Showing posts with label Augmented Reality. Show all posts
Showing posts with label Augmented Reality. Show all posts

Wednesday, April 5, 2017

Apple to focus on chip design in-house to reduce costs; to stop sourcing chips from Imagination

Apple to focus on chip design in-house to reduce costs; to stop sourcing chips from Imagination

Image: Reuters
Apple Inc’s decision to stop licensing graphics chips from Imagination Technologies Group Plc is the clearest example yet of the iPhone maker’s determination to take greater control of the core technologies in its products – both to guard its hefty margins and to position it for future innovations, especially in so-called augmented reality.
The strategy, analysts say, has already reduced Apple’s dependence on critical outside suppliers like ARM Holdings Plc, now owned by SoftBank Group Corp.
Apple once relied heavily on ARM to design the main processor for the iPhone, but it now licenses only the basic ARM architecture and designs most of the chip itself.
More recently, when Apple bought the headphone company Beats Electronics, part of a $3 billion deal in 2014, it ripped out the existing, off-the-shelf communications chips and replaced them with its own custom-designed W1 Bluetooth chip.
“Apple clearly got rid of all the conventional suppliers and replaced about five chips with one,” said Jim Morrison, vice president of TechInsights, a firm that examines the chips inside electronics devices.
“Today we do much more in-house development of fundamental technologies than we used to,” Apple Chief Financial Officer Luca Maestri said at a February conference. “Think of the work we do on processors or sensors. We can push the envelope on innovation. We have better control over timing, over cost and over quality.”
Most vendors of consumer electronics products rely on outside suppliers for chip design and development, primarily because it is extremely expensive. That has created huge opportunities for companies like ARM, Qualcomm Inc and Nvidia Corp, which have developed core technologies for processing, communications and graphics that are used by scores of vendors.
Now, though, Apple is so big that it can economically create its own designs, or license small pieces of others’ work and build on it. As with ARM and Qualcomm, the actual manufacturing of the chips is still contracted out to a semiconductor foundry, such as those run by Samsung Electronics and Taiwan Semiconductor Manufacturing Co Ltd.
MOVE FAST, SAVE MONEY
Bringing more of the design work in-house cuts complexity, people familiar with the processes say. Instead of managing one or more design teams and then a fabricator, Apple has only to manage the fabricator.
It may also help the company move faster – and save money – as it focuses on new technologies such as virtual and augmented reality. Apple CEO Tim Cook has indicated that Apple plans to integrate augmented reality into its products, which makes 3-D sensors and graphics chips like Imagination’s especially important.
Even before formally cutting off Imagination, Apple had given hints that it was preparing to design its own graphics processors. Specifically, it introduced a piece of its own code called Metal for app developers. App developers use Metal to make their apps talk to the graphics chip on the iPhone.
By putting a piece of Apple-designed code between app developers and the phone’s chip, Apple has made it possible to swap out the chip without interrupting how the developers work. That could also make it easier to bridge the gap for developers between the graphics chips on Apple’s phones and its desktop computers, which currently require some separate coding.
“By promoting Metal instead of relying on other existing standards, Apple is not only able to control what graphics chip functionality is exposed at its own pace, but also blur the line for developers between coding for desktop and mobile GPUs,” said Pius Uzamere, the founder of a virtual reality startup called Ether.
Taking control of the iPhone’s chips can also help Apple keep costs down, which is especially important as it gears up for a feature-laden new iPhone this fall. Timothy Arcuri of Cowen & Co said in a research note that he thinks the curved screens expected on the new phone could add as much as $50 in cost, for example.
Shebly Seyrafi, an analyst at FBN Securities, estimates that the average price of an iPhone increased only 1 percent to $695 last quarter, while costs increased 8 percent to $420, resulting in an iPhone gross margin of 39.6 percent. That is down from the 44 percent average gross margin for iPhones in 2015, according to Seyrafi’s estimates.
Apple spends only $75 million a year on licensing fees for Imagination’s chips. But licensing fees to chip designers, taken together, are a significant cost for the iPhone. Apple recently sued Qualcomm for $1 billion over licensing terms for its communications chips – which Apple would have trouble designing in-house because of patent issues.
Reuters
Publish date: April 5, 2017 11:21 am| Modified date: April 5, 2017 11:30 am

