Video, OTT, AR & VR covers the rapid transition of video consumption devices, services, business models, and technologies toward multiscreen, IP, on-demand, and unmanaged delivery, as well as the rise of augmented and virtual reality (AR and VR) platforms in the enterprise and consumer sectors. Technology research includes service-provider and retail devices, technology transitions, network and software technologies, content protection, and operator business models. AR and VR addresses the rapid rise of new head-mounted display categories including tethered, mobile-reliant headsets, and standalone smart glasses, analysis of use cases driving adoption, assessments of technology platforms, and content expectations.
We are still going through what I have described as the “first wave” of AR applications, often commissioned by consumer brands that have wanted to add some seemingly exotic flavor to their smartphone strategy. If I were asked to name the three most promising application verticals for the forthcoming, more meaningful “second wave” of mobile AR, I would pick publishing, sales demonstrations, and children’s education. When it comes to the underlying technology, it is obvious that AR is evolving away from the geo-based applications to those that are vision-based; AR is destined to evolve into a notably disruptive force in the tech industry.