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Monday, December 5, 2022
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AR/VR Technology To Become Mainstream in Business within 3 Years

An in-depth research conducted by Capgemini Research Institute indicates that business leaders believe AR/VR technology will become mainstream in the near future.

 

Very soon, we will stop calling AR/VR technology new tech and consider it a regular part of daily business operations. This is the key finding of a recent in-depth study conducted by Capgemini Research Institute. The world-leading research company surveyed over 700 companies – located in the USA, China, Germany, the UK, France, and Nordic countries- the majority of whom are already experimenting with or using AR/VR technology in their operations. The findings of the report are also based on the analysis of 35 use cases focusing on:

  • The way AR/VR technology is used in industrial operations: product design, engineering, and field services;
  • Key industry sectors that use AR/VR: automotive, utilities, and manufacturing.

AR/VR Technology Set to Become Mainstream in The Near Future

One of the key questions respondents were asked was: “When will AR/VR become mainstream in your organization?” The answers indicate a definite move towards a near-future adoption.

For augmented reality, the respondents stated:

  • 7% less than 1 year
  • 41% 1-3 years
  • 37% 3-5 years
  • 14% more than 5 years.

For virtual reality, the potential timeframe for mainstream adoption is:

  • 9% less than 1 year
  • 34% 1-3 years
  • 38% 3-5 years
  • 16% more than 5 years.
AR/VR Technology mainstream in business survey
When will AR/VR become mainstream in your organization?
Source: Capgemini Research Institute, Augmented and Virtual Reality Survey; May-June 2018, N=603 organizations that are exploring and implementing Augmented Reality and Virtual Reality

Thus, an average 46% of the respondents believe that AR/VR technology will become mainstream within the next 3 years, while 53% see this deadline pushed forward towards 5 years.

Augmented Reality – More Beneficial and Relevant than Virtual Reality

66% of the companies included in the Capgemini survey indicated that AR technology is more applicable to their operations than VR.
When it comes to differentiations between the two immersive technologies, 66% of the companies included in the Capgemini survey indicated that AR technology is more applicable to their operations than VR. This perception is supported by the fact that AR creates a blend of the real world and holographic objects, with text-based and image-based instructions being superimposed on the field of vision.

Thus, the survey found that among the companies that have already adopted AR/VR technology to a certain level:

  • 45% of them implemented AR in their operations;
  • 55% are currently experimenting with AR.

In contrast, the adoption rate for VR is significantly focused on experimenting (64%) compared to actual implementation (36%).

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US, China, and France Lead the AR/VR Technology Adoption Race

When it comes to the countries with the highest adoption rate of AR/VR technology, the largest and most developed economies are in the lead.

AR implementations are led by:

  • 59% USA
  • 51% China
  • 48% France

However, the countries with the most intense AR experimentation efforts are Nordic countries (Sweden, Norway, Finland) – 85%, followed by the UK with 64% and Germany with 62%.

Virtual reality adopters are:

  • 51% China
  • 43% France
  • 42% USA

When it comes to VR experimentation, the undisputed leaders are:

  • 77% Germany
  • 72% Nordic countries (Sweden, Norway, Finland)
  • 67% UK

Key Business Operations Benefiting Most from AR/VR Technology

Focusing on the actual benefits of immersive technologies for their daily operations, the survey respondents indicated two large activity sectors:

  • Repair and maintenance
  • Design and assembly

For repair and maintenance, the key perceived benefits are:

  • 31% – ability to visualize reference videos and instruction manuals;
  • 30% – ability to be guided by a remote expert;
  • 30% – ability to visualize specific components and functions hidden from sight by physical barriers;
  • 29% – ability to superimpose step-by-step instructions.

For design and assembly activities, AR/VR technology will provide benefits in terms of:

  • 28% – simulation of product performances in extreme conditions;
  • 28% – visualizing a large infrastructure project from various angles;
  • 27% – displaying digital instructions for assembly and configuration;
  • 26% – holographic overlay of design components onto an existing item.

Early Adopters Already Perceive Significant Benefits

The companies included in the Capgemini study that have already implemented AR/VR technology are reaping the benefits. According to the decision-makers within the companies, the use of immersive technologies allowed the organizations to increase efficiency, safety, and productivity, and reduce complexity.

AR/VR Technology To Become Mainstream in Business within 3 Years survey
On average, early achievers derive higher benefits as compared to the rest.
Source: Capgemini Research Institute, Augmented and Virtual Reality Survey; May-June 2018, N=603 organizations that are exploring and implementing Augmented Reality and Virtual Reality; N=134 Early Achievers

Steps Needed to Adopt Immersive Technologies

The companies included in the study that have already implemented AR/VR technology are reaping the benefits.
Finally, the respondents shared their own journey toward the adoption of AR/VR technologies. These answers were centralized by Capgemini in a 4-step process recommended for all organizations which are currently not using immersive technologies:

  • Step 1: upskill existing staff and recruit new employees with AR/VR skills;
  • Step 2: develop a centralized governance structure, where all AR/VR activities are coordinated by a specialized team, and build AR/VR awareness among employees;
  • Step 3: focus on identifying an adequate use case with long-term benefits,
  • Step 4: update and prepare the technology interface to support and integrate AR/VR technology.
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