Steve Thomas - IT Consultant

Facebook -owned Oculus is shipping its latest VR headgear from today. Preorders for the PC-free Oculus Quest and the higher end Oculus Rift S opened up three weeks ago.

In a launch blog Oculus touts the new hardware’s “all-in-one, fully immersive 6DOF VR” — writing: “We’re bringing the magic of presence to more people than ever before — and we’re doing it with the freedom of fully untethered movement”.

For a less varnished view on what it’s like to stick a face-computer on your head you can check out our reviews by clicking on the links below…

Oculus Quest

TC: “The headset may not be the most powerful, but it is doubtlessly the new flagship VR product from Facebook”

Oculus Rift S

TC: “It still doesn’t feel like a proper upgrade to a flagship headset that’s already three years old, but it is a more fine-tuned system that feels more evolved and dependable”

The Oculus blog contain no detail on pre-order sales for the headsets — beyond a few fine-sounding words.

Meanwhile Facebook has, for months, been running native ads for Oculus via its eponymous and omnipresent social network — although there’s no explicit mention of the Oculus brand unless you click through to “learn more”.

Instead it’s pushing the generic notion of “all-in-one VR”, shrinking the Oculus brand stamp on the headset to an indecipherable micro-scribble.

Here’s one of Facebook’s ads that targeted me in Europe, back in March, for e.g.:

For those wanting to partake of Facebook flavored face gaming (and/or immersive movie watching), the Oculus Quest and Rift S are available to buy via oculus.com and retail partners including Amazon, Best Buy, Newegg, Walmart, and GameStop in the US; Currys PC World, FNAC, MediaMarkt, and more in the EU and UK; and Amazon in Japan.

Just remember to keep your mouth shut.

Facebook -owned Oculus is shipping its latest VR headgear from today. Preorders for the PC-free Oculus Quest and the higher end Oculus Rift S opened up three weeks ago.

In a launch blog Oculus touts the new hardware’s “all-in-one, fully immersive 6DOF VR” — writing: “We’re bringing the magic of presence to more people than ever before — and we’re doing it with the freedom of fully untethered movement”.

For a less varnished view on what it’s like to stick a face-computer on your head you can check out our reviews by clicking on the links below…

Oculus Quest

TC: “The headset may not be the most powerful, but it is doubtlessly the new flagship VR product from Facebook”

Oculus Rift S

TC: “It still doesn’t feel like a proper upgrade to a flagship headset that’s already three years old, but it is a more fine-tuned system that feels more evolved and dependable”

The Oculus blog contain no detail on pre-order sales for the headsets — beyond a few fine-sounding words.

Meanwhile Facebook has, for months, been running native ads for Oculus via its eponymous and omnipresent social network — although there’s no explicit mention of the Oculus brand unless you click through to “learn more”.

Instead it’s pushing the generic notion of “all-in-one VR”, shrinking the Oculus brand stamp on the headset to an indecipherable micro-scribble.

Here’s one of Facebook’s ads that targeted me in Europe, back in March, for e.g.:

For those wanting to partake of Facebook flavored face gaming (and/or immersive movie watching), the Oculus Quest and Rift S are available to buy via oculus.com and retail partners including Amazon, Best Buy, Newegg, Walmart, and GameStop in the US; Currys PC World, FNAC, MediaMarkt, and more in the EU and UK; and Amazon in Japan.

Just remember to keep your mouth shut.

“The Key,” a surreal story with a real-world political message, has won the Storyscapes award at this year’s Tribeca Film Festival

That’s the festival’s juried award for immersive art. It comes with a $10,000 cash prize, which the creators say will be donated to the Friends of Refugees organizations.

I actually had a chance to experience “The Key” for myself last week, and it’s a unique story, starting with an exploration of the nameless narrator’s dreams, before connecting to an explicit message about the plight of refugees. The core experience takes place in virtual reality, through an Oculus headset, but participants begin by entering a room-size installation and interacting with a live actor.

I’m being a bit vague about the story to preserve some of the surprise for New Yorkers who might still get a chance to try out “The Key” at the Tribeca Virtual Arcade (which is open until tomorrow, May 4).

