AR and VR: The future of computing platforms
Technology enthusiasts around the world have hailed AR/ VR
to be the 4th wave in consumer computing platforms. Previous waves
which significantly disrupted the computing platforms were- personal computer,
internet and mobile, respectively. Although, each of the previous waves madea huge impact, it is yet to be seen if the 4th wave would make a dent
in the tech world, as predicted.
Before diving deep into the analysis, let’s understand the
basic difference between AR, VR and mixed reality. VR typically involves a
headset and immerses the user in a virtual world. AR, on the other hand,
overlays virtual objects as well as information in the real world for the user,
the whole experience is augmented and is as discreet as possible. Whereas mixed
reality is a subtle mixture of augmented as well as virtual reality. To
understand better, VR requires a headset which is connected to a powerful PC,
hence the movement is restricted, whereas with AR the user’s movement
significantly free.
Shift in trend
The trend in the industry is slowly shifting when it comes
to computing platforms. Since the late 20th century to early 2000s,
the world was dominated by personal computers, with majority of the profits
going to Microsoft. But the game changed significantly in 2007, when Apple
released the iPhone. Smart phones/tablets became the defacto standard for
productivity in almost all fields be it personal computing or industrial usage.
In the current scenario, the VR/AR market is set to grow upto $108 billion by
2021 with AR taking $83 billion and VR $25 billion of the total share.
Pokémon Go
What kick started this shift in trend was a unique game that
took the world by storm and introduced gaming enthusiasts to AR – Pokémon Go!
This one of a kind game was based on mobile AR wherein the gamer could move
around, catching Pokémon characters through the mobile device, essentially an
AR interface.
The game single handedly delivered $600 million mobile AR revenue in its first three months, more than what the VR games software market could make in the whole of 2016.
The game single handedly delivered $600 million mobile AR revenue in its first three months, more than what the VR games software market could make in the whole of 2016.
Google Daydream
Taking advantage of this shifting trend towards AR, Google
came up with its Daydream project. Google’s Daydream is a VR platform for
Android devices, built straight into Android’s Nougat software. The whole
experience can be enjoyed on Google’s Daydream view hardware.
Though the usage of Google’s Daydream is currently
restricted to entertainment and gaming, it provides an opportunity to brands
and businesses around the world for marketing and product development.
According to reports, Daydream will support everything from games to
educational apps, something developers and businesses can look forward to.
Microsoft Hololens
Looking at what the industry has on offer when it comes to
AR experience, nothing can surpass Microsoft’s brand new Hololens. Currently, hailed as the best known immersive AR system
in the market.
The Hololens is styled like smart-glasses, running on
Windows 10. It essentially tracks gestures, eye movements with the help of
various sensors, cameras and microphones to create 2D/3D virtual objects called
“Holograms”. Windows has opened up the Hololens platform for developers around
the world.
Growth prospects
When it comes to growth, AR and VR are set to grow in 3
broad areas:-
1) Content
(which includes Film and TV, gaming, healthcare, education and social)
2) Software
platforms (including analytics, B2B software)
3)
Hardware (including handheld computers, headsets)
Challenges
But with all the good things, challenges come aplenty. AR
and VR will face some major challenges before they cater to mass consumers.
1) Mobile
connectivity for the devices coming installed with AR/VR software would pose a
challenge since internet is something that will drive this market forward.
2) Good
battery life for AR/VR devices will be needed to support long term usage and
would eventually be a big factor in user acceptance.
3) A
potent app ecosystem would be required to support the hardware, since this is a
new area of development, creating that ecosystem for the developers would be a
challenge.
4) Hardware
support for the various existing AR/VR platforms from various OEMs will take
time.
5)
User acceptance would be the biggest hurdle,
considering the fact that majority of the people around the world are not
acquainted with the AR/VR technology.
Taking into account the growth prospects and challenges
being faced by AR and VR, it can be rightly said that the 4th wave
of computing platforms is here. With support coming from giants like Google,
Facebook and Microsoft this wave will only get stronger, complemented by
artificial intelligence and machine learning.
References:
Comments
Post a Comment