ARkit vs ARCore, so which one is better?

After covering the launch of both ARkit from Apple and ARCore from Google, it is now time to compare their features and understand which one is better both from a developers’ and end users’ point of view.
Matt Miesnieks wrote another piece of insightful information, comparing the two technological solutions and highlighting the strengths and weaknesses of each one.

I think as a technical solution they are very very close in capability. Effectively indistinguishable to users when it comes to the user experiences you can build today. ARKit has some tech advantages around hw/sw integration and more reliable tracking. ARCore has some advantages around mapping and more reliable recovery. Both of these advantages are mostly only noticeable by Computer Vision engineers who know what to look for.

Read the full article here: https://medium.com/super-ventures-blog/how-is-arcore-better-than-arkit-5223e6b3e79d

How good is Apple’s ARkit? A technical explanation

Matt Miesnieks from Superventures provided a thorough technical explanation about the recently released Apple’s ARkit.

I’ve been working in AR for 9 years now, and have built technology identical to ARKit in the past (sadly before the hardware could support it well enough). I’ve got an insiders view on how these systems are built and why they are built the way they are.

This blog post is an attempt to explain the technology for people who are a bit technical, but not Computer Vision engineers. I know some simplifications that I’ve made aren’t 100% scientifically perfect, but I hope that it helps people understand at least one level deeper than they may have already.

Continue reading the full article here: https://medium.com/super-ventures-blog/why-is-arkit-better-than-the-alternatives-af8871889d6a

A guide to understanding the recent AR landscape changes

For years the mainstream tenet of the AR community has been that the success of Augmented Reality would indissolubly depend on the success of Smartglasses. On the other hand, current market dynamics clearly indicates that, in the transition between the current state of adoption of the technology and the mass adoption of smart glasses, there will be an intermediate state of large scale adoption of Mobile AR. Indeed, recent announcements from large companies such as Facebook and Apple have brought their attention to the fruition of augmented reality on mobile devices rather than on a new generation of wearable devices.

The reasons for this phenomenon are different. First, the fastest way to reach hundreds of millions of users is to target the platforms already in use by billions of users worldwide. Facebook, despite having since acquired Oculus, can immediately leverage over 1 billion users on its Facebook, Messenger, Instagram and Whatsapp platforms; conversely, Apple boasts a hardware-side privilege position, with a market share of 13% on the global scale, and on the software side due to the recent launch of ARkit, a free development kit that lets you create AR experiences on iOS devices.

This is the reason for the hype around Mobile AR, namely the ability to bring AR to billions of people without forcing them to buy a dedicated device. So while the awareness of the technology will increase, it will be possible to design and create new generations of immersive devices.

The numbers of the Mobile AR market

Digi-Capital has estimated the Mobile AR market to be worth $60 billion in 2021, including hardware and software components. On the hardware side, the main players are Apple, Samsung and Huawei, with the first being strongly present on the software side with ARkit. The users involved in this field could reach 400 million in 2021. On the software side, the main players are Facebook, Tencent, Apple and Snap, who together already count on users that go beyond the billion and that will grow even more in the coming years.

From a numerical point of view, the Mobile AR software players have the great advantage of interacting with a much wider user base than the hardware players, and the degree of adoption of the new AR features that is made available is very much higher.

iOS vs Android

It seems clear that Apple is enjoying a preferential position, which, thanks to the recent release of ARkit and the 13% market share on mobile hardware, is in the best conditions to impose its Augmented Reality model on the iOS world.

In the Android world, Samsung and Huawei, with a market share of 23% and 9% respectively, are forced to catch up because they are just starting to gear up with their own solutions both on the hardware and on the software sphere.

And what about the other mobile contenders? The only other real mobile contender is Microsoft, with one of the most convincing AR operative systems in the market. It’s true that Microsoft’s leap into AR has been huge and Hololens is purported to set a standard in the Smartglass market of the near future. Based on this great success, observers have started to wonder whether Microsoft will strengthen their mobile AR strategy or focus on the Smartglass development. Many believe that Microsoft is probably not going to stay at the door.

