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It is forecasted that the global demand for Reality hardware will exceed over 110 million units by the year 2020 from the current levels of 9.6 million units. This figure amounts to over 200% growth in the reality hardware market as compared to 2016.The reality application (software) market is also expected to increase by over 100% as compared to the year 2016. The bulk of the demand, as it stands today, is for the display units that includes smart phone based seamless viewers and head mounted display (standalone & tethered) units. The reality industry has crossed the threshold that signifies its emergence as a game changer in the near future. The reality technologies provide for an enhanced user experience, through the inclusion of virtual objects within real and/or virtual environments, which simulates various real life scenarios and finds application in almost all the industrial sectors. 360 videos provide users with the ability to participate in an immersive experience, over unlimited range of scenarios, that impact virtually all industrial sectors from healthcare (education at medical schools, consultation, treatments and even surgical procedures), media & advertising, manufacturing, retail, education, real estate, entertainment and military. This book presents the conceptual framework required to understand and appreciate the essence of Reality Technologies.