Augmented Reality/Virtual Reality (AR/VR) hold great promise in a wide range of industries: gaming/entertainment, logistics, medicine and more. In fact, according to an Aug. 9, 2017, Business Insider article, total global spending on AR/VR is expected to grow 113 percent a year on average, reaching $215 billion in 2020. In comparison, global sales in 2017 are expected to reach $11 billion. But first AR/VR needs to overcome a few technological limitations, including headsets’ limited field of view, their need to be tethered to computers and difficulties in tracking the real world. Limitations involving electronic subassemblies also exist, such as space and weight constraints to keep headsets and smart glasses from being cumbersome.