Apple is betting on augmented reality
bloomberg.com
bloomberg.com
Off the top of my head I can think of streaming TV, a physical TV set, AI, and self-driving cars.
Is there any evidence Apple has any advantage over the already quite competent, well-funded players who have already demonstrated significant progress in this area?
Apple's share of mobile phone market can be helpful if they want to bring in functionality that requires special features from the handset.
Also if we think about some more down to earth stuff, Apple could become "number one AR vendor" by just putting the features to next iPhone models. If the stuff actually works and if Apple allows, this might bring in 3rd party developers.
The latter has certainly disappeared. See e.g. the stampede away from the Mac.
For the former: it's debatable how much untapped consumer interest there is in AR.
Glasses would work if they were slim and stylish. But if the motivation is to "beam content into the eyes of the user" and not to empower users to do non-gimmicky cool new things they couldn't before - that's not going to happen.
It's the difference between a power tool approach and a menu approach. If you give people power tools and let them play with them, they'll do amazing things.
If you give people a menu of options - tweak a photo, tweak a photo a different way, take a 180 degree panorama, passively watch a VR movie - that's extremely unexciting.
Cook has always been more of the latter type than the former.
Apple's core advantage is that they set the standard for mobile smart devices and consumer will follow them if they're able to gain momentum.
Question at that point swings back to how they'll try to do it, which becomes highly speculative.
If I had to guess, they'll morph the iPhone to a AR device like the morphed the iPod to a phone; meaning the first step is to add AR to the iPhone and gain traction.
...eventually, maybe; probably after someone else has first.
The technology backing this is the stuff that the kinect was based on, by PrimeSense; it's for 3d spatial scanning, and it's super cool tech, but it's no more 'AR' than the kinect was or the leap motion was; turns out that even if you have a point cloud, AR is still hard.
The sad thing is that there's no sign that Apple is actually building any kind of meaningful product with it.
Any kind of competitive advantage Apple might have as a company hinges on them actually building something novel and meaningful in this space.
I know they like to be all ninja and secret with their R&D, but you can't just hide in a closet for 6 months with a million dollars and pull out a strong AI; that sort of technological leap just doesn't happen very much any more, and certainly not without a lot of people noticing the massive amount of money it consumes to produce.
Being novel also isn't that important. For example, Apple's white earphones played a major role in getting the public to see that their devices were mainstream, but there was nothing truly novel about them.
I believe parent comments are mostly making the point that we still have another generation before Apple would have anything sufficiently advanced enough that they could do their post-90s "polish and package" magic.
I could see them making a Google Cardboard-like mounting bracket / dock for the iphone I guess, maybe with better cameras and sensors.
3D sensing is not a new technology and was initially adopted by Microsoft‘s Kinect and Lenovo‘s Tango-enabled Phab2 Pro.
Not going to happen (any time soon). That's an insurmountable engineering challenge for the foreseeable future.
It's nobody's ideal, but a clip-on/necklace style power solution might be sellable to the public if the value proposition of the glasses is good enough.
Maybe very thick oversized (by today's standards) frames will come into style and something like that will be on the border of possibility, but it seems like a real stretch within the next 10 years.
We agree that power consumption is a limiting factor no matter what. In my imagined system, only something on the order of 1W would be delivered to the glasses. Delivering 1W over 10cm with large-ish coil area at >50% efficiency using NFMR isn't really a breakthrough, but it's only a way of eliminating the LiPo bulk and nothing more.
The thing is, I don't think we're near the boundary of power efficiency even with today's silicon. The way forward is to push all the feature tracking and other low-level vision tasks down to the ASIC level, while accepting some strict limitations on the rendering side. So a lot of it comes down to scope of features. Its most immediately useful applications are little more than a glorified HUD -- project some GPS data here or an info overlay there. Blit a video source on top of a marker, that sort of thing.
This sort of practical product, by 2027, I'll say yes. Mindblowing, transform-your-world stuff? No. But let's see what happens...
Anyway, my prescription glasses are maybe 25 grams (0.89 ounces). I think the current technology is a long way from giving us something as light as that even if the bulk of it rests in our pocket. I expect to read about the upcoming AR revolution for many years.
