AR & VR Testing
Augment Reality (AR) is a hands-on experience of a real-world environment where the objects that exist in the real-world are upgraded by machine-generated information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory, and olfactory. The first user world augmented reality experiences were used largely in the entertainment and gaming fields but now its been expanding to other industries such as knowledge sharing, educating, managing the information flood and organizing distant meetings.
Virtual reality (VR) is an interactive technology which was an experience in taking place within a limited environment. It comprises mainly auditory and visual feedback, but sometimes it also allows other types of sensory feedback. This environment can be similar to the real world or it can be splendid, to be then used for a variety of applications. VR is most commonly used in the entertainment sector such as video gaming and 3D cinema. Consumers virtual reality headsets were first released by video game companies in the early-mid 1990s. In 2010, the commercial VR headsets were released by Oculus (Rift), HTC (Vive) and Sony (PlayStation VR), setting off a new wave of application development.
Major challenges faced in AR/VR Testing
VR right now comes at too high of a price point for many. Microsoft, Google, and Facebook have already invested billions into the VR market, allowing for some very powerful hardware like the Oculus Rift to hit the market in the last year. According to Riccitiello, the issue is that consumers weren't quite ready for it all.
The number one challenge right now is that compelling content that's habit forming from a consumer perspective. There are plenty of high graphics games for VR as well as many emerging use cases on the enterprise side, VR has still in the research state for its booming app use case or program which will make the VR essential for consumers and business.
If you've tried any VR experience you've probably noticed one very common aspect there's a lot of cords. The problem is with the cord if a user is effectively locked into a VR box, restricted by the cord, it essentially defeats the purpose of having them immersed in a supposed 360-degree environment, It won't work unless you can experience things the way you do in real life.
VR and AR technologies, on all ends from collective enterprise to all the consumer entertainment, are already demanding more than ever from our computer hardware, and soon they'll be doing it for the data communication speeds as well. The solution for many puzzles will be solved in the further development of 5G opening up more of the spectrum for faster wireless communication. The 4G communication today is based on sub-6 GHz which is not enough and you need to expand the spectrum to much higher bands.
With any connected technology it's only a matter of time before cybersecurity issues are raised. While there has yet to be any sort of high-profile hack or cyber attack conducted via VR, but anyone who follows cybersecurity should consider it only a matter of whole time given and out of it only a little attention is being paid to the intersection of VR and cybersecurity right now.
Types of AR and VR Testing
UX and Specification Testing
Before any testing even begins, QA engineers sit down to review the VR/AR product’s scope requirements. After coming to know about all the requirements, they will prepare a flowchart of potential use cases. This helps all the engineers to understand all the potential scenarios for user engagement. The exercise provides a integrated view of the product far more thorough than a simple review of what wireframes can deliver.
Real Device Testing
VR and AR do always depend on appropriate hardware. The only way to assure that these products are functioning properly is to test using the devices which are listed in the requirements. These might include the Oculus Rift or the HTC Vive, both of them are connected to the personal computers for a powerfully immersive VR experience. Other hardware, like the Samsung Gear or Google Daydream, will work with the user’s smartphone to create a good mobile VR experience.
This phase helps to make sure that particular teams do not face any kind of surprises actions when they go to market. Compatibility testing helps to analyze the performance of the app when it is being accessed by devices with lower system specifications, or on a device that it hasn’t been optimized for. It also helps catch some of the non-functional issues, such as device overheating
Using VR/AR products can arise with some serious physical consequences. Headaches, motion sickness, seizures, eye strain, and other bodily harm are a few of the worst case scenarios that testers need to be aware of all these things. Though the full focus is on the goal, it’s also vital to reduce the discomfort of the user as much as possible and, by extension, limit the liability of the company building the product.