Gartner’s Brian Blau on the State of the VR & AR Industries

Brian-Blau-2017Brian Blau is the vice president of research for personal technologies at Gartner Research where he’s in the business of making predictions about the consumer adoption of virtual reality and augmented reality technologies. I last interviewed Blau in 2015 when he was saying that his predictions were a lot more conservative than other analysts who were predicting more explosive growth for VR, and Blau tells me that his more conservative estimates have more closely matched with reality where he slightly overestimated PC VR market and underestimated how fast the mobile VR HMD market would take off.

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I had a chance to catch up with Blau at Google I/O on May 17th, 2017 where we talk about the state of the VR & AR industries and what some of the potential catalysts for consumer adoption might be. A big point that Blau makes is that technologies get adopted when people are not explicitly thinking about them, and that there may be more drivers of immersive technologies through other ambient computing innovations.

Gartner formulated the oft-cited ‘hype cycle’. As of July 2017, the firm puts virtual reality on its way up the ‘Slope of Englithenmen’ with two to five years before reading the ‘Plateau of Productivity’, while ‘AR is just headed to the bottom of the ‘Trough of Disillusionment’ with five to ten years to the Plateau.

This interview was conducted a few weeks before Apple announced ARKit on June 5th and then Google ditched the Tango brand and depth-sensor hardware requirement for their phone-based AR on August 29th when they launched ARCore. Then on September 12th, Apple announced front-facing cameras on the iPhone X for companies like Snapchat to do more sophisticated digital avatars, as well as Animojis that provide the ability to embody emojis with recorded voices messages. Apple also announced it’s now possible to make phone calls via the Apple watch + Airpods, and so this is a push towards ambient computing with conversational interfaces, and moving away from solely relying upon screens on phones.

Like Duygu Daniels told me in 2016, Snapchat is an AR company, and it’s possible that they have had more of an influence on driving Apple’s technological roadmap than virtual reality has. The consumer use of services like Snapchat and Animoji may prove to be key drivers of immersive technologies since Apple decided to put a depth sensor camera on the front of the camera rather than on the back. The front-facing camera offers more sophisticated ways to alter your identity through AR filters, which when you can see in the virtual mirror of your phone screen changes the expression of identity through the embodiment of these virtual avatars. You can see how much Apple’s Craig Federighi changed his expression of himself while recording an Animoji during the Apple keynote:

Snapchat’s Spectacle glasses received a lot of grassroots marketing from users who were recording Snaps absent a phone. But will the additional digital avatar, face-painting features of the iPhone X inspire extra demand for consumers to want to pay $999 for these types of feature that are only made available by a front-facing depth camera?

It’s clear that the technological roadmap for mobile computing has now started to include volumetric and immersive sensors. Google made a bet with Tango that adoption would be driven by a depth sensor pointed outward into the world for AR, but it looks like Snapchat could be a key app that popularizes front-facing cameras and the use of augmented and mixed filters that change how you express yourself and connect to your friends.


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Virtual Vandalisation on Snapchat’s AR Sculpture

Earlier this week, Snapchat revealed it was teaming up with artist Jeff Koons to have his artwork featured in the smartphone app in several major cities. The reveal didn’t entirely go the way Snapchat planned, with new leaking early due to a flaw in the website. Now it seems not everyone is pleased with the new feature, and have taken to expressing their displeasure in a unique way.

Another artist named Sebastian Errzuriz has made his distaste for the new Snapchat feature quite clear by creating a recreation of the augmented reality (AR) sculpture of Koons balloon dog covered in graffiti and posting the image to Instagram.

According to BBC News, Errazuriz posted the picture as a protest against what he saw as a stealth corporate takeover of public spaces using AR, saying: “The growth of augmented reality… will soon see corporations increasingly encroaching on public space. It is vital to open up a dialogue and start questioning now how much of our virtual public space we are willing to give to companies.”

The Snapchat feature is location-based, so the sculptures are only visible by using the Snapchat app at certain locations. For example, the balloon dog sculpture can only be seen at New York’s Central Park, or London’s Hyde Park.

