Jacek Chmiel, Global Chief of Consulting & Technology at the IT Services Competence Platform:
The year 2018 was an unexpectedly good one for VR, mainly due to increased sales of the two-year-old PlayStation VR. I believe the more people enjoy the technology in entertainment settings, the more open they will be to using it in enterprise applications.
Microsoft, Google, Facebook, HTC and others will continue pushing their enterprise and customer VR/AR solutions. Apple continues to promote augmented reality on its newest iPhones for all kinds of applications, not just gaming.
Lyubomyr Senyuk, CTO & Head of R&D at CoreValue:
Despite the untimely releases of some AR standards and mass market devices, augmenting reality with simple devices has already been set in motion. AR/VR, being among the main influencers in the UI/UX world, will definitely appear on mobile devices as a standard experience extender. By the way, I’ve noticed a sort of pause in the evolution of eye tracking, which is such an important feature of mass AR, so we’re probably due for something new there in 2019. This feature is very interesting not only for extending UX and AR but also for tracking/monitoring user behavior in any UI that has high demand for marketing and UX design.
Kacper Ryniec, Software Development Lead at Solidbrain:
Will 2019 be the year of AR? At least for Microsoft enthusiasts, this might be true. More and more rumors indicate that the giant from Redmond will launch the 2nd version of its AR headset this year. The updated product will further drive utilization among enterprise customers, which is already growing. Our experience shows that AR perfectly supports manufacturing companies with their marketing and training goals. Dedicated, improved VR/AR hardware, backed by widespread adoption thanks to ARKit and ARCore, should finally allow this technology to fully take off.
Roland Guelle, CTO at Sevenval:
While VR is quite impressive, AR has way more useful deployment scenarios, due to its way of combining VR with the actual world.
AR (and VR), especially on mobile devices (with or without a headset), increases users’ potential compared to those that own a the combination of a specific VR headset like the HTC Vive or Oculus and a powerful VR-ready PC. What applies to “mobile” also applies to AR/VR: Simplicity is more important than perfect pixels for the experience with the AR/VR application.
With WebVR & WebAR, these technologies will become accessible for a huge developer community, compared to native SDKs and build chains.
These two important milestones, usability for users and for developers, are the right ingredients for mass market success, while high-end solutions for B2B or gaming will remain stable on the market.
This is the final part of the Technology Trends blog series. Thank you for staying with us! Follow our LinkedIn profile for a summary article with key takeaways from our experts.
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