IEEE Computer Society Predicts Top 9 Technology Trends for 2016
The nine technology trends to watch in 2016 are –
- 5G – Promising speeds beyond anything seen today, (7.5 Gbps?), 5D will deliver everything from interactive automobiles and super gaming to the industrial Internet of Things.
- Virtual Reality and Augmented Reality – 2016 promises to be the tipping point, as VR technologies reach a critical mass of functionality, reliability, ease of use, affordability, and availability. At the same time, the use of augmented reality (AR) is expanding with the help of advanced AR technology (e.g., adding computer vision and object recognition).
- Nonvolatile Memory – Computer memory that retrieves information even after being turned off and back on has been used for secondary storage. In 2016 huge strides will allow smaller devices to store more data and large devices to store huge amounts of information.
- Cyber Physical Systems (CPS) – Also used as the Internet of Things (IoT), CPS are smart systems that will operate with high levels of reliability, safety, security, and usability since they must meet the rapidly growing demand for applications such as the smart grid, the next generation air transportation system, intelligent transportation systems, smart medical technologies, smart buildings, and smart manufacturing.
- Data Science – A data scientist is an individual with the curiosity and training to extract meaning from big data, determining trends, buying insights, connections, patterns, and more. Frequently, data scientists are mathematics and statistics experts. People looking for assured employment in 2016 and way beyond should seek out these opportunities.
- Capability-based Security – Hardware capability-based security will provide a finer grain protection and defend against many of the attacks that today are successful.
- Advanced Machine Learning – Rather than following strict program guidelines, machine learning systems build a model based on examples and then make predictions and decisions based on data. They "learn."
- Network Function Virtualization (NFV) – With NFV, cloud services will be provided to users at a greatly reduced price, with greater convenience and reliability by telecommunications companies with their standard communication services.
- Containers – Containers provide the necessary computing resources to run an application as if it is the only application running in the operating system – in other words, with a guarantee of no conflicts with other application containers running on the same machine. The gating item is security, which must be improved to make the promise of containers a reality.
VIRTUAL REALITY, VIRTUALLY THERE?
[Philip Lelyveld comment: this is an interesting assessment from an analyst I've never heard of before.]
...a few things have become clearer:
- Virtual Reality (VR) is nice, but the real force will be Augmented Reality (AR)
- Content, Content, Content
- The hardware is ready, mass adoption price points by 2017
- No one is going to wear VR headsets in public
- VR will be a solid niche category for hardware makers, at least for a few years
- Some new ‘magical’ invention may surprise and prove me totally wrong
Let me walk through each of those.
See the full article here: http://digitstodollars.com/2015/12/14/virtual-reality-virtually-there/
How This Startup Hopes to Improve Virtual Reality Video Delivery
Pixvana has raised $6 million to develop virtual reality video cloud production and a delivery platform for a 2016 launch.
...And yet when he began researching this new medium, he discovered no company was developing software that will help deliver high quality 360-degree video content through the cloud.
“Pixvana is a set of platform capabilities that will work with clouds such as Amazon Web Services, Microsoft Azure, and others to deliver great VR video experiences on major VR and AR headsets such as Valve’s Steam VR platform with HTC Vive, Oculus VR, Google Cardboard, Samsung Gear VR, and those that we expect Apple, Amazon, and Google are also building,” Key says.
“The industry is going to deliver these VR headsets and they are going to be great,” Key says. “The real question is will the software/content be as marvelous as we think it has the potential to be, and that’s where VC capital is flowing (into software and content).”
Key says Pixvana does not see a distinction between live and pre-recorded video, which are both important markets for the company. This opens up additional livestreaming opportunities for companies like NextVR, IM360, and LiveLike VR, which have been exploring how VR can enhance viewer experiences for everything from sporting events to the MTV Video Music Awards.
The Seattle-based company received its initial $6 million investment led by Madrona Venture Group with participation from Paul Allen’s Vulcan Capital, as well as angel investors.
Key says this seed round will be used to expand the company’s engineering team and get its first products ready for market.
“We have quite a bit of core technology and systems working in the lab—this is our ‘get Version 1 to market’ funding,” Key says.
Key has assembled a team of executives from the technology and entertainment industries, including chief product officer Bill Hensler from Apple AMZN 1.53% and Adobe ADBE 1.68% , as well as CTO and creative director Scott Squires from Industrial Light and Magic, and vice president of product management Sean Safreed from Red Giant.
See the full story here: http://fortune.com/2015/12/14/prixvana-vr-video-delivery/
MIT’s Reality Editor App Lets You Reprogram the World With Augmented Reality
[Philip Lelyveld comment: this is a cool concept piece. Use an augmented reality app to mix and match the components of your appliances to create appliances with greater functionality. Its a virtual 'maker' app. It will, of course, require coming up with a whole appliance product line that accommodates the app.]
Heun is a researcher at the MIT Media Lab’s Fluid Interfaces Group where he’s building an app that he hopes will effectively turn the one-dimensional objects in our lives into a library of parts whose functionalities can be mixed and matched via an augmented reality interface.
A more concrete example: If you wanted your food processor to have a timer, all you’d have to do is look at the object through the Reality Editor interface and drag a line from the toaster’s timer knob to the food processor’s motor; the two would then automatically be connected over the Open Hybrid server.
Using Reality Editor to reassign functionality from one object to another could not only declutter a physical interface, it could also ultimately free us from the shackles of our smartphones, instead letting us rely on the physical world to manipulate our devices.
