Apple Rumored to launch AR and VR products by 2020

Apple Rumored to launch AR and VR products by 2020

Apple is rumored to be launching new Augmented Reality (AR) and Virtual Reality (VR) products by year 2020. They have been researching this technology for over 10 years, but with the increase in popularity and demand of this technology, insiders report that they have hired hundreds of new employees to a research unit dedicated to finding ways AR and VR can be implemented in future products. To those who do not know the difference between Augmented and Virtual Reality,  Augmented Reality (AR) is when you have a modified view of the real world while VR is when you are fully immersed into the virtual world. In other words, with VR you cannot see anything in the real world while in AR you can still see the real world around you.

The rumors and hype surrounding Apple creating new products with AR and VR capabilities does have merit since Apple has acquired multiple VR and AR companies since 2015. Some of these companies include Metaio, VRvana, Primesense, Faceshift, and FlyBy Media to name a few. Metaio was a AR startup that created an AR app that allows you to create AR scenarios in just a few minutes. Last year Apple acquired VRvana that created a mixed reality headset called Totem but it was never released to the public. Primesense is a 3D body-sensing firm. This acquisition sparked many conversations that motion sensing capabilities for Apple TV but it was never implemented. Faceshift uses 3D sensors to capture facial expressions and transformation your face into an animation character. Lastly, FlyBy Media created an AR app that allows messages to be seen on real world objects.

AR has surpassed Apple’s self-driving car initiative, as Apple’s biggest priority behind the iPhone per market speculation. Further evidence of this is a statement Tim Cook, CEO of Apple, made about AR/ VR saying “it’s something we’re doing a lot of things on behind that curtain that we talked about.” “I view AR like I view the silicon here in my iPhone, it’s not a product per se, it’s a core technology. But there are things to discover before that technology is good enough for the mainstream.” Several sources also claim that Apple is working on a headset capable of running both AR and VR applications. The rumors are that Apple’s headset would connect to a dedicated box, resembling a PC tower containing short- range wireless connection. Apple’s technology will be similar to the recent windows mixed reality headsets that have the sensors built into the headset.  

There is also talk about Apple creating AR smart glasses. The smart glasses would be different than the full blown headset needed for VR capabilities because you wouldn’t need to have the glasses fully enclose your eyes. Apple has refused to comment on any of these speculations of current projects, however, Tim Cook has said “I can tell you the technology itself doesn’t exist to do that in a quality way. The display technology required, as well as putting enough stuff around your face — there’s huge challenges with that.” “We don’t give a rat’s about being first, we want to be the best, and give people a great experience.” Apple’s main priority is to bring the best product to the market, even if it means taking longer than their competitors such as Microsoft, HTC, Facebook, Google and Sony. Apple already has given glimpses into their VR and AR research and products with releasing certain devices that support VR such as Metal 2 macOS High Sierra and in iOS 11. For AR, Apple launched ARKit API which allows app developers to create AR- based apps with minimal effort. ARKIT combines motion tracking, camera scene capture, top of the level screen processing, and display ease to create AR apps conveniently.

Whether Apple will choose to release their highly anticipated VR and AR products by 2020, who knows, but we are all waiting anxiously for them to do so!  

Radical Galaxy Invited to Speak at AEC Conference

Radical Galaxy Invited to Speak at AEC Conference

Radical Galaxy Studio, a technology company specializing in high-end virtual and augmented reality experiences, spoke at the Architecture, Engineering and Construction (AEC) event April 19th-20th in Washington DC.

At the conference, Radical Galaxy spoke about the various uses of virtual reality (VR) and augmented reality (AR) to help save time and money for AEC firms and their clients. Radical Galaxy demonstrated this concept by presenting projects that are in the design phase as well as different phases from early construction to final sales and marketing. Clients have the ability to review numerous options and make decisions such as changing structural elements and choosing from a variety materials for the walls and floors. Everything the client sees in the VR world is exactly what the space will look like in the actual world, making the decision process easier and less time consuming for all involved. VR also allows the process of finalizing plans to become straightforward for all parties involved including, architects, interior designers, engineers and the client.  In turn, there is less of a need to coordinate schedules to meet in person to discuss projects. Each user can be anywhere in the world and see what is going on from a computer or headset.

“I’m extremely pleased to have been invited to speak about the use of virtual reality and other advanced technologies in real estate,” said Bradley Snyder of Radical Galaxy. “This was a valuable event where we were able to discuss and demonstrate the latest in VR and AR technology with other leaders in the AEC industry.”

Matt Shaffer, co-founder of Radical Galaxy, added “It was great to showcase what our company uniquely has to offer.” “With the recent increase in use of VR and AR in the AEC industry, I’m very appreciative we were selected as the company to help shed light on why and lead the discussion of what may be next.”

