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IDC IT Industry Predictions

A recent article on Business Wire discusses the International Data Corporation (IDC) IT industry predictions release for 2018 and future years. The organisation has focused mainly on digital transformation of enterprises as a result of innovative technologies, e.g. ARVR.

Frank Gens, Senior Vice President and Chief Analyst at IDC, is quoted to have said that some of IDC’s predictions for the future are a continuation of blueprints for the enterprise digital transformation journey, whereas other predictions involve new strategies for integrating emerging technology.

Here are some examples of IDC’s top worldwide IT industry predictions:

  • 60% of all enterprises will have begun to implement part of a full digital transformation platform strategy via a new IT foundation by 2020
  • By 2021, over $530 billion will be spent on infrastructure and cloud services by enterprises, and over 90% of organisations will be using this technology
  • Human-digital interfaces are expected to diversify by 2020; 25% of field operators and workers are predicted to use Augmented Reality by this time
  • By 2021, at least half of global GDP is expected to be digitised, with main growth drivers of all industries being digitally-improved operations, relationships, and offerings
  • 90% of big enterprises are predicted to generate revenue from data-as-a-service by 2020



Hype and Reality in AR

An article on Datamation discusses the place of Augmented Reality in the technology market, including the hype cycle. It mentions that the AR market is predicted to grow to $49 billion by 2021 compared to $209 million in 2016, according to an IDC study.

Virtual Reality is compared to AR in the article, with failures of the former being focused on as opposed to the success of the latter. The most useful industries for AR are said to be training and repair; e.g. AREA member Boeing uses AR in engine repair, as the overlay provides guidance for which areas of the engine need to be fixed.

The article also states a reason why there is more demand for AR tech in industry rather than for consumer use. Rob Enderle, principal analyst for The Enderle Group, is quoted to have said that the consumer sector is restricted by budgets whereas the industrial sector is more willing to pay larger sums of money. Tim Bajarin, president of Creative Strategies, is also quoted to have said that other industries that will benefit from AR include real estate and tourism.

The failure of the first Google Glass release is discussed in the article, with reference to the latest Glass announcement; the second version is aimed at use in the enterprise rather than for consumers, which perhaps reflects the direction in which AR is going.

The article concludes by claiming that AR is at the stage of requiring data models and training for users, and expanding platforms from smartphones to headsets for consumers.




Global ARVR in the Healthcare Industry

Significant points from the report include:

  • The global ARVR in healthcare market is expected to grow at a CAGR of 17.2% in the forecast period
  • Key driving factors for the market are: increasing private funds, emphasis on delivery of efficient healthcare services, and healthcare funds being increasingly spent on emerging tech
  • The use of ARVR in medical training provides an enhanced understanding of anatomy and physiology, and results in less complications and trauma during surgery
  • VR is a great advantage in exposure therapy for helping patients with phobias
  • Health apps that help train doctors and patients also aid fitness management
  • The ARVR healthcare market is restricted by a lack of clear regulatory guidelines for medical use
  • North America is the leading ARVR healthcare market, Europe being the second
  • Key factors contributing to ARVR market growth in North America are: established distribution channels and ease of access to technologies

Key market players in the market mentioned in the report include:

  • Siemens Healthcare
  • Intuitive Surgical Inc.
  • Foursquare Labs, Inc.
  • GE Healthcare
  • Vuzix Corp
  • Simulab Corp
  • Medtronic
  • VirtaMed
  • WorldViz, LLC
  • Oculuc VR, LLC



Looking ahead to EWTS 2017

Jay Kothari, Project Lead at Glass at X, is schedules to offer the opening keynote this year. Kothari will use the event as an opportunity to explore the implications of wearable tech, specifically Glass, on the future of work.

Kothari’s session will explore the enterprise wearables space and address the reasons why enterprises can no longer afford to ignore this new category of technology. Some key questions that Kothari will explore include the following: Are wearables a legitimate enterprise priority right now? Has the technology caught up to enterprises’ needs? Which devices and applications are seeing the most traction today? How will the role of wearables in the workplace evolve? And how can enterprises prepare for the future? What’s clear is that Kothari’s questions are questions that everyone should now be asking, whether they’re educators or professionals leading an enterprise looking ahead to the future of workplace training.

