AR/VR: The Reality of Moving beyond the Screen in News Sector

Media Entertainment Tech Outlook | Friday, July 19, 2019

Augmented Reality in broadcast journalism is a critical next step. It can attract and participate in fresh ways to create a closer connection between broadcasters and the public. 

Fremont CA: VR journalism has been appearing as a more integrated aspect of many newsrooms right from its early experimental stage. At the same time, technologies made the medium available to consumers, particularly in the form of 360 videos watched on smartphones, sometimes complemented by a cheap headset of cardboard.

AR can be used for content delivery in the media and entertainment globe. AR is a charm for those who tend to explore the world to intensify their real-life experiences with AR technology. Now AR can also be used to enhance the numerous other environmental and experiential elements. This is an auspicious beginning for the news industry as AR in the form of movie images, television, and applications is already well accepted by the public.

     Check out: Top Augmented & Virtual Reality Companies

It is a prevalent perception that AR/VR isolates people from the actual globe instead of linking them to it. The news industry's primary aim is to maintain a person connected to the activities taking place around him. The recent up-gradations in the AR applications are now almost wiping off this perception, encouraging the use of AR in the news industry.

In adopting innovative technology, the media and news industries never lag in reaching out to their audiences. The public can be drawn more deeply into the news material with AR and VR. Also, as a first-person, they will be able to experience the news story. For standard news media, this would be a significant transformation heading the future.

     Augmented & Virtual Reality Companies - AlgoFaceARGO Augmented RealityEON Reality

The news sector now requires to work together to fulfil VR's commitment to its audiences. The industry should present a united front when lobbying the tech platforms to guarantee the frictionless user experience required making VR an attractive mass-market media proposition.

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