Are you aware of the ups and downs of AR and VR in 2017?

In 2016, virtual reality was still in its early stages, with many people just beginning to understand the concept. However, by 2017, VR had started to make its way into homes, allowing users to enjoy immersive experiences from the comfort of their sofas. The year marked a turning point for the industry, as more people began to explore and embrace this new form of entertainment. Despite not yet reaching its peak, 2017 was a year of significant progress. Companies were working on innovations that would eventually shape the future of wearable technology. This period also highlighted the growing potential of augmented reality (AR), which promised to enhance our interaction with the digital world in exciting ways. So, how did we arrive at this conclusion? Let’s take a closer look at the key developments in VR and AR during 2017. **Vive Tracker** At CES 2017, the Vive Tracker made a strong impression, capturing the attention of many. It introduced a new level of interactivity, allowing users to turn everyday objects into VR controllers. This innovation opened up new possibilities for game developers and users alike, hinting at a future where physical objects could be seamlessly integrated into virtual environments. **Windows Mixed Reality** Microsoft rebranded Windows Holographic as Windows Mixed Reality, partnering with major OEMs like Acer, Samsung, and HP to launch affordable and powerful headsets. These devices no longer required high-end PCs, making VR more accessible. While performance still matters, the basic experience remained solid, showing promise for broader adoption. **Hugo Barra Joins Oculus** In January 2017, Hugo Barra, former Xiaomi executive, took over as CEO of Oculus. His leadership was seen as a sign of Facebook’s commitment to VR. With Zuckerberg as a vocal supporter, the future of Oculus looked promising, especially as Barra aimed to steer the company toward long-term growth. **Oculus Rift Price Cuts** High costs had been a barrier to entry for VR. But in 2017, Oculus lowered the price of the Rift and Touch controllers to $399, matching the PlayStation VR. This move made VR more affordable and signaled a shift in the market, with competitors following suit. As prices dropped, more users could access high-quality VR experiences. **Apple ARKit & Google ARCore** Both Apple and Google launched AR platforms—ARKit and ARCore—aiming to bring augmented reality to smartphones. These tools laid the foundation for future AR headsets, emphasizing the importance of software ecosystems. While current support is limited to mobile devices, dedicated hardware is expected soon, with app availability becoming a key factor. **VR Positioning Tech** In 2017, companies like Nomadic and Disney showcased advanced VR positioning technologies. These innovations helped create more realistic and immersive environments, enhancing user interaction with virtual spaces. From temperature effects to physical interactions, the goal was to make VR feel more natural. **Oculus Go Launch** Oculus Go was one of the first standalone VR headsets, offering an affordable and portable option without the need for a PC or smartphone. Although it wasn’t released until 2018, it represented a step toward mainstream VR adoption, proving that VR could be simple and accessible. **Magic Leap Launches Product** After years of anticipation, Magic Leap finally unveiled its first product: the Magic Leap One. This AR headset came with a small computer worn at the waist, enabling users to interact with digital content in real-world settings. While details like pricing and content were still unclear, the device marked a major milestone in the AR space. As 2017 came to a close, the VR and AR industries had made significant strides. With continued investment from tech giants and emerging startups, the future of immersive technology looks brighter than ever. The next few years will likely bring even more innovation, pushing the boundaries of what's possible in both virtual and augmented reality.

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