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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.
Traditionally, the last issue of the year provides feedback on the IEC General Meeting (GM), held in 2017 in Vladivostok, Russia.
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.
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.
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.
Virtual reality (VR) applications are improving the workplace of diverse industries. From construction, military and mining, to training first responders, practising complex surgery, or enhancing classroom learning, the list of VR solutions being developed continues to grow.
The past year may not have seen significant breakthroughs in the tech world but 2017 is promising some interesting technological developments.
Everyday activities, such as shopping, watching sport on TV or even the ways we work and learn are going to change profoundly in the coming years, as more industries, including education, use augmented and virtual reality (AR/VR).
Paralympians successfully overcome physical, visual and intellectual impairments, but their equipment can impact their performance.
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.
This year is rich in world sports events. The Euro 2016 championship will see 24 football teams compete for the European Champion title from 10 June to 10 July. A month later, from 5 to 21 August, Rio de Janeiro will welcome the Olympic Games. Viewed by millions around the world, these competitions will offer spectacular and emotional moments for athletes and spectators alike.
Long gone are the days when you had to be home and in front of your television to watch major sports events such as the Olympics or a football championship. Today you have access to broadcast on your computer, tablet or smartphone, and you can even experience virtual reality (VR).
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.
Virtual reality is increasingly making the headlines, thanks mainly to the gaming community, but it started finding its way in a wide range of domains a long time ago. Virtual reality has been around for decades, one of its earlier applications being the training of aircraft pilots in rather basic mechanical installations. It is now widely used in the aviation and maritime sectors to form crews. Many of the systems set up in the very complex training installations in use today rely on a number of IEC International Standards for their operations.
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
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.
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.
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.
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.
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.