Speaking to the BBC, Mark Graham, a professor at the Oxford Internet Institute, said: “I don’t think that there is anything particularly problematic with Snapchat’s decision to display virtual installations around the world. The issue is more just that, as ever more people experience their cities through a digital lens, everyone should feel they have a right to access, use, and create in those digital spaces.”

VRFocus will continue to report on new developments in augmented reality.

Snapchat Leak Reveals New Location-Based AR Feature

Snapchat have not been doing terribly well lately, with profits down and falling stock prices. In an effort to bolster its image and create some buzz, the company began cryptically Tweeting out a link that led to a countdown clock to a big reveal. Unfortunately, that clock had a flaw.

A journalist from Business Insider quickly realised that the clock relied on data gleaned client side – from the user’s own PC. Hence, it was a simple task to change the PC clock to trick the website into revealing its secrets early. The reveal turned out to be a partnership with artist Jeff Koons.

Koons is famous for creating kitsch pop-art sculptures, such as his famous steel balloon animal. The new location-based augmented reality (AR) feature appears designed to allow users to overlay digital recreations of some of Koons’ artwork, such as the aforementioned balloon dog, on to the real world. It’s not completely clear how the location-based aspect will tie-in, though some analysts are speculating that perhaps certain sculpture images will only be available in certain locations.

Though Snapchat fixed the problem after Business Insider exposed the flaw, much of the information had already been gathered, including several images of the sculptures as they would look in various location around the world.

Also uncovered was a sign-up form for artists, which appeared to offer the prospect of other artists getting to display their works in AR in a similar fashion, since the form requests artists to sign up and show off their portfolio to Snapchat.

The official reveal of the new Snapchat feature is due later today.

VRFocus will bring you further information on Snapchat VR as it becomes available.

SnapChat CEO Says Company Has ‘First AR Superstar’

SnapChat filters are one of the most popular ways for users to interact with augmented reality (AR) content. Whilst the company has not had a great six months in terms of earnings, CEO Evan Spiegel says it has created the world’s first AR superstar with its animated AR Hot Dog.

SnapChat has seen its stock prices plunge after two consecutive quarterly reports that showed disappointing numbers, with low user growth and a loss of more than $2 billion (USD) for the first quarter, which was partially a result of employees being paid in stock. Rather than focus on those disappointments, though, Spiegel touted the success of the dancing Hot Dog animation, noting it had been viewed more than 1.5 billion times.

“Our dancing hot dog is most likely the world’s first augmented reality superstar,” Spiegel said. The popular anthropomorphic Hot Dig filter has become phenomenally successful, resulting in the creation of various memes and speculation that SnapChat may be looking for a way to capitalise on that success with some sort of monetisation, potentially involving merchandising, a premium version of the filter or licensing for advertising use.

Spiegel and Snap are emphasising that success and the current positive metric of revenue generated per user along with its growth potential, but some analysts are seeing trouble ahead for SnapChat, with its stock currently valued under $12 a share, compared to price when it began trading on 2nd March at $24 a share. There has been some suggestion that the employees who were paid in stock may choose to sell rather than risk the prices dropping further, with the potential of that driving prices down even further.

VRFocus will continue to report on other developments within the AR and VR industry.

Snap Stock Dropped 17% From Decreased Revenue And Lagging User Growth

Snap Stock Dropped 17% From Decreased Revenue And Lagging User Growth

Not even the dancing hot dog can cheer up Snap’s cranky investors. Only a few minutes into Snap’s earnings call Thursday, Evan Spiegel mentioned the popular hot-dog filter his company introduced last month, saying it may be “the world’s first augmented reality superstar.”

But it was too late. Even a beloved luminary like the breakdancing hot dog couldn’t undo the gloom that had already settled on Snap’s earnings report, which missed revenue and net loss estimates only slightly but seemed to lead to another wave of disillusionment around the social media company.

Snap’s stock fell as much as 17 percent to $11.40 a share in after-hours trading after the company said revenue rose 153 percent to $182 million and net profit nearly quadrupled to $443 million, or 16 cents a share. Analysts had been expecting $186 million in revenue and a net loss of 14 cents a share. At its low point, Snap was trading 33 percent below its March IPO offering price.

