VR Slows As AR Grows

Total Page:16

File Type:pdf, Size:1020Kb

VR Slows As AR Grows VIRTUAL AND AUGMENTED REALITY USERS 2019 VR Slows as AR Grows MARCH 2019 Victoria Petrock Contributors: Jaimie Chung, Chris Keating VIRTUAL AND AUGMENTED REALITY 2019: VR SLOWS AS AR GROWS As virtual and augmented reality mature, both technologies are gaining traction among consumers and businesses. However, they are growing at different rates. This report provides our latest forecasts for virtual reality (VR) and augmented reality (AR) users in the US, and examines some of the market dynamics that are shaping the evolutions of both immersive technologies. What’s the difference between VR and AR? Though we US Virtual Reality and Augmented Reality Users, release our forecasts for VR and AR at the same time, 2017-2021 they are distinct technologies with different use cases. millions VR places users in virtual worlds and often requires the 85.0 use of specialized headsets, while AR involves overlaying 77.7 computer-generated information onto existing real-world 68.7 views and is largely accessible via everyday mobile 59.6 57.1 devices. VR is the more mature of the two technologies, 51.8 but has fewer users. 42.9 37.6 26.5 34.7 23.9 How many people in the US will use virtual and 19.6 15.7 augmented reality in 2019? We anticipate that 22.5 11.0 42.9 million people will use VR and 68.7 million will use 27.9 30.6 19.0 23.3 AR at least once per month. This represents 13.0% and 11.5 20.8% of the population, respectively. 2017 2018 2019 2020 2021 AR users VR users (nonheadset) VR headset users How are this year’s forecasts different from last Note: virtual reality (VR) users are individuals of any age who experience year’s? Since we released our 2018 forecasts, we have VR content at least once per month via any device; augmented reality (AR) users are individuals of any age who experience AR content at least once revised our VR user estimates downward and our AR user per month via any device estimates upward to reflect changing market dynamics. Source: eMarketer, March 2019 We have also added a new metric, “social network AR 245839 www.eMarketer.com users,” to capture the use of AR features within social KEY STAT: This year, 42.9 million people in the US will use networks such as Snapchat, Instagram, Facebook VR, and 68.7 million people will use AR at least once and Pinterest. per month. Why are there more AR users than VR users in the US? AR applications are increasingly accessible via everyday mobile devices and have the potential to make people’s lives easier. In addition to the breakout success CONTENTS of Pokémon Go in 2016, the introduction of Apple’s ARKit and Google’s ARCore software development kits 2 Virtual and Augmented Reality 2019: VR Slows as (SDKs) in 2017 signaled the tech industry’s confidence AR Grows in—and ongoing support of—AR experiences. This is 3 Virtual Reality: Still in Search of a ‘Killer’ App spurring developers to accelerate activity and create more applications. 5 Augmented Reality: Mobile Apps Take Off 8 Read Next WHAT’S IN THIS REPORT? This report includes our 2017-2021 forecast for VR and AR users in the US 8 Editorial and Production Contributors and an analysis of the forces shaping the growth of these technologies. VIRTUAL AND AUGMENTED REALITY USERS 2019: VR SLOWS AS AR GROWS ©2019 EMARKETER INC. ALL RIGHTS RESERVED 2 Behind the Numbers As a result of these consumer- and business-focused eMarketer’s US VR and AR user forecasts are updated advances, VR usage is steadily gaining traction, albeit annually to continually incorporate the latest changes at a slower-than-expected pace. In 2019, 42.9 million and developments in consumers’ adoption of VR and AR people in the US will use VR at least monthly, via any technology. Our forecasting methodology is based on device. By 2021, that figure will reach 57.1 million. And the analysis of more than 450 survey and traffic metrics over the forecast period from 2017 to 2021, the number from 78 sources, including research firms and regulatory of users will rise at a compound annual growth rate agencies, sales projections, historical trends, company- (CAGR) of 26.2%. specific data and demographic and socioeconomic factors. Our methodology incorporates ongoing qualitative trends and changes in major company initiatives, partnerships US Virtual Reality Users, 2017-2021 and innovations to deliver an accurate estimate of how VR millions and % change 57.1 and AR technology adoption is expected to evolve. 