How does consumer AR stack up? We project it to grow from $975 million in 2016 to $14.02 billion in 2021. That includes smart glasses in later years but the near term is all about mobile, and thus all about app strategies.
Humans have evolved to stand upright, including a lateral field of view that rules our perception of the world. But tech has gone in the other direction, with ubiquitous smartphones that lower our gaze to handheld hardware. What does this mean for AR's long-term path?
Until smart glasses are sleek enough for consumer markets in the 2020’s, most revenue will be in software. That means the magic (for now) is in mobile app strategies and business models. What does success look like so far? We explore.
AWE's recognition of women in XR is not only reflected throughout the conference program, but in a new “Women of AR+VR” blog series. It showcases community builders, founders and leaders contributing to computing’s next wave. The first post highlights eight pioneers.
Oculus Rift has pulled ahead of HTC Vive for the first time ever in the monthly Steam hardware survey. It has 47 percent of hardware usage vs. Vive’s 45 percent. This tells us that Oculus' aggressive pricing strategy could be working