Analysis of the Causes and Countermeasures of the Difficulties of AR/VR Immersive Technology

AR/VR technology has always been evolving, and the core of this evolution lies in immersive computing. The future of AR and VR could potentially replace the immersive aspects of mobile computing. As a fundamental feature of virtual reality, it is also a key element that users are drawn to. While the future of AR and VR appears bright, the current state of immersive technology still faces significant social challenges. In 2016, several major products entered the market, with companies like Oculus VR, Sony, and Google leading the charge. Since Facebook’s $2.1 billion acquisition of Oculus, the company has acquired over 10 more AR/VR firms, clearly signaling its belief in these technologies as the next big frontier. Major tech companies' substantial investments and acquisitions suggest that AR and VR will become increasingly integrated into consumer platforms for content. According to Goldman Sachs, by 2025, the AR and VR market is expected to reach $95 billion. Currently, the largest demand comes from the creative economy—particularly gaming, live streaming, video entertainment, and retail. However, over time, broader applications will expand into healthcare, education, military, real estate, and more. ![AR/VR's immersive technology can't break through new difficulties](http://i.bosscdn.com/blog/17/15/18/5-1F922112434605.png) **AR/VR changes how we create and experience content:** 1. **From "seeing" to "deep experience":** Dr. Drata Kataoka, an artist and technical expert, suggests that AR and VR offer a new creative medium—a space where artists can build worlds with pixels. This creates an unprecedented level of immersion, replacing traditional linear media. Users no longer just watch; they are immersed in a virtual world, becoming the center of their own experience. This shift represents a disruptive change in how people engage with digital content. Eugene Chung, founder of Penrose Studios, notes: “Since 1896, we’ve used flat screens. VR/AR offers a sense of presence and immersion, a new form of art and experience.” 2. **Reduced production costs:** Virtual prototyping helps cut down on development time and costs while improving product quality. For example, a design firm saved $50,000 for an airline client by using VR prototypes, eliminating two physical cycles and the time needed to assemble custom samples. As virtual prototyping becomes more common, companies can reduce the number of physical prototypes and accelerate the path from concept to commercialization. 3. **Lower barriers for new creators:** Immersive tech allows small companies to produce high-quality content at lower costs. Techniques now enable 360-degree images to be processed in hours instead of days. Filmmakers can create with smaller budgets, similar to how smartphones have made photography accessible to everyone. 4. **Tools to enhance empathy and awareness:** Immersive experiences can help users understand global issues like humanitarian crises, making distant suffering feel more immediate. Artist Lynette Wallworth believes AR/VR provides a unique sense of presence that other media cannot match. VR and AR also show great potential in education and mental health. Companies like EmoTIv use biosensors to help users relax, linking brain activity to digital devices—an exciting new form of brain enhancement. **Talent competition limits development:** Another challenge is the shortage of skilled professionals. In 2017, demand for VR freelancers grew 30 times faster than for other skills. A Canadian survey found a serious talent gap, leading to increased mergers and acquisitions. To address this, governments should invest in local talent. China, for instance, has supported the VR industry through funding and initiatives like Zhongguancun and Beidouwan. France also supports VR through the CNC Fund, offering subsidies and tax rebates. **Immersive content is more personal but costly:** With personalized content driven by data, user engagement increases. But this raises concerns about privacy and health. As immersive tech becomes more mainstream, the cycle of data collection and targeted ads may intensify. 1. **More targeted advertising:** Gaze rate measures ad effectiveness in VR/AR, and tools like ReTInad improve ad interaction. These ads are 30 times more effective than mobile ads. 2. **Health and privacy risks:** Prolonged screen time can harm health and reduce well-being. Privacy concerns are also rising, with 47% of people avoiding services due to poor data control. **Suggestions for user design centers:** 1. **Regulatory framework:** Privacy laws like GDPR set standards for data protection, ensuring transparency and user consent. 2. **User data sovereignty:** Tools like Privacy Monitor give users control over their data, though current options are limited. 3. **Manage usage:** Policies like South Korea’s “Closed Act” restrict access for minors, but enforcement remains challenging. 4. **Rethink success metrics:** Instead of focusing solely on engagement, companies should prioritize user satisfaction and health. Subscription models like YouTube Red and Spotify Premium offer a win-win. AR/VR has a long way to go before it fully transforms how we interact with digital content. But with thoughtful design and ethical considerations, the future of immersive tech holds great promise.

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