109.7% 51.8 42.9 VIRTUAL REALITY: STILL IN 34.7 SEARCH OF A ‘KILLER’ APP 22.5 Several years ago, industry analysts hailed VR as 54.1% the next big thing in consumer technology, but it 23.6% has yet to live up to expectations. Instead, VR has 20.8% been plagued by clunky and expensive hardware, 10.1% 2017 2018 2019 2020 2021 complaints of motion sickness and a scarcity of VR users % change compelling content. Worst of all, many consumers Note: individuals of any age who experience virtual reality (VR) content at just aren’t that interested. least once per month via any device Source: eMarketer, March 2019 245831 www.eMarketer.com Our complete estimates for US AR and VR users can be found in this report’s accompanying spreadsheet. NEW HEADSETS WILL DRIVE GROWTH Despite these challenges, a Who’s Who of high-profile While the majority of VR users experience content in the tech companies—including Facebook, Samsung, Sony, form of 360-degree photos and videos within desktop/ HTC, Qualcomm, Lenovo and Google—have been laptop and mobile environments (including Facebook and working to improve VR experiences. They continue to YouTube), the subset of VR headset users (also known as invest in the technology, rolling out faster processors, head-mounted display users or HMD users), is also rising. lower-cost hardware and untethered (standalone) Beginning in 2019, we expect the number of headset headsets with more advanced features. users to grow at a slightly higher rate than total VR users as newer, lower-priced and easier-to-use models hit The industry is also working to develop VR beyond its the market. most common use case in video gaming. Applications for healthcare, shopping, design, entertainment and This year, we expect 19.6 million people in the US (45.7% education/training are gaining traction, especially among of VR users) to use VR headsets. By 2021, 26.5 million organizations that can afford higher-end headsets and (46.4% of VR users), will use them. This will represent custom-developed software. 5.9% of the US population in 2019 and 7.9% in 2021. Over the forecast period from 2017 to 2021, VR headset use will rise at a CAGR of 24.6%. VIRTUAL AND AUGMENTED REALITY USERS 2019: VR SLOWS AS AR GROWS ©2019 EMARKETER INC. ALL RIGHTS RESERVED 3 US Virtual Reality and Virtual Reality Headset* Users, How Has the Forecast for US Virtual Reality Users 2017-2021 Changed from 2018 to 2019? millions and % change millions, 2016-2021 22.5 (109.7%)11.0 (127.3%)34.7 (54.1%) 42.9 (23.6%)19.6 (25.1%)51.8 (20.8%)23.9 (21.9%) 57.1 (10.1%)26.5 (10.9%) 15.7 (42.6%) 62.8 49.7 57.1 36.9 51.8 42.9 22.5 34.7 10.8 22.5 10.7 2016 2017 2018 2019 2020 2021 Old forecast (2018) Current forecast (2019) 2017 2018 2019 2020 2021 VR users VR headset* users Note: individuals of any age who experience virtual reality (VR) content at least once per month via any device Note: individuals of any age who experience virtual reality (VR) content at Source: eMarketer, March 2019 least once per month via any device; *individuals of any age who 245844 www.eMarketer.com experience VR content at least once per month via headsets Source: eMarketer, March 2019 This forecast revision is consistent with other market 245838 www.eMarketer.com estimates that reflect the industry’s departure from VR’s ability to reach mainstream status over time will gimmicky, one-off experiments and low-end headsets hinge on the industry’s ability to produce wireless, toward a deeper pursuit of VR applications and content untethered, comfortable and easy-to-use headsets at ecosystems that deliver longer-term value. lower prices, and pair them with compelling content. We also expect that upcoming 5G mobile networks will “The VR market is entering a new stage of maturity, help boost VR adoption because 5G will decrease the where companies are setting aside the unrealistic associated latency and enable more stable connections expectations around explosive market growth and and higher-quality experiences. are focused instead on building more sustainable businesses,” Tom Mainelli, group vice president, devices and AR/VR at IDC, said in a December 2018 WHAT’S CHANGED SINCE LAST YEAR? news release. While we still see noteworthy technological progress At the same time, however, we have increased our on the VR headset front, there have been no significant estimates for VR headset users to reflect the software innovations since last year. For this reason, higher-than-expected uptake of lower-cost, untethered we don’t expect the number of overall VR users to rise mass-market hardware. The $199 Oculus Go—introduced as quickly as previously projected. We have therefore in 2018—and newer devices, including the Lenovo Mirage revised our user forecasts downward. Beginning in 2018 Solo and the upcoming Oculus Quest all-in-one gaming and continuing through 2021, we expect fewer overall VR system, solve many of the problems that plague older users than originally estimated.
