Augmented Reality (AR) Training Simulator Statistics 2023
– Everything You Need to Know

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Augmented Reality (AR) Training Simulator Statistics 2023: Facts about Augmented Reality (AR) Training Simulator outlines the context of what’s happening in the tech world.

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Top Augmented Reality (AR) Training Simulator Statistics 2023

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Augmented Reality (AR) Training Simulator “Latest” Statistics

  • The top 3 firms get 76% or 1,485% fewer internet visits in the solution category than the average on websites for augmented reality (AR) training simulator software.[1]
  • 70% of consumers would be more devoted to companies that provide augmented reality experiences.[2]
  • 91% of companies are now using or intend to use virtual reality or augmented reality technologies.[2]
  • Retailers that used augmented reality saw a 19% boost in consumer engagement and a 90% increase in customer conversions.[2]
  • The market for augmented reality was estimated by the same study to be worth 15.3 billion in 2020, with an annual growth rate of 38.1%.[2]
  • With a staggering annual growth rate of 54%, the total value of the augmented reality and virtual reality sectors is expected to reach $72.8 billion by 2024, according to IDC.[2]
  • 53% boost in click-through rate, a 28-point increase in revenue, and a 79-point increase in brand recognition after developing an augmented reality filter for Facebook.[2]
  • Voice commands have been tried by GE in augmented reality experiences that let industrial employees complete difficult wiring tasks in wind turbines, and the company saw a 34% boost in productivity.[3]
  • The total expenditures for service teams are reduced by 11%, work error rates are reduced by 17%, and repair quality is improved thanks to these augmented reality displays.[3]
  • While augmented reality and related technologies like virtual reality are growing in popularity in education, fewer than 10% of schools presently employ it in the classroom.[4]
  • Participants thought the augmented reality technology was beneficial in 92.5% of cases and that it was realistic in 77.5% of cases.[5]

Augmented Reality (AR) Training Simulator “AR” Statistics

  • Difficult with being utilized in 10% of all Augmented Reality Training Simulator Software evaluations is the one with the most unfavorable reviews.[1]
  • In 11% of the reviews, the term “easy to use” is used to describe the Augmented Reality Training Simulator Software most favorably.[1]
  • According to ARtillery Intelligence (2020), 30% of mobile AR users are receptive to the notion of paying in.[2]
  • VR/AR technology is used by 39% of large firms to enhance training in virtual settings.[2]
  • 53% of businesses utilize VR/AR technology for virtual product design and product engineering.[2]
  • Customers like online stores that provide AR experiences by a margin of 61%.[2]
  • 70% of experts predicted businesses would prioritize using VR/AR in training and development in 2021.[2]
  • VR users in the U.S are 57.4 million, while AR users number 90.9 million, according to eMarketer.[2]
  • The CAGRs of AR and VR were accelerated by COVID-19 to 38.1% and 27.9%, respectively, according to Yahoo Finance 2020.[2]
  • Given that customers have responded well to AR, 53% of them believe shops are not using the technology to its full potential.[2]
  • By 2022, 68% of experts in the healthcare industry anticipate that AR/VR training simulations would dominate new applications and solutions.[2]
  • The greatest obstacles on the AR side are user experience at 32%, 14% on regulatory and legal threats, 15% on business and consumer resistance, and 18% content offers finance and investment.[2]
  • The average size of purchases increased by 13% and revenue per visit increased by 21% when product pages with AR and 3D experiences were available.[2]
  • The medium with the largest VR/AR use rate is thought to be social networking content, which has a 47% rate, followed by video games (40% live streaming), films and entertainment (32%), advertising (28%), and music (28%).[2]
  • By the end of 2022, the business sector is anticipated to produce over 70% of AR/VR income.[2]
  • From 2020 to 2024, banks will see the largest increase in VR/AR expenditure (126.7% CAGR in securities and investment services).[2]
  • In 2020, the standalone VR HMD will have a 43.76% market share, followed by the tethered VR HMD (40.88%), the standalone AR HMD (5.82%), the VR screenless viewer (5.55%), and the tethered AR HMD (3.49%).[2]
  • The AR application enables new intel employees to pick up items 15% more quickly than those with just conventional training.[3]
  • Trainees who used AR finished the task in 35% less time than those who used conventional 2D drawings and documentation.[3]
  • 85% and 82.1% of respondents said that the AR technology facilitated learning and should be included in medical education, respectively.[5]

Augmented Reality (Ar) Training Simulator “Other” Statistics

  • Using VR to create online virtual changing rooms may increase conversion rates for merchants by greater than 6.4%.[2]
  • Consumer expenditure, which accounts for 53% of VR spending by sector, is followed by distribution and services for 15.8%.[2]
  • PC VR gaming was estimated to be 189 million in 2020 with a CAGR of 119%.[2]
  • By using VR technology, Airbus was able to cut the time required for maintenance procedures by 25%.[2]

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About Author & Editorial Staff

Steve Goldstein, founder of LLCBuddy, is a specialist in corporate formations, dedicated to guiding entrepreneurs and small business owners through the LLC process. LLCBuddy provides a wealth of streamlined resources such as guides, articles, and FAQs, making LLC establishment seamless. The diligent editorial staff makes sure content is accurate, up-to-date information on topics like state-specific requirements, registered agents, and compliance. Steve's enthusiasm for entrepreneurship makes LLCBuddy an essential and trustworthy resource for launching and running an LLC.

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