And for those of you who won’t get that chance, director Celine Tricart said in a statement that “this award will help us find venues to showcase The Key around the United States and abroad, delivering this important message to the public.”

“The Key” is narrated by Alia Shawkat, and was produced by Gloria Bradbury and Lucid Dreams Productions, in partnership with the Oculus VR for Good Creators Lab and Friends of Refugees. It made its world premiere at Tribeca.

We’ve captured much of Niantic’s ongoing story in the first three parts of our EC-1, from its beginnings as an “entrepreneurial lab” within Google, to its spin-out as an independent company and the launch of Pokémon GO, to its ongoing focus on becoming a platform for others to build augmented reality products upon.

It’s not an origin story that serves as an easily replicable blueprint — but if we zoom out a bit, what’s to be learned?

A few key themes stuck with me as I researched Niantic’s story so far. Some of them – like the challenges involved with moving millions of users around the real world – are unique to this new augmented reality that Niantic is helping to create. Others – like that scaling is damned hard – are well-understood startup norms, but interesting to see from the perspective of an experienced team dealing with a product launch that went from zero to 100 real quick.

The reading time for this article is 16 minutes (5,150 words).

Build on top of what works best

Everything Niantic has built so far is an evolution of what the team had built before it. Each major step on Niantic’s path has a clear footprint that precedes it; a chunk of DNA that proved advantageous, and is carried along into the next thing.

Looking back, it’s a cycle we can see play out on repeat: build a thing, identify what works about it, trim the extra bits, then build a new thing from that foundation.

The mere mention of the word “technology” elicits a certain expectation. Namely, that we’re dealing with something that’s modern, new, and has the potential to change our lives. In healthcare, new and transformative solutions are constantly being created. Here are some you should know about.

The “internet of things”

The “internet of things” (IoT) literally means that more “things” other than computers are being connected to the internet. People, cars, buildings, household objects, etc. will all be fitted with sensors and network connectivity that will allow them to send and receive data over the internet.

The implication for healthcare providers is all about data capture and analysis, as this kind of technology will allow physicians to have access to patients’ vital signs on demand: blood pressure, body temperature, glucose levels, and respiratory rate will be read, analyzed, and recorded, all while patients remain in the comfort of their home.

Machine learning and artificial intelligence

Computers are programmed to do everything from making coffee to flying planes. But with machine learning and artificial intelligence, they can also track terabytes of health information culled from electronic health records (EHRs), laboratory tests, and recommend an appropriate diagnosis.

The need for highly trained doctors in hospitals won’t go away anytime soon, but AI could enable organizations to provide speedy treatments and improve patient turnover.

A virtual healthcare reality

By simply donning a special virtual reality (VR) headset, a user can be “tricked” into thinking they’re in an environment that they’re not. And the technology is already being used to treat autism and post-traumatic stress disorder (PTSD), as well as conduct training in emergency response and patient diagnosis.

But it’s the future possibilities that defy belief: imagine a doctor in a big city being “transported” via VR to a rural clinic in the countryside to interact with patients, participate in evaluating them, and even perform their surgeries.

This sort of scenario isn’t as far-fetched as it may sound, and it may not even be that far off, either. So now might not be a bad time to evaluate how these futuristic-sounding advances — these disruptive technologies — might impact your future.

To find out more about the latest groundbreaking developments in healthcare IT, call us today.

Healthcare IT is on the cusp of several game-changing IT trends. They’re things that are likely to derail the healthcare industry’s apple cart, as it were, by introducing completely new ways of diagnosing patients, conducting clinical trials, treating illnesses, and much more.

The “internet of things”

The “internet of things” (IoT) literally means that more “things” other than computers are being connected to the internet. People, cars, buildings, household objects, etc. will all be fitted with sensors and network connectivity that will allow them to send and receive data over the internet.

The implication for healthcare providers is all about data capture and analysis, as this kind of technology will allow physicians to have access to patients’ vital signs on demand: blood pressure, body temperature, glucose levels, and respiratory rate will be read, analyzed, and recorded, all while patients remain in the comfort of their home.

Machine learning and artificial intelligence

Computers are programmed to do everything from making coffee to flying planes. But with machine learning and artificial intelligence, they can also track terabytes of health information culled from electronic health records (EHRs), laboratory tests, and recommend an appropriate diagnosis.