Recommended publications
  • Google ARCORE
    Google ARCORE Nisfu Asrul Sani @ Lab Langit 9 - PENS 20 - 22 November 2017 environtment Setting up your development environment Install the Android SDK version 7.0 (API Level 24) or higher. To install the Android SDK, install Android Studio. To update the Android SDK, use the Android SDK Manager tool in Android Studio. Install Unity 2017.2 Beta 11 or higher, with the Android Build Support component. For more info, see Downloading and Installing Unity. You will need to get the ARCore SDK for Unity. You can either: Download the SDK Preview for Unity and extract it. -or- Clone the repository with the following command: git clone https://github.com/google-ar/arcore-unity-sdk.git Prepare your device You must use a supported, physical device. ARCore does not support virtual devices such as the Android Emulator. To prepare your device: Enable developer options Enable USB debugging Install the ARCore Service on the device: Download the ARCore Service Connect your Android device to the development machine with a USB cable Install the service by running the following adb command: adb install -r -d arcore-preview.apk https://play.google.com/store/apps/details?id=com.un Additional ity3d.genericremote Supported Devices ARCore is designed to work on a wide variety of qualified Android phones running N and later. During the SDK preview, ARCore supports the following devices: Google Pixel, Pixel XL, Pixel 2, Pixel 2 XL Samsung Galaxy S8 (SM-G950U, SM-G950N, SM- G950F, SM-G950FD, SM-G950W, SM-G950U1) Initially, ARCore will only work with Samsung’s S8 and S8+ and Google’s Pixel phone, but by the end of the year, Google promised to have support for 100 million Android phones, including devices from LG, Huawei and Asus, among others.
    [Show full text]
  • Augmented Reality (AR) Indoor Navigation Mobile Application
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Sunway Institutional Repository Design of a Mobile Augmented Reality-based Indoor Navigation System Xin Hui Ng, Woan Ning Lim Research Centre for Human-Machine Collaboration Department of Computing and Information Systems School of Science and Technology Sunway University, Malaysia ( [email protected], [email protected] ) Abstract— GPS-based navigation technology has been widely immersive virtual navigation direction. A mobile application used in most of the commercial navigation applications prototype was developed in this project to provide navigation nowadays. However, its usage in indoor navigation is not as within Sunway University campus. effective as when it is used at outdoor environment. Much research and developments of indoor navigation technology II. RELATED WORK involve additional hardware installation which usually incur high An indoor navigation system is comprised of 3 important setup cost. In this paper, research and comparisons were done to components which are positioning, wayfinding, and route determine the appropriate techniques of indoor positioning, pathfinding, and route guidance for an indoor navigation guidance. Positioning refers to determining user’s current method. The aim of this project is to present a simple and cost- position, while wayfinding focuses on searching the route from effective indoor navigation system. The proposed system uses the user’s position to a specific destination. Route guidance is the existing built-in sensors embedded in most of the mobile devices navigation directions illustrating the route. to detect the user location, integrates with AR technology to A. Indoor Positioning Techniques provide user an immersive navigation experience.