Interestingly, Heun’s app assumes that users want more control over the objects in their lives, which isn’t always the case. Smart objects are attractive if only because they cater to our laziness—we don’t think about them simply because we don’t want to. Reality Editor requires active participation—at least at first. And maybe that’s not such a bad thing.
See the full story here: http://www.wired.com/2015/12/mits-reality-editor-app-lets-you-reprogram-the-world-with-augmented-reality/
Augmented Reality ‘VisitPalmSprings’ App Now Available on iTunes
[Philip Lelyveld comment - this is Virtual Reality, not Augmented Reality. Its a nice little travel brochure with 360 prerecorded look-around and interaction capabilities.]
Civic Resource Group (CRG) and the Palm Springs Bureau of Tourism of Palm Springs, Calif. today announced the availability of the Augmented Reality "VisitPalmSprings" App on iTunes.
"VisitPalmSprings" includes key functional features covering the latest information for those looking for what to do and how to get around the city using public transportation in Palm Springs. Users will be able to find accommodations, events, dining, attractions and more; get exclusive access to local deals; use bookmarks to help plan a journey. The app includes interactive maps and compass view. Users can virtually "move" to another location to see what's waiting for them at the next point of interest. The app also includes Augmented Reality features such as geospatial search, pointing, and pointing- enabled search. The app works offline - meaning no surprise roaming/data charges for the users. The City's newest addition, the BUZZ Trolley, shows real-time route information.
See the full story here: https://www.send2press.com/newswire/augmented-reality-visitpalmsprings-app-available-on-itunes-2015-1215-01.shtml
The Business of Virtual Reality workshop – the report
On Nov. 17, 2015 I produced a workshop on the business aspects of virtual reality. 104 executives from 72 organizations attended this half-day event.
151207 Business of VR write-up final
10 Virtual Reality Games to Watch in 2016
Sony used its annual PlayStation Experience two-day fan event in San Francisco to unveil new virtual reality games for its upcoming PlayStation VR headset. While some of these games are exclusive to Sony’s 2016 virtual reality platform, others will also play on competing PC platforms like Oculus Rift and HTC Vive, which runs on Valve’s SteamVR.
Piper Jaffray senior analyst Gene Munster forecasts sales of virtual reality headsets will grow from 12.2 million in 2016 to 100.2 million by 2020. That gives game developers a very large audience to tap into. There are over 30 million Sony SNE -1.18% PlayStation 4 consoles in the market today, all capable of running the new PlayStation VR. Munster believes approximately 10% of current PCs will be able to run virtual reality platforms like HTC Vive and Facebook FB -3.24% -owned Oculus Rift out of the box, with another 10% requiring a $300 graphics card upgrade.
With over 50 games in development for PlayStation VR, and dozens in production for Oculus Rift and HTC Vive, there will be plenty of new content for gamers. Here’s a list of 10 virtual reality games to look out for in 2016.
See the full story here: http://fortune.com/2015/12/11/virtual-reality-games-2016/
Chaos Group Labs Releases Virtual Reality Guide
Chaos Group Labs has released a free virtual reality (VR) guide that teaches artists how to create successful VR projects with pre-rendered content and V-Ray. Common pitfalls associated with VR are addressed through scientific research and production insights, culminating in step-by-step instructions that explain how to make VR stills and video.
The paper was written by a trio of artists with vast experience in professional visual effects and architectural visualization. Contributors include: Christopher Nichols, Director of Chaos Group Labs; Justin Denton, a VFX Supervisor who leads Legend3D’s VR Division; and Kim Baumann Larsen, a former architect and current Creative Director for The World Building Institute.
See the full story, including a link to the free download, here: http://www.awn.com/news/chaos-group-labs-releases-virtual-reality-guide
Why This New VC is Focused Solely on VR and AR
According to founding managing partner and serial entrepreneur Paul Bragiel, Presence Capital was founded to create a healthy pipeline of startups to fuel innovation, creativity, and forward movement within the emerging virtual reality and augmented reality markets.
Founding managing partner Phil Chen originated the Vive project at HTC and brokered the Valve and HTC partnership when he was at that company. He says Presence Capital is looking up and down the hardware and software stack, targeting the most strategic parts to invest and develop at an early stage.
Presence Capital has invested a third of its money into video game companies, which the founders believe will be an early driving force of virtual reality. Founding managing partner Amitt Mahajan co-created Zynga’s FarmVillegame and was an engineer at Epic Games on the Unreal Engine technology and Gears of War game.
Bragiel is already seeing companies driving a lot of the innovation in terms of new use cases for VR and AR. He says Presence Capital is actively looking to invest in enterprise-focused companies to keep balance in its portfolio.
See the full story here: http://fortune.com/2015/12/10/presence-capital-invests-in-vr/
Market research firm PitchBook said that about $4 billion has been invested in virtual reality firms since 2010. The most active has been Rothenberg Ventures and its River virtual reality accelerator, which have made 23 investments, followed by Intel Capital with 10 and Google Ventures with six, PitchBook said.
CES 2016 – a VR/AR prep (bonus – UHD TV data)
Here is the presentation I gave to the USC Entertainment Technology Center membership at the 12/11/15 All Members Meeting on things to think about and look for at CES related to VR and AR. It starts off with UHD TV data generously supplied by Benjamin Arnold of the NPD Group.
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