The need for highly trained doctors in hospitals won’t go away anytime soon, but AI could enable organizations to provide speedy treatments and improve patient turnover.

A virtual healthcare reality

By simply donning a special virtual reality (VR) headset, a user can be “tricked” into thinking they’re in an environment that they’re not. And the technology is already being used to treat autism and post-traumatic stress disorder (PTSD), as well as conduct training in emergency response and patient diagnosis.

But it’s the future possibilities that defy belief: imagine a doctor in a big city being “transported” via VR to a rural clinic in the countryside to interact with patients, participate in evaluating them, and even perform their surgeries.

This sort of scenario isn’t as far-fetched as it may sound, and it may not even be that far off, either. So now might not be a bad time to evaluate how these futuristic-sounding advances — these disruptive technologies — might impact your future.

To find out more about the latest groundbreaking developments in healthcare IT, call us today.

Corporate giants like Microsoft, Google, and Apple are cultural icons because their software and hardware innovations have been, dare we say, revolutionary. In the not-too-distant future, we’ll be looking back and marveling at how healthcare once existed without some of the radical-sounding technologies that are tantalizingly close to becoming reality.

The “internet of things”

The “internet of things” (IoT) literally means that more “things” other than computers are being connected to the internet. People, cars, buildings, household objects, etc. will all be fitted with sensors and network connectivity that will allow them to send and receive data over the internet.

The implication for healthcare providers is all about data capture and analysis, as this kind of technology will allow physicians to have access to patients’ vital signs on demand: blood pressure, body temperature, glucose levels, and respiratory rate will be read, analyzed, and recorded, all while patients remain in the comfort of their home.

Machine learning and artificial intelligence

Computers are programmed to do everything from making coffee to flying planes. But with machine learning and artificial intelligence, they can also track terabytes of health information culled from electronic health records (EHRs), laboratory tests, and recommend an appropriate diagnosis.

The need for highly trained doctors in hospitals won’t go away anytime soon, but AI could enable organizations to provide speedy treatments and improve patient turnover.

A virtual healthcare reality

By simply donning a special virtual reality (VR) headset, a user can be “tricked” into thinking they’re in an environment that they’re not. And the technology is already being used to treat autism and post-traumatic stress disorder (PTSD), as well as conduct training in emergency response and patient diagnosis.

But it’s the future possibilities that defy belief: imagine a doctor in a big city being “transported” via VR to a rural clinic in the countryside to interact with patients, participate in evaluating them, and even perform their surgeries.

This sort of scenario isn’t as far-fetched as it may sound, and it may not even be that far off, either. So now might not be a bad time to evaluate how these futuristic-sounding advances — these disruptive technologies — might impact your future.

To find out more about the latest groundbreaking developments in healthcare IT, call us today.

You need to stop procrastinating. Maybe it’s time for some…

Bulletproof Coffee, Modafinil, nootropics, microdoses of acid, caffeine from coffee, caffeine from bracelets, aromatherapy, noise-canceling headphones, meditation, custom co-working spaces, or productivity apps?

Whatever your choice, workers today (especially in the tech industry) will do just about anything to be more productive.

What we seek is that elusive, perfect focus or flow state. According to researchers, someone in flow will experience a lack of sense of self, a decline in fear, and time distortion. It is peak performance coupled with a euphoric high. All your happy neurotransmitters fire, and your dorsolateral prefrontal cortex performs differently –you do not second guess yourself, you quite simply just flow into the next stages of the activity at hand. And you happen to be performing at the highest level possible. Sounds amazing, right?

But how do we invite this state in? A detailed piece in Fast Company outlines how extreme sports (professional surfing, steep incline skiing, skydiving etc.) are the quickest way we’ve found to tap into human flow. Yet, these hobbies are just that — extreme. They require a large amount of skill and can be dangerous. For example, Steven Kotler, a pioneer in flow state research, broke almost 100 bones as a journalist researching the topic.

It all leads back to our collective (and very American) obsession with input versus output –are we achieving the most possible with the energy we put in? For all the bells and whistles at our disposal, we as a society are steadily declining in productivity as time goes on.

