic concept of immersive virtual reality. Set in 2045, the movie tells the story of a hidden game within a connected and interactive virtual reality platform in which characters can meet to escape from the hardship of their real-life city slums. While this may not be our experience yet, it is not far removed from the visions of the first pioneers in virtual reality.

Issue 01/2018

CES technology trends for 2018

AI technologies drive innovation

Early on each New Year, technology companies gather in Las Vegas for the annual CES show. The 2018 edition brought together 3900 exhibitors displaying their latest developments. Analysts from the show organizer, the Consumer Technology Association (CTA), provided an overview of the major trends to follow this year.

2017
Issue 08/2017

30 years of Standards for cutting-edge technology

ISO/IEC JTC 1 to broaden its remit

Information technology doesn’t stand still and neither does the IEC and ISO joint technical committee, ISO/IEC JTC 1, established in 1987 to cover these technologies. This year, as ISO/IEC JTC 1 celebrates its 30-year anniversary, experts from 33 countries continue to contribute to the standardization activities of its 22 subcommittees (SCs), which have already produced more than 3 000 International Standards.

Issue 06/2017

A new kind or training

Simulation technology is safe and cuts costs

Modern virtual reality (VR) technology has its origins in the military, and later gaming industries. Many sectors use VR applications to improve business and enhance workplace safety. Some examples include aerospace, advertising, automotive, broadcasting, construction, entertainment, medical, retail and tourism.

Issue 06/2017

Thirty years of ICT standardization

IoT subcommittee is the new kid on the block

The world has never been more connected and surrounded by ICT. Whether we realize it or not, many aspects of ISO/IEC JTC 1 work affect daily life. From a smart toothbrush, animal tracking collar and household appliances, to health monitoring wearables and smart systems in buildings and transport, the list is endless.

Issue 06/2017

Share your work in 2018

We’d like to hear and read your stories

Take the 170 countries in the IEC family, the 20 000 technical experts who work in standards development, the many certification bodies (CBs) and test laboratories (TLs) in the IEC Conformity Assessment (CA) Systems, and add to the mix the rapid pace at which technologies are evolving today and you have hundreds, if not thousands of stories that can be told within the IEC community.

Issue 01/2017

Aiming for 100% interoperability

Standards are part of the solution to make smart everything fully connected

The past year may not have seen significant breakthroughs in the tech world but 2017 is promising some interesting technological developments.

2016
Issue 06/2016

New ways of seeing, working and doing business

Virtual and augmented reality applications can improve surgery techniques, increase manufacturing efficiency and take the way we view sports to a new level

Initially developed for military and subsequently gaming scenarios, virtual reality (VR) and augmented reality (AR) applications have found their way into many industries, which are enhancing their products and services through innovative technology.

Issue 05/2016

Enter the new sports world

Experience the action from within through virtual reality and enhanced 360 VR with augmented graphics

Wish you could get tickets to the Olympics, World Cup or Super Bowl and experience the live atmosphere just once? A new trend is sweeping the sports world that is already allowing fans to feel as if they were at the game without leaving the couch. From football, tennis and F1 racing, to basketball, golf, hockey and more, spectators can watch games literally from new angles.

Issue 04/2016

Multimedia systems and equipment produce different realities

Virtual reality and augmented reality rely on audiovisual systems and equipment

Virtual reality (VR), which replicates an environment, and augmented reality (AR), which adds elements and information to a real environment, are made possible through the incorporation of visual and sound effects. Additional sensory feedback, from tactile information or smell, may sometimes also form part of the VR and AR experience. IEC standardization work for audio, video and multimedia systems and equipment, including electronic display devices, is central to VR and AR 

Issue 04/2016

A wealth of information at your fingertips

AR makes you see the world as never before

Augmented reality (AR) may not have developed its full potential yet but the technology evolves at such a rapid pace that it should soon be integrated in our personal and professional environment. Architecture, education, medical, sports and entertainment, workplace are just a few areas that can benefit from AR. Tourism and sightseeing may also be revolutionized by the use of AR.

Issue 04/2016

AR/VR underground

New technologies bring increased safety levels to miners

Augmented reality (AR) and virtual reality (VR), long associated with gaming and entertainment only, are really developing into essential tools for a number of industry sector: healthcare, education, architecture, urban design and civil engineering, tourism, sports viewing, film and so forth. The explosive (Ex) industry is also beginning to see the advantages of using AR/VR in their daily operations. The mining sector in particular has a lot to gain from adopting these new technologies.

Issue 04/2016

AR, VR or both?

Cutting-edge technologies may well affect everyone’s life in the near future

Augmented reality (AR) and virtual reality (VR) technologies are still at an early development stage but evolving at an extremely rapid pace. Will one prevail over the other in future? Will they develop in parallel, serving different purposes and need? Time will tell.

Issue 04/2016

Blending the real and virtual worlds

Industry is increasingly using VR/AR applications creatively

Virtual reality (VR) and augmented reality (AR) technology is all around us. Whether playing a mind-blowing game, training for surgery, enhancing classroom learning, or stepping inside a building that hasn’t yet been constructed to solve problems before they happen, diverse industry sectors are using VR/AR applications in creative ways. According to a report by Digi-Capital, a company advising AR/VR, mobile and games leaders in Asia, Europe and the US, AR/VR could hit USD 150 billion revenue by 2020, with AR accounting for USD 120 billion and VR for the remaining USD 30 billion.

Issue 04/2016

Experiencing life like never before

Smart technology offers a virtually real experience for growing numbers of leisure activities without even having to leave home

From sports events to cultural and historic venues, the leisure industry is embracing virtual and augmented reality in creative ways, to make game viewing even more exciting and offer new travel perspectives.

Issue 01/2016

Tech trends 2016

Insights and predictions by Shawn DuBravac, chief economist. CEA

The 2016 Consumer Electronics Show (CES) in Las Vegas, USA, was again a show of records, reflecting the growing importance of consumer electronics and connected devices.

2015
Issue 06/2015

Enhancing how you see the world

How new sectors are embracing innovative ways to use augmented reality

Have you experienced augmented reality (AR)? If you have ever had keyhole surgery, reached your destination by using a satellite navigation system or used an AR catalogue to see how furniture looks in your home before buying it, the answer is yes.