From Mobile to Wearable

These premises urge analysts to think that in the coming years we will witness a sharp increase in AR’s penetration on mobile devices already in use, thus avoiding the purchase of new dedicated devices. The next step will be the move from traditional mobile devices to user-friendly wearable devices. The tech giants seem to be the players who are likely going to control the market, given their already important user base and the huge financial resources available.

On the other hand, the challenge for the emerging players of the AR community will be to find the right repositioning inside the evolving AR landscape. That the opportunity is enormous is testified by the proliferation of startups and new entrants in the market. Will the latter be able to assert their competitive edge and carve out a space in the AR value chain?

8i Lands $27M in Series B Funding and Reveals Tango-powered Mixed Reality App ‘Holo’

Volumetric video specialists 8i have announced their latest series B funding round has netted them a further $27 while also unveiling Holo, a mixed reality video app, powered by Google’s Tango technology.

We first reported on 8i back in 2015, when they unveiled their 360 volumetric video capture system, capable of capturing imagery and data from different viewpoints and stitching them back together in realtime, allowing the video to be viewed from different angles.

Now, in addition to the company’s previous 2015 series A funding round, 8i have announced it’s to receive a further $27M in funds from a series of high profile investors including Baidu, Verizon and Time Warner.

Up to now, 8i’s focus has very much been on virtual reality, with an early version of their ‘3D Video’ player launching for the Oculus Rift, even before the consumer version had reached market. However, the company’s latest direction embraces the recent wave of consumer devices to include Google’s ‘Tango’ depth sensing and capture technology. It’s called Holo, and it purports to “bring holograms to consumers” via pre-recorded volumetric video and augmented reality. 8i is making extensive use of the word “hologram” in the colloquial sense, though technically speaking their work does not involve holograms in the optical sense.

The Lenovo Phab Pro 2
The Lenovo Phab Pro 2

“As consumers are augmenting, mixing and creating new content on their smartphones on a massive scale, mobile presents an unparalleled opportunity for distribution of holograms,” said 8i CEO Steve Raymond. “We’re thrilled to have the strategic expertise and backing of leaders in media, technology, and communications as we bring audiences new ways to create and engage with content. With this global round, we look forward to partnering with our investors from the US, China, Europe, and Australia as we bring our technology to consumers worldwide.”

The app, which allows users with Google Tango-enabled phones—such as the recently released Lenovo Phab 2 Pro—is in beta right now with a release set for some time this year. It allows users to capture video of their real world and drop pre-recorded volumetric video ‘avatars’ (captured by 8i) into the scene which then pan and rotate in real time, matching the camera’s movement.

SEE ALSO
Asus 'ZenFone AR' Google Tango, Daydream VR Phone Launched, Specs Revealed
8iStudiosVolCapRig_JonHamm
Actor John Hamm, being captured at 8i’s volumetric video studio

But while Holo looks like enormous fun, what of 8i’s plans for virtual reality? 8i CEO Steve Raymond says, “Our investment into mobile AR in no way diminishes our excitement for the many use cases that are emerging for our holograms in high end VR. What we are seeing are different kind of content creators embracing different forms of content for different consumption platforms.”

Holo is the first, low-cost entry step for content creation using their volumetric assets, but the company has already produced more ambitious projects with higher fidelity visuals, such as Buzz Aldrin’s Cycling Pathways to Mars (below), a “volumetric VR experience powered by 8i holographic technology and designed for HMD’s that enable 6-degrees of freedom,” which is due to premiere at SXSW next month.

8i-buzz-aldrin

“With VR and AR, we’re seeing the very beginning of a new generation of immersive media,” said Scott Levine of Time Warner Investments. “8i makes holographic human content a reality in this new era with its breakthrough volumetric capture technology, while lowering the barrier for creators. We’re excited to back this world-class team as they continue to push the boundaries of data compression and depth acquisition, and bring holograms to the mainstream with Holo on smartphones.”

We’re not sure what to make of Holo itself having not tried it just yet, but with the VR industry still in an embryonic state compared with more established media platforms, 8i’s multi-pronged approach to introducing its immersive technologies to a mass market audience with something fun and accessible is probably a smart move.

The post 8i Lands $27M in Series B Funding and Reveals Tango-powered Mixed Reality App ‘Holo’ appeared first on Road to VR.