Can I get a Siri that can actually answer my questions instead of "Here's what I found on the web for that" ....
I don't think it's geared towards interaction. You can connect any bluetooth device to it, because it's just a Windows 10 machine, but it seems unreasonable to expect the user to be sitting down with keyboard and mouse or to assume they have some kind of gyroscopic mouse. There are some cool games that show what's possible, but data visualization seems to be a huge possibility. At least until they standardize more forms of input.
e.g. Consider the publicity shots for VR. As fashion, they are self-parody.
Though IMHO key is heads-up display only - ie no creeping camera. This subtraction destroys AR, and so much related value... it's something a google could never bring itself to do. But Apple has demonstrated time and again that they will omit so-called "crucial" features if they undermine the offering. Another fairly rare strength...
Got to be honest, I think they missed a big opportunity to make the watch fashionable and popular by simply choosing a square face, reminiscent of nerdy calculator watches from decades past, rather than a nice circular face, like most other watches.
Most people won't get an Apple Watch not because it isn't useful, but (I think) because it just doesn't look right, doesn't fit into the "fashion" that it claims to be.
Apple's gamble seems to be targeting people whom have never owned or even wanted to own a traditional watch and for whom the traditional shape holds no intrinsic emotional value.
Nor for that matter is square an unknown shape even for higher end watches:
http://media.gq.com/photos/56c61128b9dd6cd82e6f7bb5/master/w...
http://media.gq.com/photos/56c61128585fc86b2f2497c6/master/w...
>Apple's gamble seems to be targeting people whom have never owned or even wanted to own a traditional watch...
That should be who. People who have never owned... is the noun phrase acting as an object of targeting, and who is the subject of the modifying phrases who have never owned and [who] never even wanted to own. I'm not trying to be a pedant. By using whom, you're signaling that you care about grammar; so I thought I'd give feedback. Feel free to ignore.
The goal should be simplification.
For the years to come all apple designs made look the competition like ridiculous old technology.
Today, Apple designs like the watch and Macbooks follow the same tired idea of curvy, minimalistic Braun-like devices while some competitors are leapfrogging to new design paradigms, maybe trying to pull the same 2001 success of the iPod; Perhaps no one is there yet, but many years have passed and the taste of design is eager for the next thing.
Which competitors/designs do you think are beating out Apple?
Even many newer smart watches are trending to more Apple-like
The bigger problem is that Apple Watch never became its own fashion statement. The hype fizzled out quickly and it never reached the same cultural peaks as some of Apple's other products like the iPod or iPhone, products that became their own status symbols in their primes.
And that comes back to function, because the Apple Watch is still a solution in search of a problem.
"Hey dude, something is happening, take out your phone!"
It's not a very compelling value.
Yeah, I mean they're only the second largest watchmaker in the world, barely popular at all!
I'm not. Not everyone is up on new tech. But, there's probably only 5 people in developed nations that have not heard of Apple and that they are a big tech company.
The goal here is ad revenue and for that, one needs clicks and for that, one needs Apple in the headline to reach more people.
I think this is easily an area that any number of players could really ratchet up & take, but not one solid reference implementation exists right now.
And who exactly would that be? In terms of HMD shipments Microsoft is the only one doing anything serious with AR and even the Hololens form factor, FOV, PPD, battery etc... are nowhere near ready for mainstream. I can only think of one "well funded" AR company and they aren't doing so hot. That's not to denigrate my brothers over at Meta, Avegant and others who are working hard on HMD and who we love.
In sum total there has been just south of $5B of public investments or acquisitions into the AR development market since about 2014. Basically nothing when you consider what has to go into making the AR ecosystem work.
In fact I don't know if people really understand what it's going to take to make consumer AR huge, which is why I wrote this handy guide[1].
My take is that Apple has the best shot because it bought Metaio (at the time the largest AR company in the world) for pennies a long time ago and absorbed all of the knowledge they had been building since 2003.
