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Apple appears to be getting ready to unveil its first mixed reality headset at its Worldwide Developers Conference (WWDC) in June. Apple TV : both immersive sports content and traditional video content – the latter presented in virtual environments, such as a desert or the sky.
Notably, when kicking off this thought exercise, we realized that several of the topics look similar to last year. As shown in the Google Glass era, cultural receptivity and comfort levels for face-worn hardware (with a camera, no less) will be a years-long uphill climb. Apple of My Eye. But we’re not holding out for that.
So it’s time once again for our quarterly exercise to extrapolate unit sales. By “Oculus,” we mean hardware and software. That’s about 28 percent of Oculus’s overall ARPU ($454), given $299-$399 hardware.*. Apples-to-Apples. If we extract the latter, we can isolate the former. More from AR Insider….
The exercises are engaging with guided lessons that lead to specific learning objectives. See Also: Lenovo Updates XR Software and Hardware Package for a Memorable School Year. RALE is compatible with most Android and Apple devices. See Also: Work Life in Times of Coronavirus: Utilizing XR as Workforce Goes Remote.
Like in our ongoing “ follow the money ” exercise, they’re each building wearables strategies that support or future-proof core businesses where tens of billions in annual revenues are at stake. In Bose’s case, that’s a leading position in high-end audio hardware. Hardware Blitz.
It works across any game, without any hardware, across most headsets. It’s limited on muscle gaining and various more “serious” exercises. Quantifying your exercise helps you track relative success criteria and gamify it to increase the need to do it. You’re the CEO of a startup called YUR.
A pple-related hardware rumors have become a favorite pastime in the AR world. As you’ve likely heard, Bloomberg reported last week that Apple has plans for a VR headset to release next year. We’ve been asking ourselves this question in light of our ongoing “ follow the money ” exercise.
So it’s time once again for our ongoing exercise to extrapolate unit sales. By “Oculus,” we mean hardware and software. That’s about 28 percent of Oculus’s overall ARPU ($454), given $299-$399 hardware.*. That makes hardware revenue $311 million of the above $432 million. . ((($732,000,000 – $300,000,000)(1-.28)(.90))
Like in our ongoing “ follow the money ” exercise, they’re each building wearables strategies that support or future-proof core businesses where tens of billions in annual revenues are at stake. The story is similar for Amazon , Microsoft and Bose (kind of), but the biggest impact could come from Apple. Head Start.
These are marks of an industry that’s moving into adolescence, With that backdrop, we embarked on our annual exercise of examining lessons from the past 12 months and projecting the next 12. Those subdivisions include hardware and software, as well as consumer and enterprise use cases. The Spatial Spectrum. There are 3.46 Steady Gains.
As the middle of the year approaches, major industry players are pivoting plans and exercising caution going into the new year. Even Realities Debuts G1 Digital Glasses German XR hardware vendor Even Realities is launching its first smart glasses product, the G1 Digital Glasses. Still, it seems to be encountering issues with this plan.
One of the biggest ongoing points of speculation in the AR industry is the fate of Apple’s rumored glasses. Given Apple’s track record in mainstreaming emerging technology, AR proponents are hoping for some of that signature halo effect. Apple has too much on the line to abandon AR glasses. Follow the Money.
Picking up where we left off last week in examining Apple’s hearables strategy, what’s Google’s counterpoint? With Apple out of the way, we’ll now tackle Google (and Bose next week). Hardware sleekness can be improved much easier than a quality AI engine can be built. A Vessel for Google Assistant.
Apple signals interest in location-relevant AR through its geo-anchors and Project Gobi. Facebook wants to be the social layer to the spatial web, while Amazon wants to be the commerce layer and Apple envisions a hardware-centric multi-device play. ” But it’s not alone. Where does Google fit in all of this?