In 2014, a Gallup Poll found that the average American worker only spends a depressing 5% of their day in flow. A 2016 Atlantic article hypothesized that the main reason that we’re decreasing in productivity as a workforce is that we’re not introducing new technologies quickly enough. Tech like robotics and smartphones could add a productivity push, but aren’t being integrated into the workplace. Business models are for the large part not that different from 10 years ago. In essence, we’re bored — we’re not being challenged in an engaging way, so we’re working harder than ever but achieving less.

But what if getting into flow state could be as easy as playing a video game?

Gameplay in RaveRunner

I first met Job Stauffer, Co-Founder and CCO at Orpheus Self-Care Entertainment when I was, in fact, procrastinating from work. I was scrolling through Instagram and saw a clip of Job playing RaveRunner. As I love rhythm games, I immediately requested a build. Yet, I’d soon learn that this wasn’t just a simple VR experience.

RaveRunner was built for Vive, but easily ran on my Rift. When I first stepped into the game, I felt a bit overwhelmed — there was a lot of dark empty space; almost like something out of TRON. It was a little scary, which is actually very helpful for entering flow state. However, my fear soon dissipated as before me was a transparent yellow lady (Job calls her “Goldie”) dancing with the beat — providing a moving demo for gameplay. Unlike the hacking nature of Beat Saber where you smash blocks with lightsabers, in WaveRunner you touch blue and orange glowing circles with your controllers, and move your whole body to the rhythm of the music.

There’s a softer, feminine touch to WaveRunner, and it wasn’t just Goldie. Behind the design of this game is a woman, Ashley Cooper, who is the developer responsible for the gameplay mechanics that can help a player attain flow. “Being in the flow state is incredibly rewarding and we strive to help people reach it by creating experiences like RaveRunner,” says Cooper. RaveRunner is a game you can get lost in, and by stimulating so many senses it allows you to let your higher level thoughts slip away — you become purely reactionary and non-judgemental.

In essence — flow.

After playing in this world for an hour, I called Job and learned more about his company. Apart from RaveRunner, Orpheus has also rolled out two other experiences — MicrodoseVR and SoundSelf. I got my first hands-on demo of all three products in one sitting at a cannabis technology event in Los Angeles, Grassfed LA. Grassfed is specifically geared towards higher brow, hip tech enthusiasts; and the Orpheus suite of products fit right in.

As I lay in a dome with meditative lighting; a subwoofer purring below me; SoundSelf gave me one of the most profound experiences I’ve ever had in VR. I chanted into a microphone and my voice directly influenced the visuals before me. It felt like my spirit, the God particle, whatever you want to call it, was being stimulated from all these sensations. It was such a beautiful experience, but also was pure flow. I felt 2 minutes pass in the experience. I would have bet a hundred dollars on this. But I was inside for 10. Time didn’t make sense — a key indicator of flow state.

Next up was Microdose VR. I first tried Microdose VR in 2016 at the Esalen Institute in Big Sur. Esalen is the birthplace of the human potential movement, and so it was fitting that it was there, where I initially grasped the potential of VR for transformational experiences. Every other experience I had tried up to that point had been First Person Shooters or 360-video marketing pieces. And not to slight those experiences, but I felt that VR must be able to do MORE. Android Jones’ Microdose blew my mind. Like with SoundSelf, I completely lost track of time. I was directly impacting visuals with my body movements, and sound was a big factor as well. It was the first time I could easily imagine staying in VR for hours. Most of all, it was an experience that was only possible within VR. The game was the biggest euphoric rush I’ve felt in VR, and that feeling occurred again at this event.

We have the power as consumers to play games that tie in intrinsically with self care but often don’t have options available. Job was propelled down this path when he asked himself “if I invest one hour of my time per day into playing a video game, what will I personally gain from that time invested, and will I even have time left over to do genuinely good things for myself?”

Orpheus is pioneering the fusion of game design with traditional self-care practices like meditation, dance/exercise, listening to music and creating art: “In short, we simply want players to feel amazing and have zero regrets about their time spent playing our games, allowing them to walk away knowing they have leveled up themselves, instead of their in-game avatars alone.”

