It’s no secret that around the world, we’re in a period of rapid growth when it comes to AR and VR. But as most of us know, it’s not really all that new. Walk into a shopping centre 15 years ago and you could see hundreds of people lined up to try out the latest in vomit inducing VR. Then AR began to permeate the tech world 3 – 5 years ago as smartphones became faster and were able to handle visual tracking with some fidelity. Fun as they were though, these experiences were pretty lame and gimmicky.
As of early this year though, the public was hit with an enlightenment period with the release of Pokemon Go. Not the greatest AR experience in the world, but a brilliant vehicle to plant the term in the public’s lexicon.
Now in late 2016, spend 2 minutes searching and you find both VR and AR popping up in all sorts of places. They’re the tools of the future for pretty much every industry you can think of. Without prejudice between AR or VR, uses span medicine & health, corporate training, entertainment, home improvement, transport, tourism, retail, government, finance, education… the list goes on.
The challenge is in making things… well… useful.
Gimmicky experiences have damaged our industry. People expect so much, so rapidly these days, that a single bad experience can make them shut down for the next 6 months and tell friends how it’s never going to go anywhere. This is what’s happened to VR and AR and is part of why we built FGMNT. We want to create useful and engaging VR and AR and make the world at large turnaround and say “yea, right, I get it. This is mind blowing!”.
Even those of us working daily in the industry should just step back and look at it for a second. Because let’s face it, this technology is crazy.