With new technology releasing every day, it’s hard to judge whether a new concept will be useful or just a new gimmick. With the advancements in virtual and augmented reality, that has been brewing over the past decade, the next question is whether it makes sense to bring this to the consumer’s homes or if we should watch it wither away like 3D TV’s. As devices for both concepts are being released to consumers and journalists, both VR and AR have notable uses in multiple mediums and enough traction from the public to become more than just throw-away products for early adopters. Both VR and AR can change how we interact with our education, our work and productivity and our entertainment. 

For both concepts to succeed, the first hurdle is allowing the mainstream consumer to understand the differences between the two. Virtual reality is a concept that has been around for the longest of time. Being able to put on a device and become fully immersed in a virtual environment has been dreamt about by most and the technology has reached a point where that dream is a possibility. VR was tested earlier in the 90’s with products such as the Virtual Boy and Virtuality, stand up and sit-down VR arcade machines. However, both options were limited in technology due to limited head tracking and input controls. In 2012, a company known as Oculus, funded a Kickstarter for a virtual reality device that utilized two screens, one for each eye and acted as an illusion to create stereoscopic 3D. It was successfully funded and all backers received a development kit. 

After four years and a lot of testing, a high-end consumer model was released for $600. HTC, a phone company also released its own high end headset, to compete with Oculus. This headset came with large sensor poles that you would set up around your room and allow the user to walk around in a 1:1 scale environment in VR. This headset came with its own motion controls and was sold at $800. These releases came with criticism however, due to lack of games and content, as well as the steep price with no chance to really try out the products.

 While high-end VR was being developed, smartphone companies such as Google and Samsung created a cheaper option by utilizing a smartphone screen and lenses to manipulate software to create VR experiences. This cheap option has been tested and purchased by many as a small gimmick to try out virtual reality. Headsets such as the Google Cardboard, a VR headset created primarily with cardboard, can go for as cheap as $10 if you have a compatible smartphone, which currently ranges from Androids to iPhones. These devices have been very successful, especially during the holidays as cheap toys for everyone due to the popularity of smart phones. With the range of options and availability, many consumers have been leaning toward the cheaper option due to the lack of content in a $600 product that requires a $1000 gaming computer(Leetaru). Other manufacturers are developing cheaper options for high-end gaming and companies like Sony created a VR accessory for the PlayStation that many tech consumers own. 

Augmented Reality is a newer technology that incorporates virtual images in ordinary life. For example, one could use AR to view a 3D diagram on your kitchen table, or watch a movie on a virtual flat screen. One mainstream example of low-end AR is Pokémon Go, an adventure game that utilizes a phones camera to make it appear like a Pokémon is in your environment. Other than this AR has been scarce due to the lack of ideas for this concept. Google released an $1100 pair of glasses that utilized Google services such as Maps, Translator and Google Search, all in the corner of your eye. This product was very unsuccessful and cancelled due to the price and lack of third party applications. Many were excited for the Google Glass due to the technological capabilities of having a small smartphone in the form of eyewear. Companies such as Microsoft, Google and smaller app developers are developing products that utilize AR. Microsoft is creating the HoloLens, a $3,000 device that can be used for business, school, or gaming all in your own house and according to journalists, the technology works. HoloLens appears to be the most promising product and although the price is steep, Microsoft is looking to advertise to businesses first and build the product and as time passes, materials become more available and the product becomes cheaper to the mainstream consumer. Augmented reality has been shown to have many different avenues of usefulness, from medical, professional, education, and recreational. 

AR could be the future of how people interact with a screen. Many consumers are looking for that connected feeling and that vast library of information, without having to stare at a screen. The less interface the better. One example of this is the Amazon Dash buttons, where instead of going online every time you need to order toilet paper, you can press a small physical button, and not have to worry about online carts or having to go on the computer every time you need to make a purchase. The beauty of AR is also the fact that it could suit people who do best with an interface. With the HoloLens, you can have your daily schedule right on your fridge every time you wake up, or you can have directions right in front of your face so you don’t get lost. AR’s biggest strength is the opportunity to balance their actual life and the life they create on their phones.  Instead of people staring at their phones they could be conversing with others or being aware of their surroundings while gaining information with the use of smartphone technology. 

