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Businesses Are Transforming With The Benefits Of Wearable Tech

A recent post on itpro.co.uk has emphasised the impact of wearables within businesses of all shapes and sizes. With 70 million wearable devices shipped worldwide last year, and that statistic set to grow to 237 million by 2020, wearables are not only being enjoyed by consumers, but are also providing innovation within a range of businesses. Cloud company Rackspace reported that employees using wearables saw an 8.5% increase in productivity and a 3.5% rise in job satisfaction.

  • Head of Crown Workplace Relocations, Shaun Baker, predicts that businesses will continue to bring wearable tech into their operations, and says that we are heading into an era of workplace technology. Baker speaks of Cicret, a French start-up company working with wristbands that enable users to project content onto their arms; “the concept is to do exactly what you do with a tablet- but on your skin…it’s one to look out for”.
  • Augmented Reality and Virtual Reality are contributing more wearables. Revolutionizing the wearable sector, AR and VR are being used in the form of headsets launched by companies such as Samsung, Microsoft and Oculus. Georgina Wilczek, VR & AR World’s Conference Manager, says that, “augmented reality technology can now fulfil many essential business needs across a vast range of sectors”.
  • Data obtained from wearables can be hugely valuable to businesses, as firms can use such data in order to learn more about their customers and offer them personalised experiences.
  • “Wearables such as smart watches, glasses and clothing, are transforming the way businesses communicate, as well as helping to boost productivity, streamline businesses processes and maximise efficiencies,” says Matt Hunt, CEO of Apadmi Enterprise. Hunt explains how wearables are already creating benefits in the workplace.



Global Smart Glass and Window Market

press release on BusinessWire reported on the additional release of the “Global Smart Glass and Window Market – By Technology, Application, and Geography” report, by Research and Markets. In 2014, the market was valued at $2.3 billion, and is forecast to be worth over $5.80 billion by 2020. It will increase by a CAGR of 15.7% during this period.

Key topics covered in the report include:

• Market overview
• Market segmentation, forecast, and trends: by technology, application, and geography
• Industry structure
• Future proposals
• Company profiles
• Vendor market share analysis
• Market dynamics
Companies mentioned in the report include:
• Glass Apps
• Research Frontiers, Inc
• Sage Electrochromics
• Scienstry Inc.
• Gentex Corporation
• Asahi Glass Co., Ltd.
The article also states that the market is mainly fuelled by an increased demand for global energy, as smart glasses will reduce costs for heating and lighting, etc. Development of technology and government mandates for energy conservation are the main factors of market growth in North America, which was the leading country in the global smart glass market in 2014.




AR for Architecture Engineering Construction Design

A recent article on the BrainXChange website discusses the potential for Augmented and Virtual Reality in the architecture, engineering, and construction (AEC) industry, particularly head-mounted displays. It explains how current visualization technologies are limited and confined to two-dimensional screens, therefore more advanced tech such as Augmented Reality is significantly more of an advantage in the field. Ways in which AR/VR technology could be useful in the AEC industry mentioned in the article include:

• Helping project managers to view schematics overlaid onto physical structures
• Allowing workers to view instructions for how to install tech
• Training future operators of a building
• Can help at all stages of a building project (design and actual construction)
• Improving both individual and group processes
• Eliminating inefficiencies
• Bridging knowledge gaps
• Streamlining processes
• Enables engineers and designers to easily visualize ideas and make more informed decisions
• Helps avoid rework during construction and customer dissatisfaction
• Can design buildings – e.g. recreating a physical structure using Virtual Reality
• Can remotely test out different design concepts
• Can virtually explore and assess an architectural plan
• Allowing the customer and construction team to thoroughly understand the building design
• Enhancing and speeding up the design process
• Enabling the design team to collaborate remotely
The article concludes by stating that AR/VR tech will be a game-changer for the AEC industry, and will increase innovation in engineers and designers.




Interview with AREA Member BrainXChange and GE Wearables Worker

AREA member BrainXChange recently interviewed Sam Murley, Digital Acceleration Designer at General Electric (GE). [Link to full interview].

