With the benefit of Q3 sales figures and last month’s Apple event, we’ve reworked our July ARkit forecast. The verdict: There are 355 million ARkit compatible iPhones today, growing to 434 million by year end, and 673 million by 2020.
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Mobile AR can really scale when it's in the hands of developers that are incentivized by a massive installed base of devices. Our latest report goes deep on ARCore and ARkit. What are the strategic implications, and what comes next?
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Of all the areas where AR will fly, local commerce is up there. We’re talking everything from finding a place to get drinks to buying a car. These behaviors were transformed by smartphones, but how will they play out in AR?
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Among VR adoption drivers, price is not surprisingly a big one. And the magic number below which adoption spikes is $400, according to ARtillry's latest research. This is validated by recent price movement in the market.
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Our entire media lives have occurred within screens, parchments and text columns shaped liked rectangles. VR and AR represent a departure from that centuries-old format. But the opportunity is matched with design challenges, says Facebook VR design lead Charlie Sutton.
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AR and VR will apply to lots of areas, both consumer and enterprise. But what about advertising? There’s opportunity to bring more immersiveness to ads, such as checking out a new car. But will advertisers bite? We have the data.
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