While augmented reality is still being tested, many have found that this concept may be more beneficial in comparison to VR due to the inclusion of the user’s environment and allowing for less distractions from everyday life while still being connected to the online society. However, this does not mean that VR is totally useless. Virtual reality could change how the average person consumes personal entertainment. Whether going to the movie theaters and everyone watching a different film in the same theater, roller coasters and arcades changing how users experience an older design. The options are endless and VR should be viewed as the next TV, or monitor. Companies are already trying to come up with ways to incorporate social interactions through this confined space, for example, Facebook has been working with Oculus to develop a social playroom where avatars can play games together or communicate using both visual and hand gestures. One of the better aspects to VR is the concept of being able to enjoy your own media, in a newer, more refined way. It also allows you to share your own personal experiences with others. With the release of 360 degree cameras, people can record anything they want and view their perspective through any VR headset, even the cheap ones. This shows that the technology is there and the opportunities are endless, whether you want to discover your own movies, and games, or share your own personal perspectives with others. 

With the demand for virtual reality came new concepts and ideas on how emotions can be expressed in film and art. Chris Milk talks about how utilizing first person cameras and VR technology can allow people to show empathy for others by introducing new perspectives. Virtual Reality can introduce any consumer to third world countries, sold out concerts, and a director’s imagination that exceeds the normal perspective. Virtual reality is an entirely new concept in how people film or express art. This is because the viewer has full range of motion and can look around them. This concept can mold entertainment and how we perceive our world both in and out of the headset. Amusement parks can use rollercoasters and cheaper headsets to simulate actual flying or many other concepts. In Salt Lake City, Utah, an entrepreneur is opening a laser tag reminiscent attraction called The Void(Barnes) that uses full body tracking, haptic feedback gloves and vest, and many motion controlled tools to make a VR experience as immersive as possible. People can feel the walls of a crafted dungeon and feel the heat of a fire and experience immersion to its fullest. The concepts that could be introduced with this technology could be revolutionary for entertainment and how society views itself. A Ted Talk with Chris Milk discusses how he uses personal perspectives to convey art and make others feel more captivated(Milk). He talks about a 360-degree film he made, showing the first-person perspective of a refugee in the middle east, and how he was able to show politicians and introduce to them a perspective they would have never been able to experience on their own. Virtual Reality is important in today’s society because of how frequently consumers watch the same old YouTube videos, watch the same old summer blockbusters and play the same old video games. Consumers need a push towards new entertainment forms that can exercise our imagination, and VR is a perfect step in that direction.

In my personal opinion, I see a lot to come for VR and we aren’t even close technologically to fully immerse the user so the opportunities are endless. In the coming years sensors that track eye movement will allow for more accurate input from the user. Haptic gloves rather than controllers can lead to multiple finger movements and allow for more immersion into the virtual space. One concept that touches me emotionally is the idea that you can take a bed stricken elder or friend, and transport them to their dream spot minutes before their death. VR can put our worst fears in front of our faces and it can be used for great things. Both VR and AR will slowly render TV’s useless and when a social space will be created, families in the same room can all have a headset and watch movies in space for fun. These concepts speak to me because not everyone can choose where they go or travel or see, and VR and AR tries to fix that and provide an opportunity to experience the world, something that most of our population will never be able to see.

Virtual Reality can also be visual therapy for some. Virtual Reality can allow for disabled people to experience things they couldn’t normally do. A bed stricken elder could go skydiving, an aspiring artist could experience performing at Madison Square Garden. Virtual Reality could allow for those, mentally or emotionally impaired to experience things that could soothe their mind. Therapists can utilize virtual reality to relieve stress and anxiety with their patients, by allowing them to visualize their happy place such as a private beach by the ocean, or a vacation in Paris. Virtual Reality has also been shown to be therapeutic in comparison to regular video games. This data was found by Keith Lohse and it concluded that patients post stroke brain levels increase when using VR in comparison to conventional therapeutic exercises (Lohse, 10). This research and the examples that have been provided, shows that virtual reality can benefit at a level that is beyond pure entertainment. These are example that benefit medicine and researching how the human brain reacts with motor skills with virtual environments. This makes virtual reality a very promising concept. 

