This blog contains ITGS news articles:
Each time we do a news analysis, you need to find a suitable ITGS article and analyse it.

Analyse them and describe: the key stakeholders, the IT systems involved, and the area of application (Business, Health, Politics, Home & Leisure, Education, Environment). Explain the social impacts and ethical issues caused by the technology- aim for a mix of positive and negative social impacts. [6 marks]

Wednesday, 7 September 2016

Why augmented reality is a better investment than virtual reality

Virtual reality is, without a doubt, the fastest-growing tech trend of 2016. In 2015, investments in the space totaled about $700 million. By the end of Q1 2016, that figure had already exceed $1 billion, and may more than double by the end of the year.

The technology has captured the public eye like no other, and it’s not surprising that VCs are doubling down on new virtual experiences, apps, hardware, and more. Analysts and developers alike consider VR a new paradigm, not a fad. The tech is here to stay, and there is money to be made.

The advice applies just as much to virtual reality’s cousins augmented reality and mixed reality, of course. The recent craze for a certain electric rodent proves that augmented reality is just as, if not more, likely to cash in the new tech as expensive HMDs.

In fact, it is entirely possible that augmented reality is more viable than virtual reality as an investment and development opportunity. VR has a striking limitation when viewed from a business perspective, a problem that AR elegantly solves or sidesteps altogether.

Just why is that?

Roadblocks to Mainstream VR
The biggest challenge virtual reality faces in mass market acceptance is its high cost of entry. Although mobile-based HMDs built on Google Cardboard are effective enough in their way, they don’t hold a candle to the experiences offered by Oculus and HTC.

The problem with those experiences is that they require both a $600-$800 HMD, and a PC capable of supporting them. When all is said and done, the total ticket price for high-end VR can easily approach $2,000 if starting from scratch.

Oculus and HTC know it, too, but to date they have not been able to overcome the issue. Even the GearVR, HTC’s entry into the low-end, mobile-based VR market, requires a top-of-the-line Samsung phone on top of the $79.99 MSRP headset.

Although plenty of early adopters have happily paid these prices, it will take time for a critical mass of consumers to buy in. One thing that would help speed widespread adoption would be plenty of compelling content. However, many of the largest game and app developers are taking a “Wait and See” attitude towards VR, hoping that the install base will grow before they invest in content creation.

It’s a Catch-22, and it’s holding VR back.

How AR Is Set for Success
Augmented reality, in most applications, has effectively zero barrier to entry. Although the Microsoft HoloLens, the Epson Moverio line, and other dedicated AR HMDs are impressive technology, they have to date been targeted more to enterprise and corporate use than the consumer space.

From the consumer perspective, augmented reality is based entirely in the ordinary smartphone. AR apps, or AR features in existing apps, are released seemingly every day, and they all require nothing more than the user to point their iPhone or Android camera and peer through the screen.

The act is something millions upon millions of users perform daily, and AR simply makes it more impressive and more useful. And in that way, it makes it more familiar to and more accepted by the mass market.

The largest investors have cottoned on to this simple truth. Today, AR investments are expected to exceed $90 billion by 2020 by analysts at Digi-Capital. Investments into VR, by contrast, are expected to reach $30 billion.

The Pokémon Effect
Digi-Capital’s forecast was made in January 2016, and since then something happened that may have drastically accelerated the timeline. In July, a game called Pokémon GO hit the App Store and Google Play.

The speed with which the game conquered the cultural zeitgeist was nothing short of astonishing. Within one week, the game had been downloaded more than 7 million times. Its two closest competitors, Angry Birds 2 and Candy Crush Jelly Saga, totaled about 4 million downloads in the same time span, taken together.

Although the birds might be angry and the candy might be crushed over Pokémon’s success, the overall effect for augmented industry space is a very positive one. Where before AR was a niche term, something with which only tech enthusiasts might be familiar, today the word is on everyone’s lips. The public knows what augmented reality is, and the public wants more.

Why Augmented Reality is a Better Investment?
For developers and investors alike, augmented reality is likely a better investment than virtual reality. At least at this stage of the game, the potential market for AR is much larger. Although both technologies are certainly “hot trends” and are receiving a great deal of press attention, augmented reality is at this point more familiar to consumers.

The tech world moves very fast. It’s certainly possible that in a few years, HMDs and high-end PCs will be in every home. As developers, we love working with VR, and we believe that it is the future. At the moment, though, we’re placing our money on AR. AR needs only a smartphone, and everyone has one of those.

1 comment:

  1. Key Stakeholders.
    The key stake holders involved at this point in time are the people investing into the technology, the technology is growing at a rate never seen before, as such it presents a risk that they must take when investing. This is the same for the people developing the technology, AR is a vastly new product and is only at an infant stage of development, so people who are willing to risk it to help progress such a new technology are holding the steaks.

    Area of application

    The area of application is a very very wide range of possibilities, Augmented reality opens up many doors to what can be done with such technology, such as: Entertainment, health, leisure, education and a whole host of other options. It's not a technology that focuses on one area but one that enhances others.

    It systems involved
    At this point in time AR (augmented reality) is very early in development, the with the most basic device been your phone and the most advanced (consumer) device being Microsoft's holo-lens. Everyone has a phone, it is one of the most widely used devices ever made. Augmented reality apps or otherwise use the phones camera to place an 3d model to make it seem as if the object is directly in front of you. An example would be the recently released Pokemon Go, the game places virtual creatures around the world and has you go and capture them with your phone. The game uses your phones camera to track the location of the creature in real time and has you throw virtual balls to capture them. On the higher end there is Microsoft holo-lens, a device that you wear on your head with a small display that allows objects to be virtually projected to the scenery, the device has a special processor that helps with super accurate tracking of the object.
    Area of application

    Explain the social impacts and ethical issues caused by the technology.

    Augmented reality presents itself not as an issue but as an but a option, it is only recently being pursued as a viable technology because of the advancements in cameras and processor. The social impacts would be the possible addiction towards the technology. Distractions when driving or walking could lead to injury.

    Aim for a mix of positive and negative impacts

    Positive impacts :
    Medical usage (3d diagrams of the body)
    Entertainment usage( movies and games)
    Educational usage (3d models could give a more detailed example)

    Negative impacts
    Distractions from reality could lead to disorders or injuries.
    Since it is a new technology slot of unknowns are presented.

    ReplyDelete

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