2024 has been quite the year for Meta and its XR ambitions; just as AI and the Apple Vision Pro took over headline space this year, Meta was underpinning its foothold on the XR market. For training and consumer gaming markets, the Quest MR headset range has improved hardware that achieves higher-fidelity shared immersive experiences.
Commodity players will follow as is often the case; and the ensuing hardware penetration will be the first step to audio AR. Bose is already there with Bose AR, while Google has developed live language translation apps and Apple will enter a bit later, as it often does. The second step will be apps. Its wearables unit reported $5.5
The latest such exercise zeroes in on headworn AR revenues. This is the starting point for the headworn AR opportunity, as other revenue categories like software build on the hardware base. These totals include enterprise and consumer hardware, the former leading in early years. million in 2024. million units in market by 2024.
Like in our ongoing “ follow the money ” exercise, they’re each building wearables strategies that support or future-proof core businesses where tens of billions in annual revenues are at stake. But unlike the above software-based initiatives, we’re talking hardware. For Google that of course means search.
This counts consumer and enterprise hardware as well as software and services. As a qualifier, this is different than an installed base figure that measures cumulative in-market hardware. The wild card for consumer AR of course is Apple, as its entrance could inflect the market through its signature halo effect. Vantage Points.
The latest such exercise zeroes in on mobile AR revenues. Drilling down, our latest Behind the Numbers installment looks specifically at the mobile AR hardware base. Compared to the uphill battle that AR glasses face , mobile AR — though challenged in its own ways — has an easier climb due to ubiquitous hardware.
So predicting AR’s trajectory becomes an exercise in “ following the money.” For Apple, AR’s job is to sell more hardware. Facebook Hardware Lead Andrew Bosworth Explains Live Maps. And the content will only be valuable if there’s enough hardware through which to experience it.
Facebook wants to be the social layer to the spatial web, while Amazon wants to be the commerce layer and Apple wants a hardware-centric multi-device play. These visions often trace back to their core businesses. Where does Google fit in all of this? It wants to be the knowledge layer of the spatial web.
Product designer Eugene Nadyrshin says the ostensibly hardware agnostic controller will use custom hand-tracking models together with IMUs for sensor fusion, and include a Linear Resonant Actuators (LRA) at the back of the hand which give vibro-tactile feedback. Here’s why: Hardware is very hard, but it’s also a moat. Not happening.
As quick background for those unfamiliar, ARCore is Google’s AR developer platform — the counterpart to Apple’s ARkit — as well as its consumer-facing vessel. That’s just a thought exercise of course. To experience ARCore apps on an Android device, you must first have the Google Play Services for AR app.
Like in our ongoing “ follow the money ” exercise, they’re each building wearables strategies that support or future-proof core businesses where tens of billions in annual revenues are at stake. It’s classic Apple, but others are following. Microsoft had a similar fate in smartphone era. in mobile workflows.
Apple vs. Microsoft. Apple vs. Google. Imagine one for exercise that extra-light, sweat-wicking materials. This puts Meta in an entirely new position as a platform holder, as it now seems the company is trying to beat Google at its own game. And you know what, it just might win. It’s a tale as old as time.
We’ve generally stated “tens of billions” for the collective investment scale of the big five — Facebook, Google, Amazon, Microsoft and Apple. Apple, Microsoft, Facebook, Google, Snap and Qualcomm are all making significant investments. But our standards of precision are higher, and you deserve better.
Like in our ongoing “ follow the money ” exercise, they’re each building wearables strategies that support or future-proof core businesses where tens of billions in annual revenues are at stake. The story is similar for Amazon , Microsoft and Bose (kind of), and the 800-pound gorilla in wearables, Apple.
To put some numbers behind that, 75 percent of apps in Apple’s App Store’s first year were paid apps — similar to VR today. They are willing to pay for content, just like they were willing to pay for prototype unproven hardware and generally, they have higher purchasing power than the average person.”.