Augmented Reality differs in the fact that most concepts will be towards an educational format. Although AR will allow you to play games, and watch TV in your own reality, the best part about the technology is the capability to bring your virtual work right in front of your eyes. Whether it be an architect viewing a model home right on their table, a doctor being able to practice surgery using real equipment but a virtual patient, or even a student discovering how a tornado forms in the classroom. AR can translate work, usually done on a computer, to your actual day, so you can take projects wherever you go. This will be revolutionary for design and businesses. A scholarly article written about augmented reality in education talked about how students would benefit by improving on psychomotor-cognitive skills, which is gained through interacting with both visual cues and haptic feedback (Wu. 6). Augmented reality could open how people learn, work and interact with technology, and the concept could be introduced into a variety of products. An example is Google Glasses vs Microsoft HoloLens. The Google Glasses were a piece of eye wear with a small screen that fit in the corner of your eye, that mirrored info from your phone. Although unsuccessful, the concept introduced how people could access information, record their experience, or communicate with others, all at a glance. The HoloLens however was a full display that hovered over the top half of your face. The HoloLens contains a full computer, with independent processing power, that allows the device to display intense graphics through the transparent display. Both products are categorized as augmented reality and while one product failed, there is a lot of promise for the HoloLens, and many are still waiting for Google’s next AR venture.

One major difference between AR and VR is how the devices launch and it’s target market. While high-end VR has targeted enthusiasts and hobbyists of entertainment who can afford being the early adopters of the tech, Microsoft is aiming its device first to big businesses. In an opinion article from PC Magazine, Rob Marvin discusses whether or not AR is ready for mainstream business. Microsoft is planning on doing a business to business to consumer model where companies such as Ikea can use their device in stores as demos and that in turn will entice the average consumer to want the product in their home(Marvin). This is a very soft launch and Microsoft is planning on gaining revenue through product placements and companies creating augmented experiences for their device that others can demo. This will see the HoloLens releasing to the public in a while but many will have been able to test the product and it will be able to intrigue many, a plan that VR could have benefitted from. Augmented Reality’s biggest proving ground is the business model and if it succeeds their, it will most likely be a success in the average consumer market. This shows how although some are skeptical, big businesses will be the first to test out AR and it can prove to the consumer the strength of the product. Also it allows for the concept to be visualized so by the time it reaches the consumer, it is able to capture the seamlessness of augmented reality. 

While many consumers are always ready for the next big thing, there are still many critics who are doubtful at the release of new technologies such as virtual reality. One Forbes editor writes about how the virtual reality headsets can cause motion sickness and nausea for long periods of time. Another complaint is that these headsets are way too uncomfortable to be used at long periods of time, and that the cable management takes away from the immersion. Another main complaint is the content that VR has to offer. Most games are only an hour long with no replayability, short videos are fun for a little while, and after extended use of the headset, most want to take it off due to how uncomfortable it is. While all this is true, the author fails to recognize that these complaints come with most first-generation devices. Most follow up devices tend to solve problems as time goes on, whether it be lighter headsets so it doesn’t strain the neck, or using more common materials to lower the price. Engineers at MIT are also testing wireless transmissions of video, which would eliminate any annoying cables. Another complaint was the lack of content, but as VR becomes more prevalent then developers will start to develop so that less users will get motion sick. As time progresses these small issues with VR will pass as people learn how VR will work for their own benefit. Many are taking the lacking technology now and passing it along to others who cannot afford high end VR or AR. Many developers are using the weight of the headset and sometimes claustrophobic feeling, and turning it into the creepiest of horror experiences. So even though the concepts in practice may miss the mark for some, there are still many of developers learning how to create the best experiences in order for the consumer to truly feel immersed. 

Virtual Reality is an old concept that has finally been created for the public. Its been shown to grasp the wonder that people expected with it, and when it comes to the technology and how it works, seeing is truly believing in the product. Augmented Reality has been around for a while and it finally being visualized to fullest with full interaction from the user with their connected universe. While both concepts are having soft launches to the mainstream market, both technologies will find success if not now, then in a couple years, due to the demand and how people interact with their daily lives. Even if a consumer hasn’t heard of it, after being shown the concept they could immediately think of ways it could benefit their daily lives or how it could entertain them.