One thing that will make it easier for people to try these experiences are portable headsets such as the ViveFocus and the Oculus Quest. Being untethered will allow people to travel with VR wherever they may go. Job sees this fundamental shift right ahead of us, as “video games and self-care are about to become one in the same. A paradigm shift. This is why all immersive Orpheus Self-Care Entertainment projects will be engineered for this critically important wave of VR.”

Orpheus is not a VR-only company, although their first three experiences are indeed for VR. As they expand, they hope to open up to a variety of types of immersive experiences, and are continually looking for projects that align with their holistic mission.

At the end of the day, I love that Orpheus is attempting to tap into a part of the market that so desperately needs their attention. If we don’t make self-care a major part of VR today, then we’ll continue to use VR as a distraction from, as opposed as a tool to enhance, our daily lives.

As for me, along with the peppermint tea, grapefruit candle, and music that make my focus possible, I’ll now be adding some Orpheus games into my flow repertoire.

National Geographic and YouTube are launching a new series of virtual reality experiences starting today with a virtual exploration of the Okavango Delta in Botswana.

Dubbed one of the “last wild places on earth,” the virtual reality trip through Okavango is the first of three immersive experiences that National Geographic has planned with YouTube .

The four-part series follows a National Geographic Society expedition as it transects the largest wetland in Southern Africa, known as one of the most biodiverse places on earth.

“Embracing immersive content continues our tradition of going further, while connecting our audiences directly with our Explorers and the stories of the world they have to share,” said Jenna Pirog, senior director of Video and Immersive Experiences at National Geographic, in a statement. “We’re looking forward to a long-term partnership with YouTube that will allow us to remain industry stewards for marrying immersive technology with impactful storytelling.”

Each five-minute episode will take viewers through the Botswanan wilderness, which is home to the largest remaining elephant population, along with lions, cheetahs, wild dogs and hundreds of species of birds.

Dr. Steve Boyes, a National Geographic fellow, makes the trip every year with a team of Angolan, Namibian and South African scientists to explore the rivers and estuaries of the ecosystem.

The VR experience is meant to complement a documentary on the Okavango that will air on Nat Geo WILD on Friday.

Available on National Geographic’s YouTube channel, website and its VR app on Google’s Daydream platform, the first episodes are available today, with subsequent experiences released on following Tuesdays. The content, which was made for VR, can also be watched on desktop and mobile.

Matterport, a provider of 3D image capture technology, has named former eBay chief product officer RJ Pittman as its new chief executive.

Pittman will take the reins from former chief executive Bill Brown, who will continue to advise Matterport as the company looks to capitalize on its library of three dimensional scans.

The company currently has a library of 1.4 million three dimensional models that have been viewed at least 600 million times since the company launched.

According to Silicon Valley Business Journal, the company had revenue in 2017 of $33 million from selling its camera equipment and software services to businesses.

The company was launched when founders Matt Bell and David Gausebeck realized the commercial potential of the motion capture and sensor technology that Microsoft had unveiled with their Kinect camera back in 2010.

At the time, the company’s several thousand dollar pieces of hardware were the cutting edge for capturing images — now it can be done with software and a cell phone camera. The march of technology has put Matterport in a somewhat precarious position, but the company continues to lock in deals with companies like Donan, an investigation service for insurers and others that looks at fire damage.

The company has inked deals with a number of different enterprise customers — and even brought on State Auto Labs as a strategic investor earlier this year.

“Matterport has the opportunity to revolutionize how property risks are underwritten and claims are handled in the insurance industry,” said Kim Garland, Senior Vice President, Commercial Lines & Managing Director of State Auto Labs said in a statement at the time.

In all, Matterport has raised around $77 million from investors including State Auto Labs, Lux Capital, DCM Ventures, Qualcomm Ventures, Ericsson Ventures, AMD Ventures, AME Cloud Ventures, CBRE, Felicis Ventures, GIC, Crate and Barrel founder Gordon Segal, iGlobe Partners, Navitas Ventures, News Corp, and Sound Ventures.

Matterport’s hardware can digtially capture, document, visualize and collaborate around properties in 3D on web, mobile and in VR. And its hosted Matterport Cloud service automates the creation of state-of-the-art 3D models, high-quality 4K 2D photography, floorplans and other assets and stores them in easily accessible formats.

