Challenges to AR Adoption

Challenges to AR Adoption

The Augment reality market is full of opportunities and every day new technologies keep coming. The market is full of new innovations and it is very difficult to decide which solution is the best so far as every solution has its own strength and weakness. However this does not stop new players to come into the market the show their products, sometimes it is an extension to an already existing solution, and the other times it is a whole new solution to a very different problem.

Most of the solutions that are usually heavily dependent on hardware, which limits the scope of AR in several senses. Although there are many fancy technical aspects, some of the practical problems keep AR technology away from the market:

  • Awareness Issue:

    The major challenge is that people are not aware of the difference between AR and VR. They do not know if they are engaging with AR or VR when they use them. So whenever a new player brings in a product which is AR-based, people don’t appreciate it because it comes in various forms. Since there is so little awareness that consumers have only used the most popular apps of AR hence they need to inform and educated about various applications and uses of AR

  • Device compatibility:

    The AR solutions that are built are not compatible with all the devices, hence restricting the use of AR. In fact, even if a solution is compatible with let’s say IOS then also there are devices with which it will be incompatible. For example, ARkit is compatible with only ios devices starting from iPhone 6s. Designing an AR solution for a smartphone is completely different from doing it for a full-fledged AR gear as there are several complications involved in designing a solution for smartphones. And since we know that the major population will not purchase AR gear because of high costs involved, therefore, smartphones would be a preferred choice and since there are many there are AR design limitations hence we come back to square one.

  • Limited Content:

    AR does not leave enough scope for the business in terms of content. Usually, the engaging content that is created for augmented reality consists of games like Pokemon Go or some filters or challenges like the gibberish challenge which was viral on Instagram a few days back. Although there is cope in such industries, coming up with content which can help business promote themselves can be expensive and difficult. Also, there are not many use cases available for consumers to try on a daily basis.

  • Lack of regulations in the market:

    As of now, there is a lack of regulations in the AR market that can govern and help the business and consumers understand what kind of AR applications be used with their business and how data is processed. Such technology can be easily used for malicious intentions, as the data can be hacked and used by the companies for personal benefits. In such a case the consumer is unaware whom to hold accountable, the mitigation strategies to be used, the amount of compensation, if any. Hence creating a regulation that can ensure privacy and security of data is one of the major steps in promoting the mass adoption of the technology.

  • Focal Rivalry:

    If the AR headsets are worn for a longer period of time then the person feels eye fatigue, inability to read close texts, and other issues. It is estimated that 95% of AR applications would be benefitted if these issues are resolved. Usually, when an object gets close to our eyes, it turns inwards to triangulate on it, forcing the eyes to focus at the correct distance. Such a thing does not happen in AR headsets as lenses in the headsets are fixed at a focal distance. The AR system should be able to change the focal distance so that the virtual objects are placed accurately in real space.

  • Hardware dependency:

    Most of the AR headset that is in the market is really bulky and is expensive to be used for masses. Also, these headsets need to be connected to a computer or any other device like smartphones or tablets, making the entire process inconvenient and cumbersome. The camera of these devices is generally equipped for 2D use and incapable of rendering 3D images. Thus along with innovations in AR technology, the hardware requirements should also evolve to facilitate mass adoption.

While the above list of the limitations to AR adoption may seem really long, it should not scare you off. As new advancements will hit the market, these limitations will also be resolved. The solutions for these challenges are a question of time because as AR has proved its effectiveness before, it is definite that AR will establish itself in the markets soon.

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