The trick is whether Apple has figured out how to do a sleek, wide FOV HUD with SLAM, quality 3D rendering and a decent battery life - likely as an attachment to the iPhone.
[1] https://virtualrealitypop.com/heres-what-it-s-going-to-take-...
What about Facebook and Google? They aren't hardware companies. As a content producer, I don't trust them to be a good technology partner for consumer products.
If the Hololens could be brought down to a price point where the Pokemon Go crowd could use it, it would be a success for that alone.
How good does AR need to be to do HyperReality?[1] Not much better than the HoloLens. More field of view would be needed. The ability to draw dark would be nice, but isn't essential for that, because it's explicitly a bright overlay on the world.
How good does AR need to be to do HyperReality?[1] Not much better than the HoloLens
You're underestimating the problem significantly. Read the link I posted previously because I lay it out there in detail. (I don't get paid or referrals or anything if you read it, it's just that I already wrote it all out there and don't want to do it again). FOV and draw dark are far from trivial issues, not to even mention content and geolocalization/georectification.
The VR headsets, on the other hand, are still about as clunky as they were in the 1990s. The head tracking is much better, and the resolution is a little better. They're still too heavy, too bulky, badly balanced, and need cables.
> Is there any evidence Apple has any advantage over the already quite competent, well-funded players who have already demonstrated significant progress in this area?
Yes. They obviously have world-class expertise in miniaturization, which is the key challenge for augmented reality glasses.
They also just released last year their AirPods, which have a custom chip for delivering low latency wireless streams of audio. Video or light field is the next step, but AirPods are on the market which means Apple already has an MVP out. That's a huge advantage.
The other key missing piece for any kind of mobile AR or VR is inside-out tracking. That, again, requires custom low-power silicon which is very much a strength for Apple. Compared to Google, Oculus, HTC, or any of the startups, Apple has much more experience with custom silicon. They acquired Metaio and Flyby, which build their machine vision base.
The global market for AR products will surge 80 percent to $165 billion by 2024, according to researcher Global Market Insights. But Apple really has no choice, says Gene Munster, a founding partner at Loup Ventures who covered the company for many years as an analyst. Over time, Munster says, AR devices will replace the iPhone.
Oh, OK. Glad we've got all that sorted.
Anyone in this industry who doesn't try to look ahead will be caught with their pants down. The byline:
> CEO Tim Cook is betting on augmented reality, a cousin of VR that he believes will keep his company on top and may even supplant the iPhone.
This is a completely reasonable statement in that context, it isn't as strong as Munster's quote above, but it probably wasn't meant to be that strong anyways.
https://9to5mac.com/2011/10/24/analysts-apple-prototyping-te...
https://9to5mac.com/2015/05/19/munster-apple-television-retr...
An aside, but I can imagine AR done right being extremely useful. I love the idea of being able to instantly have access to information on my phone, but it always requires typing or voice input. I could totally see just looking at something and tapping a button triggering a card that says "that thing you're looking at is this."
While that's just my dream, I'd much rather see people experimenting with new technologies rather than forgoing it with "Apple can't do X right, how can they do Y?" If anything, it could be because Apple is working on Y that X is taking a backseat for a while.
I seriously doubt Apple will develop another revolutionary product with the new leadership. My prediction is that paradigm shifting AR products will come from a product-driven organization, though Apple may buy them out and scale it...
However, it's quite obvious that AR is the next UX frontier:
Historic UX frontiers:
#1: text/console/terminal
#2: Graphical UI with a mouse (Apple sorta owned this at first)
#3: Mobile graphical UI with a capacitive touch screen (Apple owned this, at first)
#3.5 VR (but putting on a helmet is quite a bit too hardcore for mass adoption)
#4: AR
This progression is because of the 3.5 VR step quite obvious even to Tim Cook. So, I don't really doubt the claims that he's been doubling down on AR @ Apple. It all makes sense.
And once he has given the command, I have no doubt that the Apple company has enough talented people in each of the required competency areas to pull it off.
Perhaps the most important thing here is that a) Apple has lots of money, b) Apple/Cook has lots and lots of pressure to come up with the new thing.