There’s still a lot of contested space in the collection and capture of the real world for use in augmented and virtual reality and the addition of Pittman should help Matterport as it looks at a much more crowded competitive landscape.

“RJ’s operating experience at scale, paired with his entrepreneurial DNA and deep product vision will be instrumental to unlocking the full potential of our breakthrough technology and unparalleled 3D media and data,” said company co-founder and chief technology officer David Gausebeck, in a statement.

Indeed, Pittman discussed the importance of Matterport’s library when he spoke of the opportunity he saw for the company. “Matterport Cloud is an unrivaled dataset of precision 3D environments that represents an enormous opportunity to scale the company’s data services business exponentially. This will open up new strategic partnerships and investments as we realize the full value of this data,” Pittman said in a statement.

As an entrepreneur, product developer and real estate investor, Pittman is uniquely qualified to take charte at Matterport.

He previously worked on product, design, engineering and mobile payments at eBay and held roles at Apple and Google. In addition, he had also co-founded and served as the chief executive for the search engine that created the industry’s first graphical information interface, Groxis.

Finally, Pittman worked on a number of real estate projects in the U.S. and UK, giving him insight on the role that technology can play in the new architectural landscape.

 

Virtual Reality is in a public relations slump. Two years ago the public’s expectations for virtual reality’s potential was at its peak. Many believed (and still continue to believe) that VR would transform the way we connect, interact, and communicate in our personal and professional lives.

Google Trends highlighting search trends related to Virtual Reality over time; the “note” refers to an improvement in Google’s data collection system that occurred in early 2016

It’s easy to understand why this excitement exists once you put on a head mounted display. While there are still a limited number of compelling experiences, after you test some of the early successes in the field, it’s hard not to extrapolate beyond the current state of affairs to a magnificent future where the utility of virtual reality technology is pervasive.

However, many problems still exist. The all-in cost for state of the art headsets is still out of reach for the mass market. Most ‘high-quality’ virtual reality experiences still require users to be tethered to their desktops. The setup experience for mass market users is lathered in friction. When it comes down to it, the holistic VR experience is a non-starter for most people. We are effectively in what Gartner refers to as the “trough of disillusionment.”

Gartner’s hype cycle for “Human-Machine Interface” in 2018 places many related VR related fields (e.g., Mixed Reality, AR, HMDs, etc.) in the “Trough of Disillusionment”

Yet, the virtual reality market has continued its slow march to mass adoption, and there are tangible indicators that suggest we could be nearing an inflection point.

A shift towards sustainable hardware growth

What you do and do not consider a virtual reality display can dramatically impact your view on the state of the VR hardware industry. Head-mounted displays (HMDs) can be categorized in three different ways:

  • Screenless viewers — affordable devices that turn smartphones into a VR experience (e.g., Google Glass, Samsung Gear VR, etc.)
  • Standalone HMDs — devices that are not connected to a computer and can independently run content (e.g., Oculus Go, Lenovo Mirage Solo, etc.)
  • Tethered HMDs — devices that are connected to a desktop computer in order to run content (e.g., HTC Vive, Oculus Pro, etc.)

2018 has seen disappointing progress in aggregate headset growth. The overall market is forecasted to ship 8.9M headsets in 2018, up from an approximate aggregate shipment of ~8.3M in 2017, according to IDC. On the surface, those numbers hardly describe a market at its inflection point.

However, most of the decline in growth rate can be attributed to two factors. First, screenless viewers have seen a significant decline in shipments as device manufacturers have stopped shipping them alongside smartphones. In the second quarter of 2018, 409K screenless viewers were shipped compared to approximately 1M in the second quarter of 2017. Second, tethered VR headsets have also declined as manufacturers have slowed down the pricing discounts that acted as a steroid to sales growth in 2017.

Looking at the market for standalone HMDs, however, reveals a more promising figure. Standalone VR headsets grew 417% due to the global availability of the Oculus Go and Xiaomi Mi VR. Over time, these headsets are going to be the driver of the VR market as they offer significant advantages compared to tethered headsets.

