Marie Fabre, Samia Rhaliès, Florian Peeter
Université de Paris, July 2019
Our world is increasingly virtual. Digitalization has been taking over every industry during the last few decades, and user experience and assistance is no exception. Reality and the virtual world were divided by a gap that seemed unbridgeable until recently. Augmented Reality (AR) and Virtual Reality (VR) allow users to go beyond previous limitations. Users can learn and practice without being held back by the limitations of the real world.
AR and VR are not brand-new inventions. The praise they received the last few years is related to recent technical innovations such as advances in computational power, storage, graphics, and high-definition displays. These progresses opened the way to immersive technologies that were previously burdened with wires, heavy headsets, and poor graphics. Today, light, wireless hardware, and beautiful graphics immerse the user in a virtual world better than before. But innovation won’t stop there, as it is expected that $20,4 billion will be invested in AR and VR, an 68% increase 68% compared to the $12,1 billion spent in 2018. This growing interest for AR and VR is shared by a wide range of industries such as engineering, medicine, and even softwares.
Each finds its own in immersive reality. How do companies use AR and VR? To what extent do they enhance the User Experience? Are they the future of the user assistance, or just trendy gadgets?
After considering what are AR and VR and their usages, we will discuss their influence on User Experience (UX), their values, and what their future may be in the technical communication industry.