We're seeing a lot of industrial use of AR in manufacturing and industrial settings, though consumer use is still less common. If you have't come across it, this HBR article is one of the best public materials: https://hbr.org/2017/11/a-managers-guide-to-augmented-realit...
VR is certainly still emerging as a platform and trying to get out of its hardcore gaming and training/corporate silos. We really believe from early user data and some more advanced markets (e.g., China) that standalone VR headsets and great cross-platform social experiences will help it reach more users.
All that said: I don't personally know what the "instagram of VR" will be, though I certainly wish I did :-)
The only way we can really call today the "early stages" of either of these technologies is by imagining a future where they dominate. But that's the very thing we should be questioning. I note that pretty much anything 3D has a long history of being heralded as the "early stages" of a revolution that never came.
The most obvious example here is 3D video. We're at the tail end of a boom in 3D movies, a technology that now only gets applied to certain high-priced, effects-heavy blockbusters, and could well vanish. There was an even shorter 3D TV boom. [3] And of course there was the 50s boom in anaglyph (aka colored glasses) 3D. [4]
But previous to that there was the ViewMaster, which was imagined to have all sorts of potential. In WW II, the US military bought 100,000 viewers because they thought the magic of 3D would be better for training soldiers. [5] And this history goes back to at least the Brewster Stereoscope, which sold 250,000 units in the 1850s, and was also expected to be revolutionary. [6]
Given the many waves of hype in this era, I think we should be careful of thinking that we are on the path to some sort of destiny. Smart people have been fooled before. It's perfectly possible that this will be just another hype cycle whose main result is a bunch of dusty old hardware in the junk shops of 2050.
[1] http://www.augmented-reality-games.com/history.php
[2] https://killscreen.com/articles/failure-launch/
[3] https://www.cnet.com/news/shambling-corpse-of-3d-tv-finally-...
[4] https://en.wikipedia.org/wiki/3D_film#The_%22golden_era%22_(...
[5] http://legendsrevealed.com/entertainment/2015/08/24/did-the-...
[6] https://en.wikipedia.org/wiki/Stereoscope#Brewster_stereosco...
Eyes are definitely wide open!
The world is an extremely different place. This is, in my opinion, still very early days - by which I mean that we are still in an exploratory phase.
We've never been closer to having the technology necessary for it to take off - resolution was always one huge blocker, portability, weight, 'culture' in terms of computing being something everyone has access to, GPU power, battery, etc.
As far as taking off, we might be close, and we might be far. It's tautological to argue that VR is coming soon because we're close to the level of technology that means VR is coming soon.
And it may never take off. Maybe we'll get to a particular level of technology where everybody is wowed by the tech but in day-to-day use nobody actually cares. That has happened over and over again with 3D technologies. We are definitely in an exploratory phase, but a great number of explorations don't end up going anywhere interesting.
I'd suggest domination is not a prerequisite for success. Let's imagine a scenario where only 5% of the world population uses VR or AR on a regular basis. That's still a market of millions of people, but it's not at the level of world domination. Not every new technology has to replace the one before, it's far more common for old and new technologies to co-exist.
The ViewMaster is a fine example there. It's a neat novelty technology! I loved mine when I was a kid. People still love them today. Is it successful? Sure. Do millions of people own them? Definitely. But in retrospect the DoD purchase of 100k viewers doesn't seem like the early stages of anything.
Or think of satellite phones. The Iridium program was massively hyped, and it was a technical success. But commercially it never took off. Satellite phones are still available today, and there are circa a million subscribers. Was the 1990s hype the "early stages"? Again, in retrospect I'd say no.
So sure, domination isn't necessary for success. But I think future domination is necessary to retroactively justify the hype and investment of our current era.
As for investment, you have a point. Perhaps the level of investment will prove to be a mistake, but at this point in time we don't really know how big of a demand there will be for VR and AR. I'd struggle at this stage to predict how it will end up, but what I can say is that I can see evidence supporting the prediction that they'll be mainstream, as well as evidence supporting the prediction that they'll be niche. We probably won't know with any certainty until after the second or third generation of current devices is on the market, as that's the point where they're likely to take off commercially if they're going to. Speculation before that point can be fun, but I don't think it'll change the outcome.
Especially so given that hyping something is "to promote or publicize (a product or idea) intensively, often exaggerating its importance or benefits". It's not a neutral act. And in the commercial context, the purpose of hype is generally, in one way or another, to put money in the pockets of the person doing the hyping.
Depends who's doing the hyping. If it's a potential consumer, then hype is derived from excitement, and the same rules that apply to the justification of excitement would apply to the justification for hype. On the other hand, if it's a company hyping their products, then they may not be led by their feelings, but I don't see the harm in it either. What do you lose out on if a company is hyping their products?
What's more interesting to me is that you're implying that this hype (a.k.a. advertising) is having a negative impact on you, even if you don't intend to buy the product yourself. What's the worst case scenario here? That some investors make a bad investment?
If you would like to make it my job to educate you, my casual consulting rate is $250/hour, 10 hour minimum, paid in advance to MBO Partners in Virginia. Until then, adieu.
Forgive me if I pass on being enlightened on something as trivial as hype. I hope you teach something more substantial to those clients paying $250 an hour.
The #1 problem with this vision is the resolution of the HTC Vive and Oculus Rift. I haven't tried the HTC Vive Pro yet, but I'd say it's got to be about twice the resolution of the HTC Vive before I'll be able to actually use BigScreen the way it's meant to be used.
Once that happens, all bets are off.
1: http://research.nvidia.com/publication/near-eye-light-field-...
I know some people claim pornography has been a driver of technology, but necrophilia? really?
Surely the more normal version is the one GP was talking about.
https://www.npr.org/sections/alltechconsidered/2017/03/18/51...
The model is built in Revit and using this method allows for easy fly/walkthrough and spotting of some issues that might not be as visible in the 3D viewer mode on your screen.
So whether there are or aren't, there's clearly potential. It doesn't seem right to dismiss it just because it hasn't taken off yet - it's extremely early days.
And well, it is coming sooner or later. If as a browser, you aren't ready when they actually do, you might see an entire industry standardizing away from you.
No. It's why I've lost interest in VR/AR software development for now; the real work to be done is in hardware. Even the latest HMDs are too low resolution and bulky for any kind of productivity gain. AR will be amazing once the tech is there, but the current design paradigm of "smartphone-strapped-to-face" just isn't going to cut it.
As the tech becomes more commoditized it becomes viable for other businesses that don't spend as much on training.