The shift from tethered to standalone VR headsets is significant. It represents a paradigm shift within the immersive ecosystem, where developers have a truly mobile platform that is powerful enough to enable compelling user experiences.

IDC forecasts for AR/VR headset market share by form factor, 2018–2022

A premium market segment

There are a few names that come to mind when thinking about products that are available for purchase in the VR market: Samsung, Facebook (Oculus), HTC, and Playstation. A plethora of new products from these marquee names —  and products from new companies entering the market —  are opening the category for a new customer segment.

For the past few years, the market effectively had two segments. The first was a “mass market” segment with notorious devices such as the Google Cardboard and the Samsung Gear, which typically sold for under $100 and offered severely constrained experiences to consumers. The second segment was a “pro market” with a few notable devices, such as the HTC Vive, that required absurdly powerful computing rigs to operate, but offered consumers more compelling, immersive experiences.

It’s possible that this new emerging segment will dramatically open up the total addressable VR market. This “premium” market segment offers product alternatives that are somewhat more expensive than the mass market, but are significantly differentiated in the potential experiences that can be offered (and with much less friction than the “pro market”).

The Oculus Go, the Xiaomi Mi VR, and the Lenovo Solo are the most notable products in this segment. They are the fastest growing devices in this segment, and represent a new wave of products that will continue to roll out. This segment could be the tipping point for when we move from the early adopters to the early majority in the VR product adoption curve.

A number of other products have also been released throughout 2018 that fall into this category, such as Lenovo’s Mirage Solo and Xiaomi’s Mi VR. Even more so, Oculus recently announced that  they’ll be shipping a new headset called Quest this spring, which will sell for $399 and will be the most powerful example of a premium device to date. The all-in price range of ~$200–400 places these devices in a segment consumers are already conditioned to pay (think iPad’s, gaming consoles, etc.), and they offer differentiated experiences primarily attributed to the fact that they are standalone devices.

A founder-investor panel on augmented reality (AR) technology here at TechCrunch Disrupt Berlin suggests growth hopes for the space have regrouped around enterprise use-cases, after the VR consumer hype cycle landed with yet another flop in the proverbial ‘trough of disillusionment’.

Matt Miesnieks, CEO of mobile AR startup 6d.ai, conceded the space has generally been on another downer but argued it’s coming out of its third hype cycle now with fresh b2b opportunities on the horizon.

6d.ai investor General Catalyst‘s Niko Bonatsos was also on stage, and both suggested the challenge for AR startups is figuring out how to build for enterprises so the b2b market can carry the mixed reality torch forward.

“From my point of view the fact that Apple, Google, Microsoft, have made such big commitments to the space is very reassuring over the long term,” said Miesnieks. “Similar to the smartphone industry ten years ago we’re just gradually seeing all the different pieces come together. And as those pieces mature we’ll eventually, over the next few years, see it sort of coalesce into an iPhone moment.”

“I’m still really positive,” he continued. “I don’t think anyone should be looking for some sort of big consumer hit product yet but in verticals in enterprise, and in some of the core tech enablers, some of the tool spaces, there’s really big opportunities there.”

Investors shot the arrow over the target where consumer VR/AR is concerned because they’d underestimated how challenging the content piece is, Bonatsos suggested.

“I think what we got wrong is probably the belief that we thought more indie developers would have come into the space and that by now we would probably have, I don’t know, another ten Pokémon-type consumer massive hit applications. This is not happening yet,” he said.

“I thought we’d have a few more games because games always lead the adoption to new technology platforms. But in the enterprise this is very, very exciting.”

“For sure also it’s clear that in order to have the iPhone moment we probably need to have much better hardware capabilities,” he added, suggesting everyone is looking to the likes of Apple to drive that forward in the future. On the plus side he said current sentiment is “much, much much better than what it was a year ago”.

Discussing potential b2b applications for AR tech one idea Miesnieks suggested is for transportation platforms that want to link a rider to the location of an on-demand and/or autonomous vehicle.

Another area of opportunity he sees is working with hardware companies — to add spacial awareness to devices such as smartphones and drones to expand their capabilities.

More generally they mentioned training for technical teams, field sales and collaborative use-cases as areas with strong potential.

