Narrative: AR vs VR
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★ Google Previews ARCore, Its Response to Apple’s ARKit for Android Phones (Aug 29, 2017)
Google today announced ARCore, an equivalent to Apple’s ARKit tools for developers to create AR experiences on Android phones. Importantly, it’s not tied to the latest version of the Android operating system but rather is being implemented on a device-by-device basis, with Google’s own Pixel and Samsung’s Galaxy S8 the first devices to support it, with the latter running Nougat rather than Oreo. There are two ways to look at this announcement, given the timing: on the one hand, it looks like a response to ARKit and the massive positive buzz that’s received since it was announced in June; on the other, it’s a natural outgrowth of the work Google’s done with its much higher end Tango AR framework in the last few years, and that’s certainly how Google’s pitching it. I think the reality given the speed with which this has been released is that this was something Google was working on pre-ARKit but has accelerated in light of the ARKit launch.
Its blog post headline is “Augmented reality at Android scale” and you can read that one of two ways: on the one hand, as a counterpoint to ARKit, which runs at the somewhat smaller iOS scale, but on the other as an acknowledgement that – interesting though Tango is as a platform – it was never going to achieve true Android scale. The rollout plans here are a little vague – Google hopes its “preview” of ARCore will hit 100 million devices sometime this winter, which is likely a fraction of the iOS devices that will support ARKit by that time, but there’s potential for broad rollout of this platform to most recent premium Android devices over the next couple of years. That’s likely short of true Android scale (2 billion plus phones) but would likely hit the devices where it’s most relevant, which are those that compete more directly with the iPhone, though Apple will enjoy a year or two of significantly greater adoption before Android starts to catch up.
At this point, it’s hard to see Tango as anything other than a time-consuming and expensive failure in its own right, but it’s clearly allowed Google to learn a lot which can now be applied to ARCore and therefore be much more useful and widely available. Between Apple and Google’s launches, it’s clearer than ever that smartphone AR will be by far the largest chunk of the overall AR/VR spectrum, and we should see some really interesting implementations over the next few months.
via Google
Microsoft Offers Additional Details on Mixed Reality Headsets (Aug 28, 2017)
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★ HTC is Exploring Strategic Options Including Sale of Vive VR Unit (Aug 24, 2017)
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HTC Permanently Cuts Vive Price to $599 to Close Price Gap with Oculus Rift (Aug 21, 2017)
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Facebook’s Oculus Patents AR Glasses Despite Far-Off Timeframe for Launch (Aug 18, 2017)
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Asus ZenFone AR Review Suggests Tango Will Remain a Niche AR Product (Aug 18, 2017)
Android Police has a review of the Asus ZenFone AR, the second phone to carry Google’s Tango augmented reality technology. It sounds like it’s a big improvement over the clunky first phone from Lenovo, but it certainly doesn’t sound like it’ll be a big seller, while Tango itself doesn’t sound like it’s moved on much either. The review is worth noting because Google has been in AR for far longer than Apple, and yet Tango seems to have stalled at the experimental phase, with lots of effort from Google and yet very little to show for it. Two phones, neither of which will end up selling in large numbers, very few apps and essentially no meaningful position in AR just at a time when the space is about to take off thanks to Apple’s entry through ARKit in iOS. That’s something of an indictment of Google’s failure in this area, with its Daydream VR effort faring a little better but also not yet finding a sizable market niche to call its own. One other thing to note from the review here: it sounds like Tango absolutely hammers battery life on this device, and that’s something that will be well worth watching when ARKit-based apps launch on the iPhone in September. Pokemon Go has already taught us that apps featuring AR (and location-based elements) can be hard on batteries and still be popular, but it will detract from AR’s popularity on the iPhone if ARKit apps show a comparable tradeoff in battery life.
via Android Police
Google Buys AIMatter, Which Makes Photo Manipulation Tools and Apps (Aug 17, 2017)
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Qualcomm Announces Next-Generation AR and 3D-Capable Image Signal Processor (Aug 15, 2017)
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Facebook Acquires Tech to Add or Remove Objects in Videos (Aug 11, 2017)
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Microsoft’s First Windows VR Headsets Go on Public Sale (Aug 1, 2017)
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