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While we are definitely going to have more AR, I'm not convinced that it's the future at all. But I guess that's the case with most people and most technologies until they become ubiquitous.

AR still seems like a solution looking for a problem.




Funny, I've felt the same thing about VR. With AR, I can think of a million practical applications. With any kind of VR that is short of full sensory immersion, I can't think of a single practical use.


> With any kind of VR that is short of full sensory immersion, I can't think of a single practical use.

If you've ever had to use a hardware "simulator" to train on Big Hardware like a plane or submarine, using VR as a replacement is an "obvious win." Rather than dedicated rooms with all sorts of custom fake hardware that only a few people can use at a time, you can buy one classroom full of VR equipment, and then every student can do their simulator runs in parallel, allowing each student far more total simulator-time. As well, to switch to a simulation of newer-model hardware, you just need a new piece of VR software, rather than entire new rooms full of molded plastic and slapshod wiring.


Wouldn't you still need the fake controls? It reduces the problem, but doesn't get rid of it entirely.


Has VR ever been sold as "practical"? I've never seen it used for anything than gaming. That's a large enough market to justify the tech IMO.


The only games that really appealed to me as a use case for VR are "Keep Talking and Nobody Explodes" and using it as a virtual cockpit for mech/dog fighting sims, otherwise it just seems like a thing I have to have on my head for not much gain.

I think it is used for pornography a fair bit though




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