This sources central claim is to talk about the challenges with Augmented reality when it comes to the technical aspects and how programming would create limitations for the developer or engineer. This source comes from a professor who heads the computer science department in the University of Amsterdam which makes him very credible considering his work is in technology such as AR. I would use this source to show the technological prowess that AR can promise. This furthers my theme by explaining how AR works and what the technology and concept actually is. 


This source would be utilized to show how AR is beneficial to educators and how the immersion and interaction can help younger children learn and explore new environments while staying in the classroom. This source comes from multiple professors from numerous university’s around the world which makes this research more credible due to the multiple perspectives and school systems that they preside over. I could use this source to argue the many uses for augmented reality and the changes in education that could occur with the release of this tech. This furthers my theme by introducing AR into the masses in terms of education and how AR can teach better than traditional books and paper. 



This sources central claim essentially talks about how virtual reality can allow people to really experience other lives and to gain empathy for the viewpoint. Chris Milk uses his own projects and his own experiences to talk about how he was able to get world leaders to show empathy towards the less fortunate in third world countries. His experience is pretty credible due to his resume of impressive projects that he has helmed. I would be able to use this to show how virtual reality can change narratives and transcend the rectangular frame with a fully immersive environment. This will further my thesis by being able to show one of the entertainment features to VR and how it can change how consumers interact with a new medium.


This sources main claim is to argue that Augmented reality needs to be a business to consumer model due to its applications and purpose in business. This article shows the interest from certain businesses and how AR isn’t ready for consumers. This article comes from PC Magazine, a very credible tech magazine with somewhat of a bias towards the success of new tech products especially experimental projects such as AR. I would use this to show how AR could succeed in other markets other than the average consumer market. I could explain how technology can work in many applications and not have to only appeal to regular consumers. This would further my theme by showing how AR can benefit businesses and can be introduced to consumers through a slow process. 


This source would be utilized to show media attention that is given towards augmented reality and can also be used to provide examples of how AR is used. This article contains key moments from a demo provided by Microsoft. The source comes from an author’s first-hand experience with an unreleased augmented reality device, and his opinion on the AR concept as a whole. This could further my theme by providing examples as to how AR can be used in educational or business purposes and how people using it will benefit from the technology greatly. 


This source uses the argument that VR can be healthy for the brain when interacting in a virtual environment. This article studies people who have suffered a stroke and using commercial games as therapy for the mind. This study is conducted by multiple professor in numerous university’s across the globe. This makes the research very credible and non-Bias due to the multiple researchers with different viewpoints working on the project. I would use this to argue the health benefits to using VR and how it could be used in the world of medicine and therapy. This furthers my theme by showing how VR can heal and can be educational to the public in how VR can expand the mind and flex the brain. 


This sources central claim is towards the marketability and attractions that can come with virtual reality. This article specifically looks at a new form of attraction known as The Void, a building and setup similar to laser tag that utilizes virtual reality and haptic feedback vests in order to create a realistic scenario. The New York Times is a highly credible newspaper source and has been around for decades reporting on new technology. I could use this source to talk about the options for virtual reality to become successful in the attractions industry of the US. This would further the theme that VR can change entertainment and these experiences can also be more affordable. 


This source would be utilized to show an opinion on why VR has failed in the past and even though it has promising features, the overall premise is a gimmick and flawed. The source comes from an opinionated article based on personal experience with VR and having pro’s and con’s to some devices that are out now. I could use this source to show a contrasting side to my argument and it would further my theme by showing that the concept in whole can be done well if done right. 


This article can be used to show key features of virtual reality and explains interesting facts about it and how VR will affect others in the future. The article points out some flaws but also explains how companies are working in the industry to push VR. Another key point made is how multiple companies are changing how users interact with a virtual world and the devices they use to simulate input with their hands. This source would further my theme by providing facts on who’s involved in VR from a major corporation standpoint, how its being designed and manufactured, and future issues that the VR industry will have to tackle. This helps to argue for VR’s inevitable impact on consumers.