    [Show full text]
  • Utilization of Immersive 360 Degree Spherical Videos and Google Cardboard in Medical Training and Simulation: a Novel and Multi-Dimensional Way of Learning
    Utilization of Immersive 360 Degree Spherical Videos and Google Cardboard in Medical Training and Simulation: A Novel and Multi-dimensional Way of Learning Shoeb Mohiuddin, MD CA-2 Daniel Roshan, MD CA-2 Heike Knorpp, MD University of Illinois at Chicago Financial Disclosure We have no relevant financial or nonfinancial relationships within the products or services described, reviewed, evaluated or compared in this presentation. To view video, search on YouTube App: “STA 2016 Abstract Demo” or go to https://youtu.be/yr5EDF_taa8 Outline ● Generation X & Learning ● Experiential Learning ● 360 Degree Videos ● Google Cardboard Viewers ● Video Demonstration ● Pros & Cons ● Questions To view video, search on YouTube App: “STA 2016 Abstract Demo” or go to https://youtu.be/yr5EDF_taa8 Generation X, Technology, and Learning Majority of anesthesia residents are Millennial students with divergent learning needs from their predecessors that desire interactive learning through experiential and immersive learning. - Psychosocial influences - Physiological changes of the brain that change the way information is processed Generational difference in learning creates challenges for educators to teach trainees that speak a “different language” Be aware of cognitive biases. Keil Centre. http://www.keilcentre.co. uk/news/cognitive-biases/. Accessed: 1/3/2016. (Chu, 2012) To view video, search on YouTube App: “STA 2016 Abstract Demo” or go to https://youtu.be/yr5EDF_taa8 Educational Preferences of Millennials ● Learning and working in teams ● Structure with achievement-oriented goals ● Engagement and experience ● Visual and kinesthetic educational modalities and environments ● Learning about things that they feel matter to them (Chu, 2012) To view video, search on YouTube App: “STA 2016 Abstract Demo” or go to https://youtu.be/yr5EDF_taa8 Experiential Learning Experiential learning is referred to as learning through action, learning by doing, learning through experience, and learning through discovery and exploration.
    [Show full text]
  • PROGRAMS for LIBRARIES Alastore.Ala.Org
    32 VIRTUAL, AUGMENTED, & MIXED REALITY PROGRAMS FOR LIBRARIES edited by ELLYSSA KROSKI CHICAGO | 2021 alastore.ala.org ELLYSSA KROSKI is the director of Information Technology and Marketing at the New York Law Institute as well as an award-winning editor and author of sixty books including Law Librarianship in the Age of AI for which she won AALL’s 2020 Joseph L. Andrews Legal Literature Award. She is a librarian, an adjunct faculty member at Drexel University and San Jose State University, and an international conference speaker. She received the 2017 Library Hi Tech Award from the ALA/LITA for her long-term contributions in the area of Library and Information Science technology and its application. She can be found at www.amazon.com/author/ellyssa. © 2021 by the American Library Association Extensive effort has gone into ensuring the reliability of the information in this book; however, the publisher makes no warranty, express or implied, with respect to the material contained herein. ISBNs 978-0-8389-4948-1 (paper) Library of Congress Cataloging-in-Publication Data Names: Kroski, Ellyssa, editor. Title: 32 virtual, augmented, and mixed reality programs for libraries / edited by Ellyssa Kroski. Other titles: Thirty-two virtual, augmented, and mixed reality programs for libraries Description: Chicago : ALA Editions, 2021. | Includes bibliographical references and index. | Summary: “Ranging from gaming activities utilizing VR headsets to augmented reality tours, exhibits, immersive experiences, and STEM educational programs, the program ideas in this guide include events for every size and type of academic, public, and school library” —Provided by publisher. Identifiers: LCCN 2021004662 | ISBN 9780838949481 (paperback) Subjects: LCSH: Virtual reality—Library applications—United States.
