Special feature: Executive's guide to the business value of VR and AR (free PDF)

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Provided by: TechRepublic
Topic: Innovation
Format: PDF

Augmented reality isn't just for glasses, and virtual reality isn't just for games. In fact, the combination of the two in Mixed Reality is empowering new scenarios in training, coaching, remote work, and other enterprise functions.

This ebook, based on the latest ZDNet/TechRepublic special feature, offers a detailed look at what Mixed Reality is and how companies have been putting it to work.

From the ebook:

It’s been a busy few days: I’ve been a Victorian gentlewoman, chased across London by death-ray blasting Martian tripods, I’ve got lost in a fashion show filled with giant models, and I’ve been a two-hearted thirteen-times-regenerated alien struggling with a cantankerous time machine disguised as a blue police box.

Right now, virtual reality (VR) and augmented reality (AR) experiences are all about this kind of high drama: slipping on a headset and stepping into a different world in a different body -- if only virtually.

Humans are an extremely visual species, with around a third of the neurons in the brain devoted to vision. As a result, something like a VR headset that can completely alter what we (think we can) see can have a profound impact -- especially once headphones and some additional effects (like a breeze or some smells) are added.

Sure, even the current crop of headsets, some with their own accompanying backpacks, are too heavy, too sweaty and too clunky. They can be prone to stuttering and delivering images that are fuzzy or blocky, or in the case of AR, creating virtual objects that don’t behave as they should, like a chair floating in mid-air. Part of the fun is spotting the glitches in the VR matrix.

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