I think we currently are in that particular place that doesn't require lots and lots of executive vision and taste.
My take on UX frontiers:
#1 text console #2 mouse & keyboard #3 touchscreen #4 camera & microphone
I think we're at the beginning of #4, and starting to see this in categories like messaging, social networks, dating, and e-commerce. I consider overlaying AR elements to a live camera feed to be a subset of this shift, but by no means the defining aspect of this new method to interact with machines.
Good point. And an relevant parallel between Sculley's Newton and Cook's potential "AR innovation project".
However - I get the feeling that it's a bit different from the mobile/touch UI revolution. That required lots of vision in terms of software and design. In AR I think there's really a lot of low-hanging fruit in terms of UX/design - once the trick part; the AR hardware has been solved.
What low-hanging fruit do you see for AR?
And also because most of the "evidence" listed in the article has many other, simpler, uses in Apple's "incremental improvement" juggernaut. They can keep adding minor popular (and less risky) features without building in-your-face solutions that have uncertain acceptance.
Bloomberg might well be becoming the new Gizmodo as far as Apple coverage is concerned.
The entire focus of the article is AR, yet the author classifies HoloLens as a "virtual reality headset". This is sure to be embarrassing when he realizes the size of the gaffe.
This is the video I'm talking about: https://www.youtube.com/watch?v=7mtS_224mKU
Now it's super flimsy and everything, but I guess those technologies are best imagined as they would look like if all hardware quirks were solved. I can definitely see a future where, instead of a desktop/laptop/tablet, you put on glasses and see an unlimited amount of virtual, arbitrarily-sized, floating monitors in front of you. Forget the 3D-gimmmicks, even. That alone sounds cool and useful. It's 2030 tech more than 2020 tech, probably, but I can see a future where this works.
1. The frame rate and image stability are much better in person. The HoloLens has to cut the rendering frame rate in half to be able to record video through its front-facing camera because the camera and the display share a bus. So what you see is significantly degraded.
2. The constrained field of view is much more noticeable in person. With the video, you don't get to see anything out of the bounds of the frame, so there is no reminder that we can't "see" everything. Also, we are used to watching videos, so we don't think about the fact that we can't turn our eyes and look in different directions. What you see is significantly more generous to the HoloLens than reality.
I think the combination of the two factors generally makes the video an "accurate" representation of the HoloLens, even if it's not terribly "precise".
I don't consider the current iteration of the HoloLens to be a usable device. Comparably, the HTC Vive is a much better experience, one that is capable of providing to users an experience that is worth the drawbacks and the extra effort necessary to deal with them. The HoloLens is more effort than it is worth.
But on the other hand, tethered, completely opaque systems that require external tracking hardware for head and limbs are clearly a dead-end technology, even if that dead end is 5+ years from now. The end goal with mixed-reality technology is clearly in the HoloLen's lineage, not Vive or Rift or even Meta 2.
That's stuck with me. There's something there.
You want to support >1080p 3D graphics projected onto the real world with VERY harsh latency limits (human sensory). Modern GPU's that eat more than 100watts and have terraflops of compute power are only starting to offer the compute speeds VR needs.
With Moore's Law ending I don't see mobile ever being able to render VR settings to a sufficient degree.
Hololens, for example, it's far from being a powerful machine and seems to do it just fine. Obviously we are talking about taking the first steps in a field that is still in development. it's not going to be perfect at first.
I wonder if Apple is secretly working on something like that.
Maybe they'll re-introduce it some day and call it revolutionary.
There's too many bleeding edge technologies, both software and hardware related, that have to come together before a sleek and affordable consumer grade device can really be a thing.
I look at a company like Magic Leap, and it's disappointing to see how much money has been dumped on them. Now they have to build a consumer grade device to justify their valuation, and I don't think it's possible anytime soon. I think they should be working with a fraction of the capital they've received and be focusing on a killer enterprise app that some industry might be willing to pay $5000 per unit for a clunky and unfashionable device.
They don't need a headset.
They don't need stereo.
They don't need lightfield projection.
