Augmented and virtual reality
When we talk about harnessing emerging technologies and creating new markets, what we mean in practical terms is how we can unlock the power of innovation to improve the way we live and work. This is the thinking behind Thales's ongoing R&D efforts in the hugely promising areas of augmented reality and virtual reality.
Different realities
Each of these realities offers a different experience. Virtual reality (VR) places the user in an immersive, simulated environment, typically delivered via a headset, creating a remarkably lifelike experience. Augmented reality (AR), on the other hand, gives a live or indirect view of the real world on a transparent screen, using LEDs to overlay virtual imagery or data and so create an enhanced perception of reality.
New service solutions
When Thales develops a new solution, the idea is always to find innovative ways to utilise new technologies to meet customer requirements. Thales AR and VR solutions are based on commercially available headsets or eyewear and address a whole range of customer requirements and high-tech applications. All of them are designed to offer more ergonomically efficient ways to work, improve processes and boost competitiveness. Our first AR modules help to meet the requirements of maintenance support, production control and critical industrial systems. Thales also offers a range of services (support, consultancy, rollout, etc.) and turnkey solutions. Our VR modules, on the other hand, are used for simulation and training purposes as well as to improve safety and performance in various sectors.
New realities in practice
These first AR and VR modules offer a glimpse of the huge array of possibilities offered by the new technologies. AR displays present a real-world view of the environment overlaid with context-sensitive information directly in the operator’s field of view and in real time. They offer new ways for users to collaborate, interact and get help from experts in other locations, with potential uses in a whole host of sectors. In some cases, they could cut repair and maintenance times by nearly 50%. E-learning also stands to benefit, because information and procedures can be presented in more visual, more tangible ways. One of the first projects developed by Thales specialists was a serious game, which lets users train to perform a particular task or manoeuvre, or study a real-life phenomenon recreated in a virtual environment.
Technologies that started life in video games now offer practical applications in all manner of real-world tasks. The market for virtual and augmented reality solutions is still in its infancy, but the prospects for growth are strong. TrendForce predicts that sales of VR devices will soar to 14 million units in 2016, while 1.3 billion mobile AR apps could be in use by 2019.