One such exercise recently zeroed in on headworn AR revenues. This is steep growth that leans on a few potential wild cards and inflections, such as Apple’s market entrance. Drilling down, our latest Behind the Numbers installment zeroes in hardware unit sales. But it’s not just about Apple. million in 2026. Why is this?
Are augmented reality personal trainers the future of at-home exercise? Samsung will remain a hardware company, forever,” said Hyunsuk Kim, CEO of Samsung’s consumer electronics division. Of course, it goes without saying that the products shown are still very much in their developmental stage.
Facebook wants to be the social layer to the spatial web, while Amazon wants to be the commerce layer and Apple envisions a hardware-centric multi-device play. These visions often trace back to their core businesses. Where does Google fit in all of this? It wants to be the knowledge layer of the spatial web.
Picking up where we left off with Apple’s and Google’s respective hearables strategies, how does Bose compare? With Apple and Google out of the way, we’ll now tackle Bose. How is audio AR aligned with its plan to future proof its leading position in high-end audio hardware? Hardware Blitz. Already There.
Syncing all of your Apple data and files to devices that aren’t made by Apple isn’t the exercise in futility that it once was. There are now several signs that Apple is ready to cautiously welcome users of other hardware to its services, including tools for Chrome, Windows, and Android.
This is an exercise in choosing the right lessons and, as always, timing. Boland and McDowall run through each of these players — Apple, Google, Facebook, Amazon and Microsoft — to compare and contrast their AR ambitions. And a constellation of wearables fits another key Apple M.O.: It’s not just the glasses.
AR Insider’s ongoing coverage of The AR Show episodes is an exercise in deconstructing and synthesizing the musings of spatial computing’s top minds. This “ follow the money ” exercise is a key AR confidence signal. Apple, Microsoft, Facebook, Google, Snap and Qualcomm are all making significant investments.”
To put some numbers behind that, 75 percent of apps in Apple’s App Store’s first year were paid apps — similar to VR today. They are willing to pay for content, just like they were willing to pay for prototype unproven hardware and generally, they have higher purchasing power than the average person.”.
This is an exercise we’ve done every quarter for several years, but with a different approach lately given Meta’s disclosures. million*, making hardware $348.04 This averages out at $349, but we’ve reduced the estimated hardware ARPU to $329 due to weighted sales for the base model (common for new hardware).
Among tech’s big five — Apple, Google, Amazon, Microsoft and Facebook — all but Facebook have crossed the mark. Apple was first, followed by Microsoft and Amazon (which has since dipped below the mark). Some of it depends on business models, with companies like Apple faced with inherent challenges of hardware.
Reports have revealed that Apple could potentially ramp up work on a pair of augmented reality (AR) smart glasses that could support the release of the company’s Vision Pro headset. With the proposed smart glasses, Apple fans may tether the devices to their iPhones similarly to others like its Watch and AirPods wearables.
So it’s time once again for our quarterly exercise to extrapolate unit sales. By “Oculus,” we mean hardware and software. That’s about 28 percent of Oculus’s overall ARPU ($454), given $299-$399 hardware.* But going one level deeper, what market signals can serve as formula inputs to estimate Quest 2 sales specifically?
One such exercise recently zeroed in on headworn AR revenues. This sum consists of AR glasses consumer and enterprise spending in hardware and software. Drilling down, our latest Behind the Numbers installment zeroes in hardware unit sales. These totals include enterprise and consumer hardware, the former leading in early years.
Quest will remain only as the hardware brand for Meta's first-party headsets. A headset "designed for exercise that's extra-light with sweat-wicking materials". UploadVR David Heaney Samsung is the first announced hardware maker adopting Android XR, and Google is reportedly trying to court other companies too.
Apple-related hardware rumors have become a favorite pastime in the AR world. As you’ve likely heard, Bloomberg reported last week that Apple has plans for a VR headset to release next year. about one per-Apple store, per-day. We’ve been asking ourselves this question in light of our ongoing “ follow the money “ exercise.
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