    [Show full text]
  • Oculus Go 32 GB Quickstart Guide
    Oculus Go 32 GB Quickstart Guide VR Expert [email protected] Demkaweg 11 030 7116158 3555HW, Utrecht Oculus Go 32 GB - Guide Hardware Power button Volume adjuster Micro USB port 3.5 mm Audio Jack Oculus button Back button Touchpad Trigger In the box Before you start ● 1x Headset Oculus Go ● Do not allow the lenses to come in contact 32 GB with periods of direct sunlight. This will ● 1x Oculus Go motion permanently damage the screen and Controller does not fall under warranty. ● 1x AA Battery ● 1x Micro-USB cable ● Please install the Oculus App on your ● 1x Eyeglas Spacer smartphone. This is necessary to install ● 1x Cleaning Cloth the device. ● 1x Walkthrough booklet by Oculus ● 1x Lanyard Oculus Go 32 GB - Guide How to start 1. Put on the headset and press the “Power-Button” for 3 sec. How to install 2. The Oculus Symbol will appear at the screen of the headset 1. Put on the Oculus Go 32 GB headset and hold the “Power-Button” for 3. The instructions of the headset start automatically approximately 3 seconds. a. Take your phone and download the oculus app 2. The instructions of the headset will start automatically. b. Create an Oculus Account and log in a. Take your phone and download the Oculus App. c. Go to settings in the app Android: i. activate bluetooth https://play.google.com/store/apps/details?id=com.oculus.twil ii. activate the location service of the phone ight d. Tap on “Connect new headset” and choose Oculus Go or e.
    [Show full text]
  • Using Virtual Reality to Engage and Instruct: a Novel Tool for Outreach and Extension Age Group: All Ages! Dr. Geoffrey Attardo
    Using Virtual Reality to Engage and Instruct: A novel tool for Outreach and Extension Age Group: All Ages! Dr. Geoffrey Attardo Email: [email protected] Assistant Professor Room 37 Briggs Hall Department of Entomology and Nematology University of California, Davis Davis, California 95616 Recent developments in computer and display technologies are providing novel ways to interact with information. One of these innovations is the development of Virtual Reality (VR) hardware. Innovations in hardware and software have made this technology broadly accessible with options ranging from cell phone based VR kits made of cardboard to dedicated headsets driven by computers using powerful graphical hardware. VR based educational experiences provide opportunities to present content in a form where they are experienced in 3 dimensions and are interactive. This is accomplished by placing users in virtual spaces with content of interest and allows for natural interactions where users can physically move within the space and use their hands to directly manipulate/experience content. VR also reduces the impact of external sensory distractions by completely immersing the user in the experience. These interactions are particularly compelling when content that is only observable through a microscope (or not at all) can be made large allowing the user to experience these things at scale. This has great potential for entomological education and outreach as students can experience animated models of insects and arthropods at impossible scales. VR has great potential as a new way to present entomological content including aspects of morphology, physiology, behavior and other aspects of insect biology. This demonstration allows users of all ages to view static and animated 3D models of insects and arthropods in virtual reality.
