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  2. Augmented reality - Wikipedia

    en.wikipedia.org/wiki/Augmented_reality

    According to Greg Jones, director of AR and VR at Google, augmented reality is going to "reconnect physical and digital retail". [184] AR technology is also used by furniture retailers such as IKEA, Houzz, and Wayfair. [184] [182] These retailers offer apps that allow consumers to view their products in their home prior to purchasing anything.

  3. Virtual reality - Wikipedia

    en.wikipedia.org/wiki/Virtual_reality

    The 2000s were a period of relative public and investment indifference to commercially available VR technologies. In 2001, SAS Cube (SAS3) became the first PC-based cubic room, developed by Z-A Production (Maurice Benayoun, David Nahon), Barco, and Clarté. It was installed in Laval, France. The SAS library gave birth to Virtools VRPack.

  4. Extended reality - Wikipedia

    en.wikipedia.org/wiki/Extended_reality

    Extended reality (XR) is an umbrella term to refer to augmented reality (AR), mixed reality (MR), and virtual reality (VR). The technology is intended to combine or mirror the physical world with a "digital twin world" able to interact with it, [1] [2] giving users an immersive experience by being in a virtual or augmented environment.

  5. Virtual reality applications - Wikipedia

    en.wikipedia.org/wiki/Virtual_reality_applications

    [57] [58] A 2015 study found that 75% of companies on Forbes' World's Most Valuable Brands list had developed a VR or AR experience. [59] Although VR is not widespread among consumers compared to other forms of digital media, [60] many companies have invested in VR. Some companies adopted VR to enhance workplace collaboration. [61] VR can ...

  6. Immersion (virtual reality) - Wikipedia

    en.wikipedia.org/wiki/Immersion_(virtual_reality)

    Head mounted displays (HMD) is what allows users to get the full immersive experience. The HMD market is expected to be worth over 25 billion USD by the year 2022. [20] The technologies of VR and AR received a boost in attention when Mark Zuckerberg, founder/creator of Facebook, bought Oculus for 2 billion USD in 2014. [21]

  7. Mixed reality - Wikipedia

    en.wikipedia.org/wiki/Mixed_reality

    Simulation-based learning includes VR and AR based training and interactive, experiential learning. There are many potential use cases for mixed reality in both educational settings and professional training settings.

  8. Reality Labs - Wikipedia

    en.wikipedia.org/wiki/Reality_Labs

    Reality Labs, formerly Oculus VR, is a business and research unit of Meta Platforms (formerly Facebook Inc.) that produces virtual reality (VR) and augmented reality (AR) hardware and software, including virtual reality headsets such as the Quest, and online platforms such as Horizon Worlds.

  9. Computer-mediated reality - Wikipedia

    en.wikipedia.org/wiki/Computer-mediated_reality

    Other examples of AR games include Harry Potter: Wizards Unite and Ingress, which was developed by the same developer behind Pokémon Go. Augmented reality technology has similarly been applied with social media applications such as Snapchat. These lenses range from adding 3D digital objects to pictures to altering the appearance of those in ...