Raise your hand if you have a family member who uses VR every day. (article on AWN)
Daniel Eckler’s article, “The Future of Apple & AR,” reiterates that personal computing is on the verge of a paradigm shift toward augmented reality, and notes that Apple’s recent hires, acquisitions and patents point towards this AR future, as does the tech embedded in their current product line (particularly the much-maligned AirPods, which can be properly appreciated as voice-activated computers that nestle in your ears).
Regarding Apple’s prospective AR endeavors, Eckler observes, “If AR glasses are going to be a success, they’ll need to tether with a powerful computer (the iPhone), and they’ll need to do so seamlessly while introducing new ways to interface with computers (Airpods + Siri).”
While I share Eckler’s opinion of Apple’s intentions, I believe Apple’s odds of success are predicated as much on the practical as on the technical. In order to achieve mass market AR adoption, Apple must attractively address the following points: (full post on AWN)
Virtual reality is nothing new. It’s been around for decades, tent-poled by a few signature eras. The first of these was in the 1960’s, when Morton Heilig built a prototype of his “Experience Theatre” called the Sensorama, and Ivan Sutherland created the first VR and AR head-mounted-display (HMD) – a massive device that required ceiling suspension. The second era was during the mid-80’s to mid-90’s, when Jaron Lanier founded VPL Research, Mattel’s VR Power Glove was available for just $75 USD, and the concept of virtual reality was popularized in movies such as THE LAWNMOWER MAN. We are currently in the third era, a Facebook-fueled frenzy of global activity – leveraging on technological advances and accessibility – that just might achieve mass-market traction where previous attempts have failed.
Although awareness is growing, many people still either don’t know what VR is, or refer to everything as “VR.” In China, for instance, “VR” is used as a catchall term encompassing virtual reality, augmented reality and mixed reality. On the other end of the spectrum are the technorati, who debate the fine points of whether 360-degree videos should be called “VR” and whether POKEMON GO qualifies as “true” AR.
In light of this and for your consideration, here are brief explanations of VR (virtual reality), AR (augmented reality) and MR (mixed reality) that I’ve used when describing the technology to… (full post on AWN)
For the past couple decades, Western content professionals have generally displayed a patronizing attitude towards the Chinese entertainment industry and market, determined to “show the Chinese how it’s done.” I relocated to Beijing in 2008 with much the same mindset. However, the onset of the VR Era has resulted in a sea change, with foreign professionals astonished by the pace and penetration of China’s advances in virtual reality. China has truly become “The Wild Wild East” with respect to VR, the hottest battleground among global VR markets. Folks from the West who approach China with any pretensions soon find themselves… (full post on AWN)