Snap has proven proficient at rolling out innovative features, such as amusing filters or Snap Map, which uses a map interface to locate snaps from one’s friends or those shared publicly around the world. But the metrics the company shared on both user activity and its ability to monetize those users show Snap is still battling its way up a hill where Facebook and Instagram are already standing.

Average daily users grew 21 percent to 173 million in the second quarter, below the 175 million that analysts polled by Factset had forecast. Average revenue per user more than doubled to $1.05 — also below the $1.07 figure that analysts were looking for.

Again, these shortfalls are hardly evidence Snap is troubled. Rather, they show it’s taking longer for the company to deliver on the user engagement and revenue generation investors were hoping for when it went public. But because Facebook has been so quick to copy Snapchat features in Instagram, more time isn’t a luxury Snap can necessarily afford. (For context, Instagram has 700 million DAU and the Instagram Stories feature has more than 250 million.)

After a rocky earnings report in the first quarter, the pressure was on Snap and Spiegel to turn things around in the second quarter. While Spiegel and other Snap executives spoke repeatedly about the company’s progress luring in big advertisers with features such as self-service ads, the absence of guidance that could buttress that optimism with Snap’s estimates added to the uncertainty around its future.

Also adding to the uncertainty were signals that Snap was focusing on controlling costs rather than expanding its user base outside of North America and Europe. Headcount in the second quarter grew 10 percent to 2,600, down from the 27 percent growth rate in the previous quarter. Snap indicated that the pace of hiring could remain slower in the current quarter.

Spiegel said that he and cofounder Bobby Murphy wouldn’t sell any of their shares in Snap this year, saying they still believe in the company’s long-term success. “Snap is one of six platforms with over 150 daily active users outside of China. The other five are platforms run by two companies with huge market caps,” he said. “We’ve historically been able to do business in markets that are highly competitive and saturated by our competitors.”

Snap is taking small steps toward that long-term potential — for example, it posted a gross profit for the first time since it first filed to go public. But it’s still spending nearly $3.50 for every revenue of dollar it brings in.

Bottom line is that Snap still has a long way to go. And investors are starting to wonder if it has enough time to get there.


This article by Kevin Kelleher originally appeared on VentureBeat.

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Will 2017 be the Year that AR Kills VR?

Although it might feel like just the blink of an eye, this month marks the one year anniversary of the release of Pokemon Go. The Augmented Reality (AR)-based phenomenon broke all records for mobile apps and managed to earn five Guinness World Records in the process, prompting many to declare it the Watershed moment for immersive technologies. Niantic is celebrating this milestone with a surprisingly low-key in-game event, giving users a chance to augment their Pokedex with a Pikachu sporting Ash’s famous baseball cap. Fans also got the chance to enjoy a real-world Pokemon Go experience in the form of Pokemon Go Fest’ in Chicago, allowing them to access exclusive in-game content and achievements.

Before Pokemon Go burst onto the scene in July 2016, technology was mostly confined to underwhelming iPad apps and unwanted add-ons to camera software on smartphones. AR has been floating on the edges of the public consciousness for years now, but it didn’t have that ‘killer app’ to really push it over the edge into the mainstream. The various types of hardware required to produce and view high-end AR and VR experiences are generally widely available to both developers and the general public, however content really is key. Up until Pokemon Go there wasn’t an IP with enough star-power to pull in a large audience, let alone keep them! Even after a year, there are still an estimated 5 million active daily users of the app, and people are beginning to realise the power of the technology they carry in their pockets.

Snapchat sends AR viral

Several high-profile social media applications are beginning to incorporate AR into their user experience. Snapchat was the first mainstream social site to begin utilising AR to not only augment the user’s voice and appearance, but also their environment. The amusing, shareable images and videos were an instant hit, and many snaps created using the technology went viral. It didn’t take long for rivals Facebook and Instagram to launch their own versions of Snapchat’s flagship feature, in the form of AR Studio and Face Filters respectively. While this initially prompted backlash and accusations of copying from some, it’s undeniable that the more accessible AR technology is, the faster people will begin to adopt it into their daily lives. These sort of apps really could be the catalyst for mainstream adoption of immersive technologies.

