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AR glasses: Difference between revisions

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Manufacturers are attempting to address these concerns through measures like visible recording indicators (LEDs), [[privacy by design]] principles, onboard processing to limit data transfer, and focusing on more conventional eyeglass [[form factor]]s. Public acceptance likely depends on demonstrating clear user benefits while mitigating privacy risks and social friction.
Manufacturers are attempting to address these concerns through measures like visible recording indicators (LEDs), [[privacy by design]] principles, onboard processing to limit data transfer, and focusing on more conventional eyeglass [[form factor]]s. Public acceptance likely depends on demonstrating clear user benefits while mitigating privacy risks and social friction.


== Market trends, forecasts, and adoption barriers ==
==Market trends, forecasts, and adoption barriers==
The AR glasses market is growing, particularly in the [[enterprise software|enterprise]] sector where [[return on investment]] (ROI) through productivity gains can justify current costs. [[Consumer electronics|Consumer]] adoption is slower but anticipated to increase as technology matures. Market research firms like [[IDC]] estimate global AR/[[VR headset|VR]] headset shipments are growing, forecasting significant increases in the coming years after potential consolidation or pauses.<ref name="IDC2025">IDC (March 5, 2024). "AR/VR Headset Shipments Forecast to Rebound in 2024 Followed by Strong Growth in the Outer Years, According to IDC". Retrieved 30 April 2025. https://www.idc.com/getdoc.jsp?containerId=prUS51864224</ref><ref name="Neowin2025">Neowin (March 6, 2024). "IDC revises AR/VR headset shipment prediction for 2024, expects 41% growth in 2026". Retrieved 30 April 2025. https://www.neowin.net/news/idc-revises-arvr-headset-shipment-prediction-for-2024-expects-41-growth-in-2026/</ref>
The AR glasses market is growing, particularly in the [[enterprise software|enterprise]] sector where [[return on investment]] (ROI) through productivity gains can justify current costs. [[Consumer electronics|Consumer]] adoption is slower but anticipated to increase as technology matures. Market research firms like [[IDC]] estimate global AR/[[VR headset|VR]] headset shipments are growing, forecasting significant increases in the coming years after potential consolidation or pauses.<ref name="IDC2025">IDC (March 5, 2024). "AR/VR Headset Shipments Forecast to Rebound in 2024 Followed by Strong Growth in the Outer Years, According to IDC". Retrieved 30 April 2025. https://www.idc.com/getdoc.jsp?containerId=prUS51864224</ref><ref name="Neowin2025">Neowin (March 6, 2024). "IDC revises AR/VR headset shipment prediction for 2024, expects 41% growth in 2026". Retrieved 30 April 2025. https://www.neowin.net/news/idc-revises-arvr-headset-shipment-prediction-for-2024-expects-41-growth-in-2026/</ref>


Key trends driving the market include:
===Key Trends===
*   Advances in [[miniaturization|miniaturized]] optics ([[waveguide]]s, [[microdisplay]]s).
*Advances in [[miniaturization|miniaturized]] optics ([[waveguide]]s, [[microdisplay]]s).
*   More powerful and efficient mobile [[system-on-chip|SoCs]] with dedicated [[AI]] capabilities.
*More powerful and efficient mobile [[system-on-chip|SoCs]] with dedicated [[AI]] capabilities.
*   Improved [[SLAM]] and [[computer vision]] algorithms.
*Improved [[SLAM]] and [[computer vision]] algorithms.
*   The rollout of [[5G]] potentially enabling [[cloud computing|cloud]]/[[edge computing]] rendering and processing.
*The rollout of [[5G]] potentially enabling [[cloud computing|cloud]]/[[edge computing]] rendering and processing.


However, significant barriers remain:
===Barriers===
*   **Cost:** High prices ($1000+) for capable devices limit mainstream adoption.
*'''Cost:''' High prices ($1000+) for capable devices limit mainstream adoption.
*   **Form Factor & Comfort:** Devices are often still too bulky, heavy, or unstylish for all-day wear.
*'''Form Factor & Comfort:''' Devices are often still too bulky, heavy, or unstylish for all-day wear.
*   **[[Battery life|Battery Life]]:** Often limited to 2-4 hours of active use.
*'''[[Battery life|Battery Life]]:''' Often limited to 2-4 hours of active use.
*   **[[Field-of-view|Field of View (FOV)]]:** Often narrower than human vision, limiting immersion.
*'''[[Field-of-view|Field of View (FOV)]]:''' Often narrower than human vision, limiting immersion.
*   **[[Display technology|Display]] Quality:** Issues like brightness, [[sunlight readability]], and resolution need further improvement.
*'''[[Display technology|Display]] Quality:''' Issues like brightness, [[sunlight readability]], and resolution need further improvement.
*   **App Ecosystem:** Lack of compelling, everyday "[[killer application]]s" for consumers.
*'''App Ecosystem:''' Lack of compelling, everyday "[[killer application]]s" for consumers.
*   **[[Privacy]] and Social Acceptance:** As discussed above.
*'''[[Privacy]] and Social Acceptance:''' As discussed above.


==Future outlook and ongoing research directions==
==Future outlook and ongoing research directions==