{"url":"https://www.forbes.com/sites/ariannajohnson/2023/06/02/augmented-reality-ar-vs-virtual-reality-vr-whats-the-difference-and-how-do-they-work/","title":"AR vs. VR: Key Differences, Tech and Booming Market","domain":"forbes.com","imageUrl":"https://images.pexels.com/photos/7887256/pexels-photo-7887256.jpeg?auto=compress&cs=tinysrgb&h=650&w=940","category":"Tech","language":"en","slug":"7978ed07","id":"7978ed07-5bfe-4d8f-aba5-019dd4fed141","description":"Meta unveiled Quest 3 VR headset before Apple's expected announcement.","summary":"## TL;DR\n- **Meta** unveiled **Quest 3** VR headset before **Apple**'s expected announcement.\n- AR/VR market to hit **$297 billion** by **2024**, up from **$30.7 billion** in **2021**.\n- AR overlays digital on real world; VR fully immerses users in virtual environments.\n\n## The story at a glance\n**Arianna Johnson** explains differences between **AR** and **VR**, their workings and uses amid new headset launches like **Meta Quest 3**. **Meta** announced **Quest 3** days before **Apple**'s VR reveal, highlighting growing tech interest. Market growth projections underscore rising adoption across industries.\n\n## Key moments & milestones\n- **2021**: AR/VR market at **$30.7 billion**; **9.69 million** devices shipped.\n- **2022**: Shipments rose **54.9%** to **14.94 million** units.\n- **June 2023**: **Mark Zuckerberg** unveils **Meta Quest 3** with improved resolution.\n- **2024 projection**: Market reaches **$297 billion**.\n- **2026 projection**: Automotive VR grows to **$54 billion**.\n- **2028 projection**: VR market grows at **28% CAGR**; retail VR adds **$18 billion**.\n\n## Signature highlights\n- **AR** uses **GPS**, **gyroscopes**, **accelerometers** to overlay digital on real world; examples include **Pokemon Go**, **Ikea** furniture previews, surgical guidance.\n- **Marker-based AR**: Triggered by photos, **QR codes**; **marker-less AR** uses pattern recognition, sensors for placement.\n- **VR** isolates users via headsets, headphones; combines hardware like controllers, software for immersion and interaction.\n- **Non-immersive VR**: Common in video games; users control without full presence.\n- **Semi-immersive VR**: Virtual tours like pilot simulators; no physical interaction.\n- **Fully-immersive VR**: Engages multiple senses with gloves, detectors; used in gaming zones.\n\n## Key quotes\nOmitted; no notable direct quotes.\n\n## Why it matters\nAR and VR drive **$297 billion** market by **2024**, transforming industries like manufacturing, retail, automotive. Consumers gain tools for shopping, training; businesses enhance simulations, efficiency. Watch **Apple**'s headset launch and sector growth rates.","hashtags":["#ar","#vr","#meta","#apple","#tech","#metaverse"],"viewCount":3,"publishedAt":"2026-04-04T22:26:42.828Z"}