5 factors shaping the future of XR
In this post, we wrap up our series on the future of XR in 2020, sharing my thoughts and some of our partners’ ideas on what’s cooking and the role of eye tracking as a foundational technology in AR and VR.
This is the first post in Tobii’s blog series “The future of XR,” where Tobii’s business partners share their views on the development of the XR industry. (For ease of discussion, XR is a term that encompasses all augmented, virtual and mixed reality (AR, VR and MR).
Brian Vogelsang: One way to use AR with a smartphone is by looking through the screen and augmenting what the camera sees. That technology has been used for the past decade in both consumer and enterprise, and Qualcomm Technologies was a pioneer in Smartphone AR. There have been many games and applications developed using Smartphone AR, but it is limited in terms of the immersion because you’re seeing a video of the augmented world through such a small frame, and your smartphone’s screen can only display what the camera sees, not what you see. This makes it hard to trick your brain into believing what you are seeing is real, and there can be arm fatigue holding the phone up for long periods.
By moving this experience to a headworn XR Viewer, a light-weight XR device tethered to a 5G smartphone over USB-C, the augmentation starts to feel more real and this, to us, will be a transformative trend for the XR industry in the next couple years. We see the smartphone becoming a key ingredient in powering immersive AR and VR headsets, especially as 5G-enabled smartphones proliferate. Using a 5G-enabled XR viewer allows compute-intensive, latency-sensitive processing workloads to be done at the edge of the 5G network or streamed from a nearby PC — we classify this as spilt-rendering or Boundless XR. With 5G connectivity, XR viewers can stream VR and AR content and update almost instantly because of 5G’s high-speed throughput. 5G’s ultra-low latency also provides a smooth, lag-free experience to deliver better graphics at a higher resolution. This will help propel XR from a niche market to the masses.
Brian Vogelsang: The XR experience today is good and continuously improving, but there is still room for growth. The technology and headsets need to become smaller, lighter weight, and have longer battery life. The challenge is making the technology more power-efficient so it can be used 8–12 hours without a charge, but not adding weight or heat. This means all the components used in a device need to be more power-efficient. Display and optics also need improvement, particularly in AR. We need to see higher resolution displays with wider fields of view, and they need to be more thermally efficient and at a lower cost. At Qualcomm Technologies, we take a systems approach to designing chipsets to help with this challenge. Our heterogeneous compute architecture is designed to be power-efficient and smaller, which helps reduce the size of the headsets while packing more technology into smaller footprints. Cost is another barrier to adoption. However, as the technology begins to scale in its deployment costs will come down. Today, both AR and VR are benefiting from sourcing components and technologies used in smartphones, and the prices are reducing annually as the industry begins to scale.
Brian Vogelsang: AR and VR are being used to optimize performance and get jobs done faster, safer, and more accurately by connecting people, information, and equipment. From real-time communication and support, to training and telepresence, these are the top use cases driving commercial adoption.
AR is a spectrum from Assisted Reality, monocular glasses such as Vuzix or Google Glass that act as a heads-up display, to fully immersive binocular Augmented Reality devices like HoloLens 2. Assisted Reality typically enables the user to see videos or documents that act as instructions. It can also make it possible for the user to view critical steps in a workflow to create audit trails, and even become the instructor to teach the steps of a process through guided instruction. This could range from safety checklists, detailed instructions for complex assemblies, quality control, or for in-service inspection.
AR glasses can allow a user, via a digital overlay, to see an entire workflow process handsfree, away from a computer or manual allowing them to stay focused on the task at hand vs. flipping through a paper manual or PDF on a PC. This is also a great way to troubleshoot equipment with a remote expert or mentor. In real-time, that expert can guide through maintenance or repair tasks remotely, without being there physically with the worker. This use case is seeing increased adoption with the pandemic as companies look for new ways to reduce the risk from fieldwork.
VR is more about simulation and immersive training. It can simulate an environment, such as a manufacturing plant or an assembly line to train workers in a virtual format mimicking the real world. The cost of dedicating a factory line solely to training, or taking one offline to train, is very high. And, you probably don’t want to train someone on a live production line for many reasons including safety concerns. Putting someone in VR allows you to train in simulation, in a safer environment, and at a lower cost. With VR, companies can train more employees simultaneously, increase their retention of the task, and do so with greater employee satisfaction and engagement.
Brian Vogelsang: We have seen XR transform how people connect and communicate across many industries. Most recently, we’ve worked with verticals in the manufacturing, healthcare, retail, logistics, education, entertainment, and a few more and have seen them gain significant efficiency and effectiveness through various use cases.
AR use cases such as guided and remote assistance, training & collaboration. For VR use cases, we’ve seen design, training, rehabilitation, pain management, and education. It’s in Qualcomm Technologies’ DNA to make long, industry-changing bets on breakthrough technology and we fundamentally believe that XR is the next mobile compute platform. Our long-term vision is that within a decade, these sleek XR glasses will transform every aspect of the way the world operates.
Brian Vogelsang: Qualcomm Technologies has a unique role in the XR ecosystem, and we classify it as our four-pillar strategy:
In this post, we wrap up our series on the future of XR in 2020, sharing my thoughts and some of our partners’ ideas on what’s cooking and the role of eye tracking as a foundational technology in AR and VR.
Peter Peterson, Head of XR Software and Solutions, R&D at HP, gives his views on current XR market trends and possible challenges impacting the XR market.
In this post, David Weinstein, director of virtual and augmented reality at NVIDIA, outlines key trends driving the XR market, as well as possible challenges ahead and strong use cases.
Drew Bamford, Corporate Vice President of HTC Vive Creative Labs, discusses key trends and possible challenges impacting the XR market.
Karen Zu, VP of marketing at Pico, gives her views on the current XR market trends and possible challenges impacting the XR market.
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