The article runs through a fairly basic description of wearable tech.  We are well on our way to realizing the shift from mobile phones to wearable tech, and the upcoming Enterprise Wearable Technology Summit in Boston this month is yet another sign of how rapidly the wearable tech market is expanding.

Safety, compliance and training are all on the agenda at the upcoming Enterprise Wearable Technology Summit. In a session focused on wearables “below the neck,” for example, presenters will explore how devices ranging from smartwatches and smart clothing to exoskeletons and body-worn sensors can be used to track workplace activity to increase efficiency, productivity, and safety; collect real-time data and communication; generate employee biometrics; help employees with navigation; and increase on-site security.

In another session, Albert Zulps, a Regional Director at construction firm, Skanska, will explore wearable tech in relation to construction industry safety. As noted in the program overview, the presentation will “on how wearables, IoT, sensing devices, virtual reality and RTLS can enhance environmental awareness and real-time visibility of worker’s safety and productivity on active job sites, as well as into operations.”

The implications of wearable technology for workplace training are profound. Indeed, it now seems likely that over the coming decade, wearable tech will become the primary interface through which workplace training is delivered. This will help to create new types of apprentice-based opportunities but also enable trainers to collect detailed feedback on what trainees do and do not understand. There is hope this will lead to more learner-specific training opportunities and over all, more effective and cost-effective training programs.




An AR scenario for Aviation: Atheer

The mechanic is on the ground with a plane in Boston that’s in need of engineer servicing, and she is using AR technology (particularly “see what I see” video conferencing features) on the repair with an engineer in San Jose who worked on the original design of the engine.

The engineer can use smart glasses to electronically “circle” a part that needs attention (shown on the screen of the smart glasses so that both the mechanic and the remotely-connected engineer).

The engineer in San Jose can provide more detailed guidance to the mechanic in Boston, getting her to look more closely at various aspects of the aircraft part that she is working on – and provide real-time feedback to the mechanic on the next steps that she needs to take.

How many challenges are solved at once:

  • Allowing the engineer in San Jose to deliver detailed, contextual guidance that allows him to see and interact with the malfunctioning aircraft part, so that he is able to scale the delivery of his highly-valued skills to the mechanic in Boston (without having to travel in-person to do so).
  • Using an engineer in San Jose to troubleshoot an MRO issue in Boston, which helps provide national and international scale for the engineer’s employer.
  • Offering the mechanic in Boston immediate access to the latest task checklists (for working on the troublesome part) – and any existing training videos – directly via her smart glasses before initiating the video conference call to the engineer in . This ensures that valuable aviation engineer time is only sought when other support avenues have been exhausted.
  • Getting the right information to the right place – quickly and easily. Using smart glasses (and either voice, gestures or head movements to access the information and remote experts she needs), the mechanic is safely able to get at all the information she needs without having to remove work gloves, move away from the part she is working with or otherwise be distracted from the task at hand.



Smartglasses Market Share 2017

A recent report discusses the Global Smartglasses Market examining the performance of the market in 2017. The market report contains in-depth research of the market state and the competitive landscape globally.

The report includes Smartglasses market size, revenue, market share, Smartglasses industry volume, market trends, Smartglasses growth aspects and a wide range of applications, utilization ratio, supply and demand analysis. It also shows manufacturing capacity and Smartglasses price during the forecast period from 2017 to 2022.

Top vendors which are mentioned in this report include:

  • Google Glass
  • Microsoft
  • SONY
  • Samsung
  • Newmine
  • Baidu glasses
  • Recon
  • Lenovo
  • ITheater
  • And many more

The report covers the top Smartglasses manufacturing industry players from regions like United States, EU, Japan, and China. It also characterizes the market based on geological regions.

Giving information on the company profile, market share and contact details along with value chain analysis of the Smartglasses industry and rules  and policies.

To request a free sample of this report click here; bit.ly/2tRiHus




Global Augmented Reality Market to Register A Stout Growth by 2017-2022

The valuation of the Global Augmented Reality Market is estimated to reach USD 124.37 billion by 2022 growing at a CAGR of 76.60% between 2016 and 2022, according to a new market report.

The global Augmented Reality Market report has been composed based on an in-depth market analysis with inputs from industry professionals. The primary focus of the market report is to define and specify Past-Current Size, Augmented Reality Shares, Price, Segment & Forecast to 2022.