They just need an iPhone that feels like a handheld portal into augmented reality. I see no reason why they couldn't do that this year.
Heck, if they add positional tracking to the AirPods, it'll even feel immersive.
It has always been about taking technologies which have been on the market for a substantial amount of time and iterating on a version that gets all the small details right until it reaches their very high internal standards for usability. Apple isn't interested in being the first to do something, they're interested in being the first to do something right.
The only reason I see Apple failing in the AR and VR field is their lack of data. Apple refuses to save data from their users, and although it is something I admire about them, it is what drives Machine Learning and Artificial Intelligence. Google and Microsoft is successful in this area because of the data they collect (via their Search engines and other OS services), which Apple does not. It is one of the reasons why Siri is competitively weaker than it's counterparts on Android and Windows, because it does not have a good data-driven Machine Learning backend, and unless Apple starts changing their policy on the type of data they collect and use from their devices, their AR/VR devices will go the same way, that is they will be successful in the amount of sales they make, but will be the weakest in terms of functionality and services they can provide.
What does the current state of the various app stores have to do with AR? By that, I mean, AR applications are so fundamentally and significantly different than 2D apps that back catalogs are meaningless. Any new player to the AR ecosystem is starting with an essentially empty app store, regardless of whether or on they deploy it on top of a pre-existing, successful app store. We can effectively say that Microsoft has the largest AR app store in the world.
And, we can expect Windows Store to grow as they push Windows Holographic and their tethered, cheaper VR displays (the Hololens is still a $3000 "dev kit"). Apple is not just starting from behind, they haven't even started yet.
I'm fully aware computers will eventually outpace us. But the economic and human potential of human/computer augmentation is enormous and will likely last decades or even centuries in the "near" term. At some point we'll shed our obsessive fascination with denigrating humans as "old'n'busted" and remember just how incredible people can be.
The compute required for the AR or VR experience that would satisfy Apple isn't going to happen on battery power. Perhaps the headset can be battery powered and tetherless. I think the base unit would have to be a new Mac Pro.
> Content is key too.
Stating the obvious. But less obvious is to define exactly what one means by "Content" in this new realm. Simple things like "games" and "movies" aren't going to attract new customers to the new realm. What I expect from Apple here is a paradigm shift like was the iPhone.
"Apple is betting on augmented reality."
What's next? "Facebook doubles down on human cybernetic enhancement"?
Uber folds.
They can see profit here, i'm sure it will be a similar price to existing products, but the price has gone down enough for Apple's type of profit margin.
Either way, AR is more suited to Apple than VR, even if more of a technical challenge.
So, current market is $32 billion a year? Where is that market? Mostly military and for professionals, I would guess?
I've used this for a few flannel and dress shirts. It works pretty well.
I initially thought Amazon has to buy this. They would dominate retail if they can flip those last remaining shoppers for clothes who need to buy in person in order to try on clothes.
This app has incrementally improved over time, and added products. Initially you could only buy shirts. Now they have pants, suits and just recently added jeans. There's a lot of potential there...
FTFY.
https://www.microsoft.com/microsoft-hololens/en-us
It isn't necessarily useful but it exists.
As for whether this is a decoy strategy... Apple aren't even promoting this so it's not a strategy on their part; it's just information pieced together from hirings, anecdotes and guesses.
One of the features Apple is exploring is the ability to take a picture and then change
the depth of the photograph or the depth of specific objects in the picture later; another
would isolate an object in the image, such as a person's head, and allow it to be tilted
180 degrees. A different feature in development would use augmented reality to place
virtual effects and objects on a person, much the way Snapchat works.
Oh come on.I'm completely unimpressed to hear Apple working on AR if that's the best they can do.
It's a fabulously hard problem that no one has come close to solving; and to be fair, if they poured R&D $$$ into it, maybe they could make something out of it...
...but you know, since I can't use a Vive or Occulus on a mac, because of the ancient ass version of opengl they support, and the ridiculous on going split between vulkan and metal, I'm kind of unimpressed by the weight of their technical prowess at this point.
I don't believe it. General consumer AR won't come from Apple.