Friday, January 6, 2017

CES 2017: BMW makes use of Google Tango to give virtual 3D tour of its i8 and i3 models

CES 2017: BMW makes use of Google Tango to give virtual 3D tour of its i8 and i3 models

Image Credit: AutoHome
Fiat may have been the first car company to take Google’s Tango 3D augmented reality system for a spin as a prototype tool for potential customers — that was at the Mobile World Congress in February 2016 — but at this year’s CES, BMW has become the first carmaker to take the technology and launch it as a real-world tool.
Tango is what Google calls a smartphone or tablet whose cameras have depth and distance sensing so that it can create three-dimensional imagery and can place an object within a realistic space, such as a car in a showroom or on an owner’s driveway.
Using a suitable smartphone, starting today, potential customers considering a BMW i8 or BMW i3 will be able to take an interactive tour of the car, inside and out, select colours and interior options and even interact with elements such as the doors and trunk.
“Our vehicles are emotional products and to get that emotional feeling, you really need to experience them,” commented Andrea Castronovo, BMW Group vice president, sales strategy and future retail. “In situations where the desired product isn’t available on the spot, this visualisation is the next best thing.”
The system, developed with Accenture and Google, will be launched as a pilot scheme at a number of BMW dealerships starting Thursday. At each location a “Product Genius” will be on hand with a smartphone to give visitors an augmented digital tour of a vehicle.
Once the initial tests are completed, BMW plans to roll out the service as an app so that anyone with a Tango-enabled Android handset can experience it for themselves without having to visit a dealership.
And although the whole experience is no bigger visually than the smartphone’s screen, according to BMW, the experience is life-like enough for people to forget that the tour is virtual.
“In our initial tests, we saw people ducking down when they were getting into the car, as if there really were a roof there for them to bang their heads on,” said Castronovo.
And that’s part of the reason for the app’s creation. Technology is changing the way people research, choose and even buy cars. Some customers are already sufficiently confident to complete the entire process online without ever seeing the car until delivery day.
“Our research shows that consumers are seeking improved use of technologies like augmented reality during the car-buying process to make the online-offline experience more compelling,” said Christina Raab, managing director in Accenture’s Automotive practice.
AFP

Friday, December 23, 2016

Pokemon Go is now available on Apple Watch

Pokemon Go is now available on Apple Watch

The popular mobile game “Pokemon Go” is now available on the Apple Watch, squashing rumours that the game’s maker was scrapping such plans. The game involves catching digital pocket monsters in an augmented-reality version of your surroundings. The Apple Watch version will let you discover nearby Pokemon and collect special items, such as potions, from nearby “PokeStops.” But once you encounter a Pokemon, you will need to use your iPhone to catch it.
Still, the Apple Watch should make it easier for players to log their steps (needed to advance in the game and to hatch new Pokemon out of eggs), and to avoid walking around with their phones held out to search for nearby monsters.
“Pokemon Go” was a huge success when it came out in July. It’s not clear how the Apple Watch version will do, especially now that it’s too cold in much of the Northern Hemisphere to be outside catching Pokemon. Plans for the watch version had been announced at Apple’s iPhone launch event in September. The game’s maker, Niantic, hasn’t announced any plans for Android Wear and Samsung Gear smartwatches.
Associated Press