The report offers a detailed analysis of the Augmented Reality market dynamics which will influence the market during the forecast season and gives a proper understanding of the Augmented Reality major players, dominant Augmented Reality market segments, diverse geographic regions and Augmented Reality market size (revenue).

Augmented Reality market Key Players analysis

  • Google and Inc.
  • IBM Corporation
  • Infinity Augmented Reality and Inc.
  • Blipper.com Ltd.
  • Metaio GmbH
  • Microsoft
  • Corporation
  • Sony
  • Corporation
  • SamsungQualcomm
  • Inc.Apple and Inc.

To read the report in full click here




Global AR and VR Smart Glasses Market 2017

An article by ndmcolumns.com discusses the latest smart glasses market report by QYResearch. The report, named ‘AR & VR Smartglasses Market’ brings to light the comprehensive study and factual information of the global market.

The report focuses on regional as well as global markets, its key players, along with market segments including a detailed study on various divisions and its applications. It also covers the precisely studied and evaluated data of the global market players and their scope in the market using a number of analytical tools.

Main topics that are discussed in the report include:

  • A complete backdrop analysis, which includes an assessment of the parent market.
  • Important changes in market dynamics.
  • Market segmentation up to the second or third level.
  • Historical, current, and projected size of the market from the standpoint of both value and volume.
  • Reporting and evaluation of recent industry developments.
  • Market shares and strategies of key players.
  • Emerging niche segments and regional markets.

To request a free sample of this market report click here.




36% Believe Wearables Enhance Workplace Productivity

Office Genie, an office search engine organisation, surveyed 1000 UK employees and found that 36% of employee respondents cite increased productivity as a benefit of using wearable technology in the workplace. This survey also found that 42% of respondents believe that stress monitoring is an appropriate use for wearable technology in the workplace.

Head of strategy at Office Genie, Peter Ames, said: “If employers are planning to introduce workplace wearables, these concerns have to be considered. First and foremost, employees need to be clear as to the legitimate reasons behind their introduction. Creating a document informing staff of the data sets that will be employer-accessible can help reduce fears of snooping bosses. These concerns aside, workplace wearables have been linked to improved productivity and job satisfaction, as well as health benefits. So it definitely isn’t worth writing them off, particularly with the majority of employees in favour of them.”

Other survey findings include:

  • 41% feel supporting employees’ physical health would be an appropriate use for workplace wearables.
  • 43% of respondents cite employee wellness as a benefit of using wearable technology in the workplace, and 41% cite health benefits.
  • 51% of respondents believe wearable technology is beneficial in the workplace
  • 33% of respondents would prefer to use employer-provided wearable technology for professional use only, and 21% would use it for both professional and personal purposes.

On the downside:

  • 49% are worried about the negative effect wearable technology could have on employees’ stress levels
  • 58% are concerned that their employer could look at data recorded by the devices outside of the workplace
  • 67% worry that the use of wearable technology in the workplace could result in a big-brother-style surveillance culture



Jay Kim of Upskill on the Pristine Acquisition and the Future of AR

In the aftermath of Upskill’s acquisition of Pristine, the AREA caught up with Upskill’s Chief Strategy Officer, Jay Kim, to get his perspective on the deal and what it means for AR.

AREA: What were the motivating factors behind this acquisition?

Kim: Both companies saw capabilities in each other that would be a force multiplier, especially at this stage in the AR market. The early AR adopters are piloting solutions and starting to figure out how to scale enterprise-wide, but for every early adopter, there are probably a dozen companies that are still experimenting with a variety of different projects and providers, trying to understand where smart glasses can provide the highest level of economic impact today.

What we saw in Pristine was a best-in-class video remote collaboration solution called EyeSight, which offers a number of unique qualities. It’s robust against some challenging environments with connectivity and bandwidth issues. It is a 100-percent cloud-delivered solution. It supports a number of different smart glasses devices to enable HD-grade video streaming. It is also easy to deliver and there is elegance in its simplicity.

Ultimately, we see this acquisition as a strategic advantage for a couple of reasons. First, it enables Upskill to engage the broader market with a lighter touch solution, using their portfolio of apps, to drive exposure to AR technology across a number of industries. That means we’ll be able to accelerate customers’ exposure to smart glasses and the benefits of our technology. Second, it provides us with an even stronger remote assistance and knowledge capture solutions than what we had previously available, which can be integrated into our core product, Skylight. And finally, with the acquisition, we have brought on more than a dozen new staff to our team in key areas where we needed to add talent. Culturally it was a good match and it also deepened our bench of industry experts.