Key points from the interview include:

  •  Wearable technology improves productivity and efficiency
  •  Augmented Reality, Mixed Reality, and wearable tech are best applied by streamlining the transfer of knowledge and offering vital information in context
  • Anywhere information is accessed has the potential to be transformed by wearable tech
  • Reducing risk and adding efficiencies are key focuses for pilot programs
  • Main challenges of developing tech include:
  • Keeping variables consistent (running a pilot as a scientific experiment)
  • Scaling down a project without removing key features
  • Meeting procedures and policies (e.g. IT security)
  • Figuring out which is the best technology to fit the environment/end user
  • Prioritising projects
  • Researching emerging tech and partnering with new adopters of technology is important
  • Smart glasses are key in transforming and mobilizing the workplace
  • In future, we will no longer be limited to communicating, connecting, and creating information via physical screens
  • Currently, the main issue with wearables is interoperability
  • The change from mobile to digital assistants will soon arrive
  • Part of the digital innovation strategy of companies should be to cover aspects beyond the interfaces and take calculated risks
  • It is predicted that humans and robots will work in collaboration while using wearables at some point in the future



Member Atheer Wins SPIFFY Award at TC3 Summit

A recent article by PR Newswire reported that the Service Provider Innovation Forum (SPIF) in Silicon Valley presented seven new communications organisations with awards for their technology, management, innovation, and execution.

Over 600 industry experts attended the Telecom Council’s annual SPIFFY Award ceremony, along with the nominees and 50 other global communications companies. Out of 200 startups, 35 were nominated in July earlier this year. Amongst the seven winners was AREA member Atheer, who won the Ground Breaker Award for Engineering Excellence. Other winners include:

  • ThinkCX Technologies (the Graham Bell Award for Best Communication Solutions)
  • Peel (the Edison Award for Most Innovative Start-Up)
  • Loop AI Labs (the San Andreas Award for Most Disruptive Technology)
  • CUJO (the Core Award for Best Fixed Telecom Opportunity)
  • Simless (the Zephyr Award for Best Mobile Opportunity)
  • iControl Networks (the Prodigy Award for the Most Successful SPIF Alumni)
  • Telefonica (the Fred and Ginger Award for Most Supportive Carrier)

You can read Atheer’s AREA member profile here.




Apple’s Plans for Augmented Reality

Recent news has alluded to Tim Cook’s interest in Augmented Reality. This summary article has been taken from a blog on redcode.net regarding plans for the iPhone 7.
Dual-camera technology of the iPhone 7 enables a range of software capabilities which could result in remarkably improved photos for users. Apple, therefore, obtains the ability to use the dual cameras in order to capture information about objects and the space in front of the cameras. Having two cameras will allow devices to capture and create depth-mapping information. This is a step in the right direction in terms of creating an iPhone with AR capabilities.
Apple has recently purchased companies Metaio and PrimeSense, another clue that they may be moving towards a handheld AR future. See original article for more information on the history of these companies.
Tim Cook, Apple’s CEO, is an Augmented Reality enthusiast. The most recent Apple earnings call saw Cook stating that there is a massive opportunity in AR, particularly with commercial use cases. His recent interview on “Good Morning America” spelled out his enthusiasm for AR, with Cook putting forward that Augmented Reality allows two people to share a common experience, whereas in VR this may not be so easy.




UK Investment in Hi-Tech Manufacturing Centre

A recent article from TheBusinessDeck has reported that the D2N2 Local Enterprise Partnership will invest £5 million in the University of Nottingham’s Institute of Advanced Manufacturing, UK. It is expected that by the end of 2017, construction on the centre (located near Derby Road) will be completed. This will cost a total of approximately £23 million, including the £5 million investment from the LEP which has been confirmed by the Infrastructure and Investment Board of D2N2.
Advanced facilities for teaching, training, and research in manufacturing will be available, enabling graduates to provide for the local and wider community using skills gained. The new Institute will produce an 8000 square metre training and research area, and is predicted to create many jobs within its initial five years. In addition to this, it will aid manufacturing companies in the LEP and other areas, using expert skills to attend to technical faults and help promote new technology products.
The chief executive of the D2N2 LEP, David Ralph, is quoted to have said that the Institute will be a world-class facility that will help establish a new industrial strategy as the Government desires, especially in manufacturing. He also said that it will allow organisations to grow through creating new products and innovating, as well as attract skilled individuals and keep talented graduates. The D2N2 is also pursuing the same aims as the new Institute via European funding.