    [Show full text]
  • Learning Theories & Learning Preferences 4
    Technology Instruction A-Z New Canaan Library Learning Objectives By the end of this presentation, attendees will be able to… ● Define virtual reality and augmented reality and integrate VR & AR programming into library services, if/when possible ● Compare, contrast and discuss New Canaan Library’s approaches to technology instruction and how they compare to that of one’s own library ● Articulate the different components of a lesson plan What is virtual reality? The computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors. - Merriam-Webster What is augmented reality? Enhanced version of reality created by the use of technology to overlay digital information on an image of something being viewed through a device (such as a smartphone camera). - Merriam-Webster In Short Virtual Reality creates an artificial environment to inhabit. Augmented Reality simulates artificial objects in the real environment. Why AR/VR now? ● Aligns with mission ● State of technology ● Affordable Things to Consider ● Costs ● Business Proposal ● Equipment (Oculus, Vive, Samsung, etc) ● How will it be used / Space ● Booking Procedure ● Policy / Waiver ● Age limits ● Sanitation ● Health Equipment ● Oculus Rift ○ headset, L/R controllers, 2 sensors ● Oculus Go ● Robust PC with high-end video card ● Furniture Letting the World Know ● Website ● Digital Newsletter ● Social Media
    [Show full text]
  • UPDATED Activate Outlook 2021 FINAL DISTRIBUTION Dec
    ACTIVATE TECHNOLOGY & MEDIA OUTLOOK 2021 www.activate.com Activate growth. Own the future. Technology. Internet. Media. Entertainment. These are the industries we’ve shaped, but the future is where we live. Activate Consulting helps technology and media companies drive revenue growth, identify new strategic opportunities, and position their businesses for the future. As the leading management consulting firm for these industries, we know what success looks like because we’ve helped our clients achieve it in the key areas that will impact their top and bottom lines: • Strategy • Go-to-market • Digital strategy • Marketing optimization • Strategic due diligence • Salesforce activation • M&A-led growth • Pricing Together, we can help you grow faster than the market and smarter than the competition. GET IN TOUCH: www.activate.com Michael J. Wolf Seref Turkmenoglu New York [email protected] [email protected] 212 316 4444 12 Takeaways from the Activate Technology & Media Outlook 2021 Time and Attention: The entire growth curve for consumer time spent with technology and media has shifted upwards and will be sustained at a higher level than ever before, opening up new opportunities. Video Games: Gaming is the new technology paradigm as most digital activities (e.g. search, social, shopping, live events) will increasingly take place inside of gaming. All of the major technology platforms will expand their presence in the gaming stack, leading to a new wave of mergers and technology investments. AR/VR: Augmented reality and virtual reality are on the verge of widespread adoption as headset sales take off and use cases expand beyond gaming into other consumer digital activities and enterprise functionality.
    [Show full text]
  • Calar: a C++ Engine for Augmented Reality Applications on Android Mobile Devices
    CalAR: A C++ Engine for Augmented Reality Applications on Android Mobile Devices Menghe Zhang, Karen Lucknavalai, Weichen Liu, J ¨urgen P. Schulze; University of California San Diego, La Jolla, CA, USA Abstract With the development of Apple’s ARKit and Google’s AR- Core, mobile augmented reality (AR) applications have become much more popular. For Android devices, ARCore provides ba- sic motion tracking and environmental understanding. However, with current software frameworks it can be difficult to create an AR application from the ground up. Our solution is CalAR, which is a lightweight, open-source software environment to develop AR applications for Android devices, while giving the programmer full control over the phone’s resources. With CalAR, the pro- grammer can create marker-less AR applications which run at 60 Figure 1: CalAR’s software structure and dependencies frames per second on Android smartphones. These applications can include more complex environment understanding, physical accessed through the smartphone’s touch screen. simulation, user interaction with virtual objects, and interaction This article describes each component of the software system between virtual objects and objects in the physical environment. we built, and summarizes our experiences with two demonstration With CalAR being based on CalVR, which is our multi-platform applications we created with CalAR. virtual reality software engine, it is possible to port CalVR ap- plications to an AR environment on Android phones with minimal Related Work effort. We demonstrate this with the example of a spatial visual- In the early days of augmented reality applications on smart ization application. phones, fiducial markers located in the physical environment were used to estimate the phone’s 3D pose with respect to the envi- Introduction ronment.
