Among the sub-sectors of XR — AR, VR and consumer and enterprise segments of each — Enterprise AR has the fastest growth and largest eventual market size. But what's driving it and how will it reach ARtillry's projected $48 billion by 2021? We take a deeper dive.
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As the VR industry pushes toward greater adoption, questions emerge about optimal features and price points. Somewhere along that spectrum is standalone VR. What are its pros and cons and can it boost consumer VR adoption?
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ARkit app downloads reached 100K in October. Download pace will grow, given 505 million AR-compatible iPhones today, and many more to come as older phones cycle out. Expanding AR app libraries will likewise compel downloads.
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Since the big AR splash that Apple made at June’s ARkit unveiling (and the underwhelming follow-up at the iPhone X unveiling), it’s been relatively quiet about AR. That ended this week with a new 15- second spot featuring AR.
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Fans of Oculus know of John Carmack’s fabled “unscripted,” keynotes. The latest rendition covered standalone VR, optics, compression and the limits of Moore’s Law. Altogether, it's all about interplaying hardware and software.
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With emerging tech, history has taught that it's all about finding openings for business opportunity and gaps in the value chain. And that process is all about having a knowledge position. Against that backdrop, we offer
ARtillry Insights.
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