Apple is shaking up the AR scene

The VR and AR industries have been waiting for an offering from Apple for some time now, especially after news broke of all the patents and hiring that was going on behind the scenes. With the release of ARKit, Apple has opened up the world of Augmented Reality development. Projects that once took boutique companies months and thousands of dollars can now be done by someone working out of their bedroom within a matter of days, if not hours. In fact, some people have predicted that this could end up killing off a whole generation of AR studios. There have already been some great examples of people using the technology, and happily these projects cover a lot of different industries; everything from gaming, to architectural visualisation, art, world-building and entertainment.

As is often the way with Apple products, the base technology in ARKit has been around for a few years. However, Apple is able to take those existing ideas and turn them into something great. The Apple brand is powerful, and lends a certain weight to new and emerging technologies. ARKit will be available on Apple devices running iOS 11, opening the platform up to a huge potential user-base. Could this be the starting point for full AR adoption?

ARKit (2)And this is the issue: members of the public who may not have a great deal of experience with higher-end technology are able to get their hands on Augmented Reality demos with minimum effort and understanding. They literally just have to reach into their pocket. In contrast, Virtual Reality (VR) can be much harder to access. The high-end fully immersive experiences usually require a high powered PC, with a complicated set-up and a large financial investment. And for some, just putting a headset on is a step too far. VR is still widely considered to be a technology that’s out of reach to everyday consumers.

Ease of use is often important for adoption of new technology, and this is an undeniable advantage that AR offers over VR. Augmented Reality is also able to incorporate social elements with ease –  just look at how Snapchat has turned it into a fully sharable experience –  whilst VR has been criticised for being isolating. Also, by losing your eyes and ears you become confined to a limited space, and while that does mean you can be fully transported to any environment, it also removes the ability to access this sort of experience on the move.

So does this mean that Augmented Reality will kill off Virtual Reality? Well, no. AR and VR are two separate mediums, and conflating the two does both a disservice. Both have their own distinct advantages, disadvantages, and will possibly end up with their own distinct user bases. VR is unparallelled for transporting users to other words, and delivering experiences that you simply wouldn’t be able to access without the technology. AR is much more user-friendly, easily accessible, and available to use anywhere and everywhere. They’re not the same thing, and that’s ok: they don’t have to be. What really matters is knowing when to use each one, and how.

 

 

 

 

 

 

Snap: Patentantrag für Augmented Reality Verfahren

Mit den Spectacles stieg der Anbieter des Facebook-Konkurrenten Snapchat in den Hardware-Markt ein. Die modische Sonnenbrille erregte einiges an Aufsehen, auch weil sie rechtlich hierzulande nicht ganz unbedenklich ist: Die beiden Kameras der Spectacles zeichnen kurze Videos auf, die sich anschließend auf dem sozialen Netzwerk teilen lassen. Fotos beherrscht die Brille jedoch nicht. Ein jetzt veröffentlichter Patentantrag beschreibt, wie sich Snap Augmented Reality für AR-Brillen (oder Helme) sowie Smartphones vorstellen könnte. Dazu benötigt man dann aber doch Fotos.

Snaps Lösung: GPS-Ortung, Fotos und Datenbank

Dass Snap an 3D-Lösungen und Augmented Reality arbeitet, ist schon etwas länger bekannt. Ein erst jetzt veröffentlichter Patentantrag skizziert, an was das Unternehmen zumindest konkreter gearbeitet hat. Die Lösung soll es Anwendern ermöglichen, in einer echten Welt herumzulaufen, die mit passenden virtuellen Objekte gefüllt wird. Dafür setzt Snap auf eine Kombination aus GPS, Bildabgleich und Datenbank. Über GPS lässt sich der genaue Standort des Benutzers ermitteln. Anschließend gleicht eine Mustererkennung die hinterlegten Bilder mit dem erfassten Bild der Kamera ab, um die Bühne (Fassade) für die virtuellen Objekte zu errechnen. Die Objekte kann das System anschließend aus einer Datenbank ziehen und auf die Geräte streamen. Das spart Rechenzeit, denn Smartphone oder Brille müssen die Objekte somit nicht in Echtzeit erzeugen und versuchen, sie perspektivisch korrekt anzupassen.

Aktuell ist nicht klar, ob der Patentantrag aus dem Jahr 2015 den Weg in ein fertiges Produkt findet, oder einfach nur eine Idee unter vielen bleibt, die nie umgesetzt wird. Zumindest zeigt der Antrag aber, dass Snap ernsthaft an Augmented Reality Lösungen arbeitet.

