Abstract
Public fascination with augmented reality (AR), virtual reality (VR), and 360° videos is increasing due to more and more affordable consumer devices. The driving forces are the gaming and entertainment industries that in turn attract company's attention in other industries. Some of these companies have already gained experience with the new applications, trying to assess their benefits for day-to-day business e.g., in tourism, health care, consumer goods industry, or product engineering. Even though the technical advances are obvious, augmented and virtual reality are relatively new technology offerings, some of them with cables and large head-mounted displays that can cause VR sickness, not to mention a lack of multisensory integration. As changes may rapidly approach, this chapter overviews the latest updates in virtual, augmented, and 360° technologies and presents some insights of using them to induce contexts in sensory product research.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.