“There are interesting applications in pharma, oil & gas where, with the aid of the technology, you can do very detailed stuff that you couldn’t do before because… you can follow everything on your screen and you can use your hands to do whatever it is you need to be doing,” said Bonatsos. “So that’s really, really exciting.

“These are some of the applications that I’ve seen. But it’s early days. I haven’t seen a lot of products in the space. It’s more like there’s one dev shop is working with the chief innovation officer of one specific company that is much more forward thinking and they want to come up with a really early demo.

“Now we’re seeing some early stage tech startups that are trying to attack these problems. The good news is that good dollars is being invested in trying to solve some of these problems — and whoever figures out how to get dollars from the… bigger companies, these are real enterprise businesses to be built. So I’m very excited about that.”

At the same time, the panel delved into some of the complexities and social challenges facing technologists as they try to integrate blended reality into, well, the real deal.

Including raising the spectre of Black Mirror style dystopia once smartphones can recognize and track moving objects in a scene — and 6d.ai’s tech shows that’s coming.

Miesnieks showed a brief video demo of 3D technology running live on a smartphone that’s able to identify cars and people moving through the scene in real time.

“Our team were able to solve this problem probably a year ahead of where the rest of the world is at. And it’s exciting. If we showed this to anyone who really knows 3D they’d literally jump out of the chair. But… it opens up all of these potentially unintended consequences,” he said.

“We’re wrestling with what might this be used for. Sure it’s going to make Pokémon game more fun. It could also let a blind person walk down the street and have awareness of cars and people and they may not need a cane or something.

“But it could let you like tap and literally have people be removed from your field of view and so you only see the type of people that you want to look at. Which can be dystopian.”

He pointed to issues being faced by the broader technology industry now, around social impacts and areas like privacy, adding: “We’re seeing some of the social impacts of how this stuff can go wrong, even if you assume good intentions.

“These sort of breakthroughs that we’re having are definitely causing us to be aware of the responsibility we have to think a bit more deeply about how this might be used for the things we didn’t expect.”

From the investor point of view Bonatsos said his thesis for enterprise AR has to be similarly sensitive to the world around the tech.

“It’s more about can we find the domain experts, people like Matt, that are going to do well by doing good. Because there are a tonne of different parameters to think about here and have the credibility in the market to make it happen,” he suggested, noting: “It‘s much more like traditional enterprise investing.”

“This is a great opportunity to use this new technology to do well by doing good,” Bonatsos continued. “So the responsibility is here from day one to think about privacy, to think about all the fake stuff that we could empower, what do we want to do, what do we want to limit? As well as, as we’re creating this massive, augmented reality, 3D version of the world — like who is going to own it, and share all this wealth? How do we make sure that there’s going to be a whole new ecosystem that everybody can take part of it. It’s very interesting stuff to think about.”

“Even if we do exactly what we think is right, and we assume that we have good intentions, it’s a big grey area in lots of ways and we’re going to make lots of mistakes,” conceded Miesnieks, after discussing some of the steps 6d.ai has taken to try to reduce privacy risks around its technology — such as local processing coupled with anonymizing/obfuscating any data that is taken off the phone.

“When [mistakes] happen — not if, when — all that we’re going to be able to rely on is our values as a company and the trust that we’ve built with the community by saying these are our values and then actually living up to them. So people can trust us to live up to those values. And that whole domain of startups figuring out values, communicating values and looking at this sort of abstract ‘soft’ layer — I think startups as an industry have done a really bad job of that.

“Even big companies. There’d only a handful that you could say… are pretty clear on their values. But for AR and this emerging tech domain it’s going to be, ultimately, the core that people trust us.”

Bonatsos also pointed to rising political risk as a major headwind for startups in this space — noting how China’s government has decided to regulate the gaming market because of social impacts.

“That’s unbelievable. This is where we’re heading with the technology world right now. Because we’ve truly made it. We’ve become mainstream. We’re the incumbents. Anything we build has huge, huge intended and unintended consequences,” he said.

“Having a government that regulates how many games that can be built or how many games can be released — like that’s incredible. No company had to think of that before as a risk. But when people are spending so many hours and so much money on the tech products they are using every day. This is the [inevitable] next step.”