Interpretation: Does "Pokemon GO" Detonate AR beyond VR?

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Since the release of "Pokémon Go" (Pokemon GO) last month, there has been a wave of catching "Pokemon" at home and abroad. Nintendo's first batch of U.S., New Zealand, and Australian launches "Pokémon Go" several times. (Pokemon GO) server, this does not, after the recent launch in Japan, the server crashed again, see the "Pokémon Go" (Pokemon GO) this fierce reality (AR) game fiery.

So the question is, why does VR come out earlier than AR so long, why is "Pokemon Go" the first to detonate the augmented reality (AR) industry? Let’s talk about it.

Some people predict that VR will not enter the mainstream consumer space earlier than 2020. This prediction is based on years of research into how consumers adopt new technologies. Research shows that in most cases, new technologies will go through three phases before attracting large-scale consumer groups.

In the first phase, the new technology begins with the initial user. It is generally high-end technical personnel who use this technology, sometimes even the earliest form, on the one hand to see what can be achieved on the one hand, for the intended purpose of the technology. At this stage, new technologies will be forcibly launched to find the initial market.

For VR, early adopters apply it to high-end games, demonstrating how VR works in the process and consolidating its early value positioning in the market. This phase will last from 1 to 3 years, depending on the technology. At the same time, competitors will produce similar technologies and solutions and reduce prices by 20% to 25%.

When we talked about the vertical market, the second phase began. At this time, the early adopters' use of new technologies will affect their vertical users in the industry. For VR, we are at this stage and industries such as travel, real estate, entertainment and sports are using and experimenting with VR technology to explore ways to improve user experience and how to act as sales, marketing, teaching or learning in internal and external applications. tool. This phase will last for at least two to four years. At this time, as technology is market-oriented, costs will drop by an average of 15% to 35%.

The third stage is the introduction of new technologies by early adopters and vertical markets, and has proven to be a technology that can enter the broader consumer market. At this time, the price was reduced by 60% to 70% when it was first put on the market. And most importantly, the market has developed powerful applications and services at consumer price points that can drive broader consumer adoption. Usually within 2 to 5 years.

If the calculation is from the earliest adoption to the mass market, it will take basically 10 to 15 years, depending on its value orientation and the price drop for large-scale markets. For VR, I think we are in the second year of the vertical cycle, so it is not until 2020 that we can reach the consumer VR cycle.

For AR, we are in a very early stage, and Microsoft's HoloLens represents the AR's high-end experience. At this point, it is ready to enter the early adopter stage, and the game will be the earliest application of AR. It will take at least 1 to 2 years before entering the vertical market, and entering the mass market will take 4 to 8 years.

However, "Pokemon GO" caused some fluctuations in this rule, introduced AR technology to a very wide range of consumer groups, at least to show users AR examples, and their ability to place images in any scene or place. At a minimum, it provides users with a preliminary AR experience. I think that at least at the level of simple games, we will soon see other AR games, which will help AR occupy more consumer markets at this stage.

However, I believe that the three-tier structure using new technologies still applies to AR. Now that the early adopters stage has acquired a place and then entered the vertical market, it will ultimately be a much more powerful form of AR than the game will be introduced to the mass market in a few years.

I think AR will not exceed VR in terms of usage, and I still believe that VR will first have the strongest impact on the immersive computer experience. However, in providing another rich dimension for the user interface, AR will not lag behind, and will eventually have the same impact as VR in leading the new golden age of computers.

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Triconex is both the name of a Schneider Electric brand that supplies products, systems and services for safety, critical control and turbomachinery applications and the name of its hardware devices that utilize its TriStation application software. Triconex products are based on patented Triple modular redundancy (TMR) industrial safety-shutdown technology. Today, Triconex TMR products operate globally in more than 11,500 installations, making Triconex the largest TMR supplier in the world.

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The hardware architect of the Tricon was Gary Hufton, the Software development manager was Glen Alleman. These managers, with Wing Toy (the lead engineering of the fault tolerant ESS telephone switch), led a small successful engineering team that built the first Tricon, sold in June, 1986. Soon after, Exxon became a customer and automation giant Honeywell agreed to distribute the Tricon. Among the software engineers who worked for Triconex were Phil Huber and Dennis Morin, who later left the company to found Wonderware, also based in Irvine California which became the world's leading supplier of Human Machine Interface (HMI).

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