Apple layout AR / VR, how to create a real explosion?

All along, Apple’s secret rumors of secretly developing smart cars and AR/VR devices are endless. It now appears that perhaps AR/VR devices will be ahead of smart cars and become Apple's "next big event."

Sony executive Yoshida Shunping said in an interview recently that Apple may release VR/AR products in 2017. A few days ago, Apple and Carl Zeiss cooperated to develop AR glasses. We have reason to believe that after Microsoft, Google, Facebook and other technology giants, Apple will also take action to enter the AR/VR consumer market.

Apple layout AR / VR has been

Last year, Apple CEO Cook has repeatedly expressed interest in AR / VR, but still did not give a clear answer to when Apple entered the field. Although it is currently impossible to understand Apple's plans in the AR/VR field, there is sufficient evidence that Apple attaches great importance to the AR/VR market and includes a large number of talents and technologies.

The first is the talent in the AR/VR field. In Apple’s recruitment news released in November 2014, we can see that Apple is hiring 3D graphics and AR/VR talents; Apple has also hired a large number of technical talents from other companies, including Microsoft engineer Nick responsible for HoloLens audio hardware technology development. Thompson, Lytro engineer Graham Myhre, who developed dedicated lenses and sensors, Zeyu Li, a major computer vision engineer at Magic Leap, and Yury Petrov, a research scientist at Oculus.

The second is the acquisition of AR/VR technology startups, which will list three representative ones. In 2013, Apple acquired PrimeSense, which developed the first generation of Kinect somatosensory controllers for Microsoft, and acquired the sensor technology required for AR/VR devices. PrimeSense technology can also be used to create highly accurate 360-degree scans, which may help virtual Reality app.

Apple acquired Metareal, a virtual reality company that engages in augmented reality and machine vision solutions: Metaio's Metaio Creator creates AR scenes in just a few minutes. Not only that, but Metaio was acquired with a large developer community with more than 1,000 customers and more than 150,000 users in 30 countries around the world.

In early 2016, Apple acquired AR company Flyby Media. Flyby has worked with the Google Project Tango project to develop technologies for indoor positioning and navigation, drone auto-navigation, driverless cars, and head-mounted display system tracking.

Finally, Apple has several AR/VR patents. In November last year, the media exposed Apple's patent for a head-mounted display system. Patent images show that this VR headset can be used to put portable electronic devices (such as the iPhone) inside, and is equipped with dual lens and remote control devices.

In fact, in April 2016, the media has already exposed a VR helmet patent. In this patent, the VR device seems to be very thin, and only shows the eye mask part. Many people who have seen the patent map think that this VR device is very likely to carry a curved screen. These patents all point to Apple's interest in AR/VR devices.

In addition to the VR helmet patents mentioned above, Apple has applied for a number of technical patents, such as the patent for AR maps that view information about surrounding areas through an iPhone camera, the patent for 3D displays that can check head movements, and the ability to navigate through built-in sensors or gestures. Virtual room" patents, etc.

How does Apple do AR/VR products?

After understanding Apple's ambitions in the AR/VR field, we will naturally wonder: What kind of AR/VR products will Apple launch? By reviewing Apple's history, it is not difficult to find that soft and hard integration is the most likely model, which may also explain why Apple has not thrown products in the AR/VR layout for many years.

In our opinion, Apple AR glasses have the opportunity to go public this year, but will require users to cooperate with the next generation of iPhone; in terms of design, Apple AR glasses will be similar to Google glasses, focusing on portability and fashion. Overall, Apple AR glasses will be similar to Apple Watch, becoming the "component" of the iPhone rather than a standalone product.

One of the reasons for this speculation is the previously exposed patent map, and the other is Carl Zeiss, who was promoted to cooperate with Apple: At CES 2017, the Carl Zeiss booth in the AR area does not have any optical components such as AR and VR. Considering the VR One Plus mobile helmet that Zeiss is selling, we believe that Apple AR glasses will also be the main mobile experience.

In order to better support Apple AR glasses, system support for hardware devices is also very important. So we may see an iOS 11 system that supports the AR/VR experience, just like Google's launch of the Daydream VR platform, which allows the Android system to better support mobile VR devices. As a result, Apple users will not have to worry about the lack of device content (software, games, videos, etc.).

Not only that, but the Apple iPhone's own application will also support AR/VR scenarios. With the acquisition of Metaio's technology, the iPhone 8 can provide a more interesting AR map experience; the iPhone camera can be integrated into the AR function for facial recognition, real-time object recognition and more.

What is the impact on the industry?

In the past 2016, although AR/VR has experienced a very busy year, the overall AR/VR market is still small and the audience is not very large. However, after joining Apple as a heavyweight player, its influence may become a catalyst for the AR/VR industry and further expand the market.

For example, although giants such as Microsoft and Google have been working in the AR field for many years, until Nintendo launched the Pokemon GO, the augmented reality game, the augmented reality was touched by more ordinary users, rather than more limitations in the past. In the technology circle and technology enthusiasts. After Apple enters the AR/VR market, it will also allow more ordinary users to access AR/VR, enabling the market to spread from technology enthusiasts to ordinary users.

On the other hand, similar to Apple Watch's great potential in the fitness field, Apple AR glasses also have great potential in this field. For example, in Apple Watch, you need to click on the screen to learn about health data, but with Apple AR glasses, users can understand health data in a more intuitive and eye-catching way; with the augmented reality built fitness scene, users can also get more through AR glasses. Great fitness experience. It is further envisaged that after the Apple Watch, iPhone and AR glasses are used together for fitness, users can put physical exercise, real-time reminders and data aggregation on a platform to form a digital fitness assistant comparable to a fitness instructor.

Although it is only the user's imagination, Apple has the ability to realize these ideas and let more people see the charm of AR/VR. That's why we are so looking forward to Apple's early entry into the AR/VR market and the introduction of exciting hardware products.

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