Friday, November 4, 2016

Why IT leaders should pay attention to Augmented Reality

Why IT leaders should pay attention to Augmented Reality

Brian Blau, Research VP, Gartner
By Brian Blau
Magikarp is in the fountain, Charmander is near the park bench, Rattata is by the front desk and everywhere people are throwing digital PokéBalls with their smartphones.
These names represent Pokémon characters, inspired by the popular 1990’s television show, that show up in your GPS-rendered surroundings while playing the new Pokémon Go app. As players walk around their neighborhoods, offices or any physical environs, the phone vibrates to let users know that a Pokémon is nearby. The image of the Pokémon is displayed over the real-world terrain, and players use the phone screen and a live camera view to “catch” the characters.
There is a Pidgey on this car.
A Pidgey appears on a car in screenshots from Pokémon Go
Launched in a limited number of countries in July 2016, the app has risen to the top of the app store charts in the U.S. and broken many app engagement records. While Pokémon Go is a game and its augmented reality (AR) feature isn’t sophisticated, the app’s success has turbocharged attention on AR and

Saturday, October 15, 2016

Sony’s PlayStation VR does work on PC and Xbox One, but it’s a crippled experience

Sony’s PlayStation VR does work on PC and Xbox One, but it’s a crippled experience

By 
Sony’s PlayStation VR headset is the cheapest VR headset around today. While the Oculus Rift and HTC Vive will set you back a whopping $799 each (with controllers), the PSVR will set you back by $550 (with all accessories). But there’s a catch.
Unfortunately, the PSVR headset is only compatible with Sony PlayStation 4 and later consoles and there’s no way to get the device running on a PC or laptop or other such device. Or is there?
Various reports have surfaced on Reddit indicating that the headset is indeed compatible with more than just the console. Apparently, you can simply plug your PSVR into any HDMI ready device, including an Xbox One, PC or even Nintendo Wii, and enjoy your game in a virtual 2D theatre of sorts on the PSVR.
There are theories as to why this works of course. The PSVR connects to the PS4 via HDMI, but not directly. There’s a processor unit in play, and it’s function isn’t entirely clear. Sony says that it handles virtual reality audio processing, but it also seems to determine if the headset is connected to a PS4 or not. Lacking such confirmation, the headset seems to be adapting all 2D video streams (that you’d see on a TV or monitor, to some kind of theatre experience. ArsTechnica gave the system a spin on the Xbox One and reported that the tracking capabilities don’t work. The virtual screen stays static. There is currently no way to get head-tracking or the controllers to work on the Xbox or PC.  
ArsTechnica also points out that the Rift and Vive already have such modes, but those modes support tracking capabilities.
If the PSVR actually ends up working on PC—via a third-party hack or official support—it’s pricing alone might be enough to let Sony steal a march on HTC and Oculus.

No substitute for human contact, says Tim Cook while defending Apple’s augmented reality stand

No substitute for human contact, says Tim Cook while defending Apple’s augmented reality stand

Image: Reuters
By 
Tim Cook is visiting East Asia and is currently in Japan. In an interview to Buzzfeed News JapanCook has again taken a side between virtual reality (VR) and augmented reality (AR). Speaking to the correspondent, Cook said that there is no substitute for human contact and so Apple will want technology that encourages that.
Cook has been vocal about his preference for AR over VR. To that effect, Apple has beenpoaching engineers from companies such as Oculus Rift and Magic Leap. It has alsobought companies such as PrimeSense, the Israeli-company behind Microsoft Kinect’s sensor.
According to Cook, VR has interesting applications but it isn’t as broad-based as AR.
“Augmented reality will take some time to get right, but I do think that it’s profound. We might … have a more productive conversation, if both of us have an AR experience standing here, right?,” he told Buzzfeed.
Cook said that AR is better as it does not create barriers between people when they are interacting with each other.
In the story Buzzfeed also mentioned that Apple has held meetings with immersive content company such as Jaunt which is a cinematic VR company.
Tim Cook’s inputs on VR and AR are pretty logical. As reported by MacWorld, he commented “nobody in here, few people in here, think it’s acceptable to be tethered to a computer walking in here and sitting down, few people are going to view that it’s acceptable to be enclosed in something, because we’re all social people at heart.”
Cook was not against VR as he said, “I’m excited about VR from an education point of view, I think it can be really big for education, I think it can be very big for games. But I can’t imagine everyone in here getting in an enclosed VR experience while you’re sitting in here with me.”

Related Posts Plugin for WordPress, Blogger...