Open Access Open Access  Restricted Access Subscription or Fee Access

The Future of Augmented and Virtual Reality in Effect of 5G Technology

Joshita Atmakuri, Kshithi Kshithi, C. N. Nischita, J. Pooja


The popularity of virtual and augmented reality is increasing rapidly and will become a part of our daily life with the advancement of various other technologies. Bandwidth and latency constraints have become the main factors that prevent them from achieving high-quality telepresence and collaborative applications. This paper discusses the various features that 5G can bring to the AR and VR industry and how these can overcome these obstacles. We discuss the applications in various domains such as education, health care, entertainment, military, manufacturing, and 5Gs enabling features that help in the advancement of the augmented reality and virtual reality.



AR (Augmented Reality), VR (Virtual Reality), 5G

Full Text:



D. S. P. Ronak Dipakkumar Gandhi, "Virtual reality- opportunities and challenges," in International Research journal of engineering and technology, Noida, 2018.

"Immersion (virtual reality),", [Online].

O. Bamodu, "Proceedings of the 2nd International Conference On Systems Engineering and Modeling (ICSEM 2013),", [Online].

"Virtual Reality Input Devices,", [Online].

A. Cirulis, E. Ginters and K. . B. Brigmanis, "Virtual Reality's Technologies Use In E-Learning," in 8th WSEAS International Conference on EActivities and the 8th WSEAS International Conference on Information Security and Privacy, Latvia, December 2009. [Online]

M. O. Onyesolu and . F. U. Eze, "Understanding Virtual Reality Technology: Advances and Applications," in Advances in Computer Science and Engineering, InTech, 2011, p. 462. [Online]


"VR positional tracking," [Online].

"What Is Augmented Reality (AR)? A Practical Overview,"”, [Online].

"Recent Advances in Augmented Reality,"”, [Online].

A. HAYES, "Augmented Reality,", [Online]. Available: "What Is Augmented Reality (AR)? A Practical Overview,", [Online].

I. A. Sicaru, C. G. Ciocianu and C. A. Boiangiu, "A SURVEY ON AUGMENTED REALITY," December 2017.

"What is virtual reality learning?,", [Online].

"Gaming and Entertainment in the Immersive Technology Era,", [Online].

"Virtual Manufacturing,", [Online].

O. Bamodu and X. Ye, "Virtual Reality and Virtual Reality System Components," p. 4, April 2013.

J. Hong and H.-G. H. Ha, "Augmented Reality in Medicine," January 2016.

[18]. Kumar, Jitender, "How can teachers benefit from augumented reality in education?," eLearning Industry, 4 March 2020. [Online].

Michael Morozov, "From Games to Music to Sports: How Augmented Reality is Changing Entertainment," jasoren, 2019. [Online].

S. Kumar, "Have You Heard? Augmented Reality In Manufacturing Is a Part of Industry 4.0 Revolution. Learn These 5 Successful Ways | Augrealitypedia," AugRealityPedia(ARP), 1 March 2018. [Online].

"6 Benefits and 5 Examples of Augmented Reality in Education," ViewSonic, 26 september 2019. [Online].

"Everything you need to know about 5G.," Qualcomm, [Online].

"Reimagining the End-to-End Mobile Network in the 5G Era," cisco, 2019. [Online].

"5G," wikipedia , 23 July 2020. [Online].

"Is 5G the key to virtual reality finally going mainstream?" techradar, 11 June 2019. [Online].

"Latency is the new 5G speed battleground which will enable XR and AR," opensignal, 8 March 2019. [Online].

"The Arrival Of 5G Will Unlock The Full Potential Of VR And AR," forbes, 30 January 2019. [Online].

"Augmented and Virtual Reality: the First Wave of 5G Killer Apps," QUALCOMM, 1 February 2017. [Online].

"Five 5G and AR/VR Applications That Are Socially Safe,", 30 June 2020. [Online].

"2020 AUGMENTED AND VIRTUAL REALITY SURVEY REPORT," perkinscoie, March 2020. [Online].

"A Survey of R&D, Engineering, and Product," experience molex, March 2021. [Online].

"Augmented Reality vs Virtual Reality –What Is the Difference?," vakoms, 1 March 2018. [Online]. [Accessed 29 June 2021].


  • There are currently no refbacks.

Creative Commons License
This work is licensed under a Creative Commons Attribution 3.0 License.