Global Smart Glass Market 2016

The press release issued by SB Wire gives information about the Smart Glass market.
Global Smart Glass Market includes Market Share, Trends, Research, Review, Analysis, Demand, Growth, Supply Chain, Revenue, Growth Rate, Gross Margin, Size, Key Manufacturers Analysis and Forecast.
The report offers an in-depth study of the “Global Smart Glass Market”.

The “Smart Glass” report offers the following:
• Projects the growth rate of the Smart Glass market during the forecast period
• Brief overview Smart Glass market
• Estimates the size and valuation of the Smart Glass industry in the coming years
• Key drivers and restraints affecting the growth of the Smart Glass market
• Latest trends in the Worldwide Smart Glass market
• Opportunities for the Smart Glass market to grow in the near future
• Segments the Worldwide Smart Glass market on the basis of product type, Smart Glass Market application, and end user segments
• Lists some of the key players and analyzes their share in the Smart Glass market

A Sample of the Report can be accessed here.




$20 Million Fund for Augmented Reality Startups Launched by Razer

A recent article on yahoo.com states how technology giant Razer has launched Zventures, a $20 million investment fund in order to help small startups, including those in Augmented Reality. CEO of Razer, Min-Liang Tan has told Digital Trends that investments will range from $100,000 to $1 million, in a number of areas of technology, amongst those AR.
This is now officially open for any company to pitch.
As a company, Razer has a number of attributes that will benefit those in which it will invest:
• Razer has one of the largest active user bases in the world, targeted more specifically at the ever growing gaming community; they may introduce this audience to the startups they work with
• The company has experience as both a hardware and software company, with the possibility of bringing such knowledge to the startups in which it will be investing. Not only this, they will also be bringing the relationships they have with such hardware manufacturers, and the knowledge of the life cycle of products at retail
• Razer has its own stores, and has partnered with retailers such as Best Buy in the US, and Media Markt in Europe. CEO Tan says that Razer can use its global distribution network, bringing those to the startups they plan on helping
Tan speaks about his excitement for the future of AR, saying how he thinks it will be “large and overlapping industries”. Being equally enthusiastic about investing in VR, CEO Tan says, “we will invest in both areas”.




Opportunities and Obstacles Facing Augmented and Virtual Reality

Earlier this week, Perkins Coie and Upload released the results of a survey they had conducted, involving ARVR startup founders and tech company executives.

Challenges facing mass adoption of Augmented and Virtual Reality are listed in the report, including:

• Inadequate content offerings
• Regulation and legal risks
• Tech and intellectual property licensing
• Product liability/health and safety issues
• Consumer privacy/data security
• User experience (e.g. technical glitches)
• Cost
• Lack of an established market
• Requires more time and resources to develop technology
• Funding rounds for startups are still quite small

However, it is anticipated that AR will gain more traction in the near future, since its potential to attract consumers was realised even before the Pokemon Go phenomenon. As well as affordable apps and games, AR can offer practical uses. In addition, 89% of respondents to the survey said that in the next two years, VR and smartphone manufacturers will prioritise mobile VR tech development; this continued focus on mobile devices tackles problems related to bulky equipment requirements and cost.
ARVR startup respondents are also taking a long-term view by considering their growth strategy over the next three years. Will Mason, co-founder of Upload is quoted to have said that this is due to the evolution of the ARVR ecosystem, and startup companies are also actively seeking funding for growth.

Sectors expected to get the majority of investment for ARVR tech in the next year went as follows:

• Gaming (78% of respondents)
• Movies and television (40% of respondents)
• Live events (34% of respondents)
• Education (30% of respondents)
• Healthcare/medical devices (24% of respondents)