"What standard, exactly, am I supposed to be judging virtual and augmented reality against in 2018? Should I measure it against the sci-fi aspirations that VR and AR companies set years ago and have unsurprisingly failed to meet? Should I estimate how far it remains from mainstream adoption? Or should I stick to comparing 2018 with 2017, when I gave VR a middling C grade and didn't even talk about AR? Since I just went through the trouble of listing those options, my predictable answer is 'all of the above..."
"From consulting with remote experts to meeting in virtual spaces, augmented reality and virtual reality apps are changing the way people work together...
Businesses are finding a wide variety of applications for augmented reality and virtual reality tools, from training to rapid prototyping to enhancing marketing materials. Add that demand to consumer interest in the technologies for entertainment, gaming, retail showcasing, and more, and it's not surprising that IDC has predicted that the overall AR and VR headset market is set to grow from 8.9 million units in 2018 to 65.9 million units by 2022..."
"Very rarely does an early technology garner such an air of inevitability like AR has in the past few years.
2018 was supposed to be a year where the foundational tech for augmented reality was built out a bit and the industry took a couple big leaps. Things started off well-enough, but momentum really doesn't seem be on the side of some of the industry's heaviest hitters heading into 2019, suggesting that life for earlier-stage startups may not be much easier.
There are plenty of reasons to be long-term bullish on AR, but the time horizons some have espoused seems to be bogus and pitch decks organized around a near-term spike in phone-based or glasses-based users are going to have a tougher time being taken seriously in 2019..."
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