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What are the most promising applications of augmented reality and virtual reality technology in fields like education, training and entertainment?

What are the most promising applications of augmented reality and virtual reality technology in fields like education, training and entertainment?

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Augmented reality (AR) and virtual reality (VR) are revolutionizing how we interact with digital content, with the global AR and VR market projected to reach $209.2 billion by 2022. As these technologies rapidly evolve, their potential applications in education, training, and entertainment are expanding exponentially. But which areas show the most promise?

To explore this question, we turn to Brad Templeton, a renowned technology futurist and former chair of computing at Singularity University. With his extensive background in emerging technologies, including a stint advising Google’s self-driving car team, Templeton offers unique insights into the transformative potential of AR and VR across various sectors.

Join us as we delve into Templeton’s expert perspective on the most promising applications of these immersive technologies, providing valuable insights for business leaders and event planners looking to harness the power of AR and VR in their industries.

Brad Templeton

Brad Templeton, a renowned technology futurist and former Chair of Computing at Singularity University, identifies the most promising applications of augmented reality (AR) and virtual reality (VR) technology in education, training, and entertainment. He emphasizes that VR is currently thriving in entertainment and gaming, stating, “I think VR is actually doing pretty well in entertainment. I’m in fact, an investor in an AR company that works in gaming and people do like to game.”

According to Templeton the primary challenge for AR and VR technologies is their task-oriented nature. Users typically wear headsets for short periods to complete specific tasks, rather than for extended durations. This limitation impacts their potential in fields like education, where prolonged use is often necessary. However, Templeton notes that “specialized education will make some sense and let people get access to things,” suggesting that AR and VR can be valuable for focused, short-term learning experiences.

Training applications show significant promise for AR and VR technologies. Templeton explains, “Training, for example, is another one that is doing pretty well.” These immersive technologies allow for realistic simulations and hands-on practice in controlled environments, making them ideal for professional development and skill acquisition across various industries.

As the technology continues to evolve, Templeton suggests that overcoming the current limitations of headset comfort and usability will be crucial for expanding AR and VR applications beyond entertainment and specialized training. Event planners and decision-makers should consider incorporating these technologies for short, impactful experiences in their programs, particularly in gaming, specialized education, and professional training scenarios.

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