AR glasses sound slow, five major technology giants build AR value chain

Through the years of virtual reality, even the VR pioneer Oculus, which was Kickstarter through the masses in the early stages of its development (then, in 2014, was seen by Facebook as a hero with a $2 billion dollar takeover), now recognizes that VR is no longer the future. Michael Abrash, Oculus director of research and Development, is now poised to focus on a new world in which augmented reality (AR) will dominate the future, as Oculus engineers spend millions of dollars on old club Facebook funds to develop second-generation VR helmets. VR is not dead, but at the operational level to the AR closer to the true, VR has the ability to link people across five continents and to express strong emotional experiences in a more immersive way than any other technology pioneer in the past, but at the moment these bulky VR helmets are fundamentally incapable of attracting users. These bulky VR helmets basically insulate users from the real world, and once they wear VR helmets, users are sure to be blindfolded, feeling vulnerable, alienated, and behaving strangely at the psychological level. According to Engadget quoted Abrash as saying, no matter how good VR technology development, users are less willing to interact with those who can't see the eyes, Word, the user is feeling uncomfortable, from the point of view of the wearable device, Social acceptability is definitely one of the main points that any user must consider when wearing any wearable device in public. A technology product to users of the ' feel ' itself, although it is extremely difficult to quantify through the data, it is more difficult to ' feel ' itself through the design of products conveyed, but the success of any one technology products, but can not ignore the users of the product ' feeling ': Oculus Research and Development director Michael Abrash knows this, and Oculus now understands this, and Oculus's parent company, Facebook, is aware of this, and many of the major technology makers, including Google, Apple and HTC, are beginning to understand: This is also why, compared to VR , AR will be sent to the future. Abrash said, we actually all know what we want, is ar glasses (ar glasses), but the current technology is not mature, but also indisputable fact. However, once the AR glasses technology is mature to the mass production stage, it is expected to be one of the technologies of transformation and transformation in the next 50 years, and will be sent by the next killer application. At the same time, although VR is not ready to enter the mass production stage, it does not mean that the VR industry will disappear in a short time. In fact, the major VR makers are ready to move to the AR day, this would mean that the old clunky VR helmet would be transformed into a stylish, clear lens, which is precisely the problem that AR glasses must overcome technically, and these lenses will project a virtual world on the basis of physical plane, The option also includes a complete isolation of the physical world, immersed in the virtual experience, this will be 2018 after the VR and the AR World collision: VR is not dead, but at the operational level to the AR. 20 or 30 years later, everyone wears ar glasses, dumping smartphones if the vr/ar hardware market is relatively weak, the performance of the Vr/ar software market over the past few years is an explosive development. Highly popular applications such as Pokemon have already introduced the concept of amplification in the consumer's image, leading consumers to understand how to mix the digital world with the real world as a possible presentation. Apple released Arkit from the perspective of the AR software, and Google then followed the Arcore ecosystem, both sides of the camp launched iOS and Android AR developers. At the same time, Microsoft (Microsoft) also has mixed Reality Capture UBM and mixed Reality Academy, inviting all sectors of the elite to come to the AR, VR, Mr and other related experiments. Basically, VR and AR can be said to be along different roads toward the same destination, the combination of VR and AR, ultimately to make people smarter, more capable, more insight into the surrounding information. And the future of AR, to some extent, depends on the future development of artificial intelligence (AI). As the AI industry progresses, developers will be able to deploy more computing power to smaller, more streamlined helmets until they can no longer distinguish between ordinary glasses and AR glasses. Michael Abrash, the Oculus Research and development director, said that after 20 or 30 years, he expected everyone to walk around with smartphones instead of wearing a stylish AR-glasses that provided functional techniques including AR, VR, MR, etc. People can wear these glasses all day, and the boundary between VR and AR will disappear. According to the Artillry report, the form presented by augmented reality, that is, AR glasses, or smart glasses, is a few years away from a large number of consumers, and is limited by cost, size and sociocultural acceptability, Even Apple's AR glasses or AR helmets are rumored to be available by 2019, and this is the first version, and it is still unknown whether 2019 can be expected to be a target if Apple Watch to speculate on the maturity of the next-fitting AR glasses. So, for now, the market opportunity for AR is still on the basis of 2.6 billion smart phone installations worldwide. It is true that, compared to the consumer side, smart glasses should be the first in the enterprise side of the early introduction of the application. After all, in the application of the enterprise side, fashion and sociocultural factors do not need to be prioritized, the willingness of owners to purchase, and the price of expensive smart glasses are less likely to be placed under orders or not, given that enterprise-side smart glasses applications are more cost-cutting and streamlined processes such as manufacturing and assembly, The price factor of smart glasses will be regarded as an acceptable investment cost. However, if you go back to the consumer market to observe, the recent moves of major European and American technology giants still support the fact that smartphones are considered AR carriers: Advances in smartphone hardware and AR capabilities include optics, screen size, processor power, and mobile broadband speeds. Of course, there are cultural factors, such as the approximation of the Millennium generation for sharing multimedia on SNAP, and the wide acceptance of mobile AR Community Base, which is more likely to use Snapchat's selfie lenses or AR phone game pokemon than past users. Although these earlier versions of AR lacked the definition required for precise true AR, its extensive market acceptance also attracted the European and American technology giants to invest more heavily in mobile AR.

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