(Quelle: The Verge)

Der Beitrag Snap: Patentantrag für Augmented Reality Verfahren zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Facebook and AR: Why it’s Already Gone Wrong

Augmented reality (AR) is still many years from achieving its true potential; several years behind virtual reality (VR) by most accounts. However, that hasn’t stopped innovators working towards a grand ambition with a variety of both hardware and software, from the likes of Google Glass to Pokemon GO. While the latter was a gimmick (arguably a near-identical experience with the AR mode turned-off) Niantic offered consumers a glimpse of the potential in the same way the Nintendo DS did with consumer touchscreen devices. The trouble is now, it seems that populist ambition is working harder than the innovators can support it.

Mark Zuckerberg F8 2017

Despite popular belief, Facebook isn’t an inherently evil company. Yes there may be questionable ethics regarding privacy and the sale of personal data, but these are barriers broken by the desire to deliver a product that consumers wish for with an equal, opposite reaction weighed by return on investment. Finance which is then often used to fund the race for the next goal. At F8, San Jose, today however, Facebook’s biggest announcement was not how they will bring something new to the public – breaking down barriers in the way that Facebook Spaces (launched in beta today) could potentially do – but how they plan to kill a competitive product.

One of the handful of announcements for mobile social content at the event today was the Camera Effects Platform; an AR-inspired image overlay technology for photos and video content. If that sounds like Snapchat, that’s because it is. In fact, for a casual user of image-based social media, there’s very little distinguishable difference between Facebook’s effort and Snapchat bar the user interface (UI). A better arranged menu system and a few big licenses (Mass Effect: Andromeda showcased during the keynote this morning and Guardians of the Galaxy useable on the showfloor demonstration) do not a unique product make.

Mass Effect Andromeda ARSo why is this cause for concern? Namely, because Facebook subtlety stated that, as a company, it won’t be doing anything with the product. Instead, through its ARstudio platform, the company will be ‘inviting’ the development community to create their own overlay images and animations. Facebook has invested heavily in AR technology – researching facemapping, environment scanning, object recognition and other previously elusive conditional requirements for AR – to create something decidedly trite. But worse still, the company is using it to encourage others to produce content that could potentially wipeout a competitor for it.

During Facebook’s keynote it was easy to acknowledge how impressive the technology was, but the end use case doesn’t seem to marry with the initial vision. Where’s the life assisting products? Map overlays, diary reminders, real-time friend/colleague location marking, traffic updates and translation software. Even basic applications such as geo-tagging and interior design overlays seem to have been overlooked in favour of putting funny hats and beards on people.

ARStudio

Of course, this is a very pessimistic view. The fact remains that Facebook has now begun investing in AR research and as such a lot of the barriers to achieving a working platform for the technology will almost certainly fall a lot quicker than without these resources. It simply feels as though such a grand push for new technology could’ve been unveiled with a much more meaningful showcase than a not-too-subtle act of corporate aggression.

Snapchat Pushes Further into AR Announcing New World Lenses

Since its launch Snapchat has been consistently innovating, adding augmented reality (AR) functionality allowing users to become animals or swap faces with friends. Today the company has expand upon that principle with New World Lenses, adding content to scenes that users walk around. 

Using a device’s rear-facing camera, the new function allows World Lenses to be easily added, so that users can ‘paint the world’ as Snapchat calls it. There’s a decent selection to choose from at launch, and the company will be adding further 3D objects on a regular basis.

Snapchat New World Lenses

Snapchat’s other AR feature, Lenses, was opened up to brands and advertisers giving them access to the company’s massive user base. There’s been no confirmation yet if that’ll be the case for World Lenses, but with another revenue stream at its disposal that’s likely to be the case.

AR has been a growing technology trend that’s gaining popularity because of companies like Snapchat and not forgetting the hugely influential Pokemon GO. At the top end of the market you’ve also got Microsoft’s HoloLens, the Meta 2, and if it ever sees the light of day Magic Leap.

Checkout the announcement trailer below, and for further AR updates from Snapchat, keep reading VRFocus.