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The Reality Ecosystem: What AR/VR/XR needs to go big

Critical use cases for mobile AR are beginning to emerge, with perhaps the first being Google’s Maps/Lens combination revealed at Google I/O 2018. It solves a universal problem when you come out of Embarcadero Station and are told to go south — but where’s south? Google combined computer vision with mobile AR to show you exactly where to go, and even gave you a cute fox to lead you there. This produced a visceral response in the audience at the I/O Keynote, because it solves a problem we all share. And it couldn’t be done in any other way.
Talking with 30 leading VCs in Sand Hill Road and China showed a mental model geared toward mobile AR and computer vision in the near-term, and smart glasses in the long-term. VCs appear to be far less focused on VR.
Ubiquitous AR (mobile AR, smart glasses) could drive $85 billion to $90 billion revenue by 2022, dominating focused VR (mobile, console/PC, standalone) with $10 billion to $15 billion in the same time frame. But this won’t happen without a robust Reality Ecosystem to support it.
This is an excellent article about the emergence of augmented reality and describes AR platform business drivers in good detail.
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