AREA: So, you’re giving enterprises an easier entry point and a clear migration path to taking on more AR capabilities over time?

Kim:  Upskill has built a very powerful industrial AR platform – Skylight – that integrates quite nicely into large enterprise IT environments. Of course, Skylight is cloud capable, but can be delivered in any enterprise IT environment, which for most of the customers we work with, means it needs to be on premise. Pristine saw our platform as an opportunity to take some of the product capabilities that they had built, and now gain a logical growth path that enables them to scale AR enterprise-wide and deliver far more than just remote collaboration, assistance and capture capabilities. That’s what the acquisition means for both of us – the ability to have a much larger addressability of the market, as well as a greater range of use cases we can support.

AREA: Tell us about the use cases.

Kim: With EyeSight, we now have a product that is tailor-made to address field service applications in industries where cloud delivery of software is relatively common. There is a huge need for remote assistance and collaboration solutions. It’s done in a way where different users can almost perform self-service. They can just turn on the system, launch EyeSight and get going. That’s very, very impactful. And there are several examples of where this type of application is best utilized, some that we recently covered in an Upskill webinar.

We’re working with Coca-Cola, for instance, to provide remote support for technicians in one of their bottling facilities. The issue they face is that the suppliers for much of the equipment in the plant are based in Europe. So when troubleshooting or repairs are needed to fix machines on the line, previously the only way to solve them was to fly a technician in from Europe, which was costly in and of itself. However it only paled in comparison to the cost in downtime, which can equate to thousands of dollars for every second the line is not operating. Now with EyeSight deployed, when issues arise staff onsite can immediately initiate calls with their supplier counterparts in Europe. The remote experts can accept the call either from a browser or a mobile device and instantaneously see the equipment, diagnose the issue, and walk the Coca-Cola technicians through the process of repairing it without ever having to step into the path.

AREA: Can you give us some idea of potential new AR capabilities that will be enabled by this acquisition?

Kim: Pristine’s people are among the world leaders in engineering product design and UX design in this industry. We’re extremely excited about that. With those sharp minds on the team, it will enable us to accelerate some of the thinking around our next-generation product. That includes our ability to get into more complex augmented reality scenarios as we cement our leadership in the assisted reality category and look to a more immersive augmented reality world.

AREA: What does this acquisition say about the state of AR adoption in the enterprise?

Kim: There are two key points. One is the growing enterprise awareness around having solutions that span the entire value chain, from point solutions, such as EyeSight, to more holistic platforms like Skylight. A lot of the folks that have experimented with different point solutions are starting to evolve their line of thinking to say, “Okay. We’ve got it, it’s good. What’s next?” There is a greater need to understand how large enterprises are going to deploy their AR strategies to impact the greatest number of people in the organization. Skylight is an excellent fit for what they are trying to do. I think this acquisition signals that we’re looking at an era where point solution providers will need to understand how their solutions will scale across businesses and that is quickly becoming table stakes for providers.

AREA: Do you think this acquisition provides any clues about the future direction of the AR industry?

Kim: We see people taking multiple parallel converging paths in their approach to AR. You have a number of vendors that focus on handheld devices – the smart phone and tablet form factors – and delivering compelling, camera-based registered experiences. Then you have folks like Upskill that are entrenched in the assisted reality domain. This acquisition does signal the fact that the assisted reality domain is going to mature quickly. It centers on the fact that the fundamental value proposition of assisted reality is around delivering a hands-free user interface to the data and assets already available to industrial workers.

The third path is the hands-free immersive AR solutions. You’ve got companies that are trying to do that based on projection-based systems and devices like HoloLens that deliver that fully immersive registered experience. I don’t think there’s any question that eventually the world is heading towards this – immersive augmented reality solutions everywhere. We’re taking it another step towards making that vision a reality. Of course, I represent the software side, so there have to be corresponding hardware advances that enable us to get there, but it is clear that the augmented reality is quickly maturing to a solution that is scalable and impactful today, while laying down a foundation to allow even further advances in technology.