AECIT is comprised of technology decision makers from some of the leading architecture, engineering, and construction firms throughout North America. This year’s event was put together by Bruce Barclay of Silman and Andrew Corn of McKissack & McKissack. Member firms included groups such as Gensler, LPA, SOM, Stantec, Perkins +Will, Adrian Smith + Gordon Gill and Ware Malcomb.

The conference’s extensive speaker line-up included: Brian White of Veritas Technologies, David Gilmore of Design Intelligence, Kyu Choi of Microsoft Teams, and Jacob Slevin and Westin Conahan of Designer Pages. Veritas offers a multi-cloud data management system as a solution to keep all of your data in one place. Microsoft Teams is a platform that incorporates meetings, workplace chat, notes, and any attachments together. Design Intelligence works to create success for their clients in the architecture, engineering, construction and design world through networking and leadership events. Lastly, Designer Pages offers a way for designers to manage their product information. Each speaker presented what new and exciting technologies their companies offer that can be implemented across the AEC industry.

If you want to learn more about the conference please go to http://www.aecitleaders.org/

 

 

For Retail, Augmented and Virtual Reality are the Future

For Retail, Augmented and Virtual Reality are the Future

Where is the mall headed?

Mall owners are redeveloping and reimaging their properties to be relevant in today’s changing retail market.   Many properties are going through major redevelopments trying to create an experience, not just a place to shop.  Whether it’s offering more dining and entertainment options or having interactive features such as showcasing the latest augmented reality tech, the malls are keen to create opportunities for the consumers to engage more actively with physical retail.

The jury’s still out on the actual death of the mall. There is talk revolving around whether the “death of stores” and the general lean towards online life – and with that, online shopping – is something that will continue to transform the retail industry entirely and indefinitely.

Changing Retail Landscape   

There is something to be said about the convenience that point-and-click shopping brings to a consumer. Couple that with an augmented or virtual reality infused experience that not only enables you to shop from anywhere, but puts you in the place you wish to be, pick the product you need and have it reach you, all via a series of clicks, and the virtual experience really gives an actual physical trip to a mall a run for its money.

Millennials, the ever-hungry, ever-spending cohort that is always on the lookout for the next purchase that will wow their followers, are mobile-focused high spenders set to make up 2.6 billion of the global population by 2020, with access to $44 billion in buying power. And millennials are not shying away from spending this money, according to research – in fact, they spend more than half of what’s available to them each month.

Millennials are dictating a new path forward for the retail industry and if key players refuse to adapt, they may find themselves in some seriously hot water. To stay relevant and give this expanding audience an unique opportunity to spend their disposable income, retailers need to heighten their game by providing customers with relevant technology which is intuitive, engaging and exciting.

“This presents a significant challenge for retailers and brands to create a personalized, interactive experience with the latest digital advances or risk falling behind. This kind of innovation is not linear or a one-time project — it is a new way of thinking, operating and behaving,” said IBM General Manager of Global Consumer Industries Steve Laughlin.

Enter Virtual and Augmented Reality

Virtual Reality has found a way to engage the customer both from the comfort of their own home and by providing them with a unique shopping experience in a physical mall.  Users can enter a virtual store, Ralph Lauren for example, and walk through the store, try on virtual clothes, interact with staff or even invite friends to shop with them in the virtual reality world.  On the other hand, mall owners can heighten the appeal of their space by creating tech demos and virtual reality simulations.  Especially while VR and AR headsets are still more of a novelty, physical stores can attract attention and increase visitations through the promotion of new experiences.

With its undeniable appeal and the promise of attracting millennials, retailers are buying into the idea of using virtual and augmented reality technology to improve their business operations in various ways. It’s not just a sales tool, but also an effective research tool which helps physical stores with merchandising, product placement and developing planograms.  The use of planograms in the retail stores helps create a better store layout and product positioning.

A brand that is courageously spearheading this trend of using virtual reality technology in the retail environment is Rebecca Minkoff. The designer partnered with Ripple in late 2016 to virtually live-stream a fashion show of her latest collection. The 360 VR experience allowed users to manipulate imagery at their whim and wander anywhere along the street where the fashion show was held. This fully immersive experience was only a toe dip for the company’s intentions to integrate VR into the way they reach customers.

Walmart launched several augmented reality apps, in the United States and Canada, coupling the technology tools with in-store marketing activities for blockbuster features such as The Avengers, the Amazing Spiderman and, most recently, the new Teenage Mutant Ninja Turtles TV series. Using a free app, available for Android, iPhone and iPad, shoppers were given an opportunity to interact with signage placed throughout the store and embark on a virtual adventure during which they could obtain series-related merchandise.

Along with Walmart, companies such as Wayfair, Amazon, Overstock, Ikea and Sotheby’s have all dabbled in creating augmented reality apps to improve the experience of their customers.  At Radical Galaxy, we have been involved in the creation of virtual and augmented reality apps that are pushing the boundaries of what can be done within the space.  Our current R&D projects are being designed to make the shopping experience more modernized, intuitive and profitable for both malls and retailers.