    [Show full text]
  • Mobile AR/VR with Edge-Based Deep Learning Jiasi Chen Department of Computer Science & Engineering University of California, Riverside
    Mobile AR/VR with Edge-based Deep Learning Jiasi Chen Department of Computer Science & Engineering University of California, Riverside CNSM Oct. 23, 2019 Outline • What is AR/VR? • Edge computing can provide... 1. Real-time object detection for mobile AR 2. Bandwidth-efficient VR streaming with deep learning • Future directions 2 What is AR/VR? 3 End users Multimedia is… Audio On-demand video Internet Live video Content creation Compression Storage Distribution Virtual and augmented reality 4 What is AR/VR? | | | | virtual reality augmented virtuality augmented reality reality mixed reality 5 Who’s Using Virtual Reality? Smartphone-based hardware: Google Cardboard Google Daydream High-end hardware: 6 Playstation VR HTC Vive Why VR now? Portability (1) Have to go somewhere (2) Watch it at home (3) Carry it with you Movies: VR: CAVE (1992) Virtuality gaming (1990s) Oculus Rift (2016) Similar portability trend for VR, driven by hardware advances from the smartphone revolution.7 Who’s Using Augmented Reality? Smartphone- based: Pokemon Go Google Translate (text processing) Snapchat filters (face detection) High-end hardware: Google Glasses Microsoft Hololens 8 Is it all just fun and games? • AR/VR has applications in many areas: Data visualization Education Public Safety • What are the engineering challenges? • AR: process input from the real world (related to computer vision, robotics) • VR: output the virtual world to your display (related to computer graphics) 9 How AR/VR Works 1. Virtual world 3. Render 4. Display VR: generation 2. Real object detection AR: 4. Render 5. Display 1. Device tracking 10 What systems functionality is currently available in AR/VR? 11 Systems Support for VR Game engines • Unity • Unreal 1.
    [Show full text]
  • Augmenting the Future: AR's Golden Opportunity
    Industries > Media & Entertainment Augmenting the Future: AR’s Golden Opportunity AR exploded into mainstream attention with Pokémon Go – now the industry prepares for the first product cycle where AR is in the spotlight Industries > Media & Entertainment Augmenting the Future: AR’s Golden Opportunity AR exploded into mainstream attention with Pokémon Go – now the industry prepares for the first product cycle where AR is in the spotlight Abstract: Augmented Reality (AR) is a technology that has flown under most people’s radar as its cousin, virtual reality, has garnered a larger share of headlines. Catapulted into public attention through the overwhelming success of Pokémon Go, consumers have become aware of the existence of AR while Apple / Google have rushed to create tools for developers to make apps for the AR ecosystem. Within the consumer segment of AR, Apple can leverage its tightly controlled ecosystem and brand loyalty to quickly build a sizable installed base of AR-ready phones. However, within the enterprise segment, Google has quietly been piloting an updated version of the Google Glass to much success. As the consumer ecosystem continues to mature, the onus is now on content developers to create apps that take full advantage of AR capabilities to create valuable user experiences for consumers. False Starts and Small Niches Augmented reality, like its cousin virtual reality, is a concept that has been under development for decades. The first workable AR prototypes were available in the early 1990s, but the technology stayed under the radar for most companies and consumers until the ill-fated launch of Google Glass in 2013.
    [Show full text]
  • Open the Door to the Museum with Virtual Reality
    Open the Door to the Museum with Virtual Reality Using Google Virtual Reality Applications to Bring Immersive 3-D Images into the AP Art History Classroom Cathy Payne A Capstone in the Field of Museum Studies for the degree of Master of Liberal Arts in Extension Studies Harvard University Extension School March 2018 Author’s Statement The idea for this capstone project grew organically in my AP Art History classroom when I ordered a Google Cardboard viewer after reading about the technology in the New York Times in November 2015. Much like the story recounted by a journalist in this paper, as soon as I experienced Cardboard I was compelled to share it with a young people—in this case, my students. Although Street View had very few images useful to my classroom at the time, over the last two years the image database has grown exponentially, making it a valuable tool for teaching art history. It cannot be overstated how important my students have been to this project as I have watched them navigate, intuitively as digital natives, Cardboard in the classroom. They have shown me which teaching methods work best with VR and they have made it abundantly clear to me that sometimes the best lessons are learned while wondering/wandering off-script. The joy of teaching and learning has been rediscovered in my AP Art History classroom with Google Cardboard and Street View and my students have taken ownership and pride over their learning. I hope that the successes of this capstone project can be shared widely by teachers, students, and museums.
    [Show full text]