The Latest from Tim Merel
Despite early-stage virtual reality market and augmented reality market valuations softening in a transitional period, total global AR/VR startup valuations are now at $45 billion globally — include
While being contrarian to market sentiment is always risky, it’s also possible that folks might be taking a long-term solution to a short-term problem.
The future of AR/VR could be bright, but only if it moves beyond where it is today. Let’s look at where we are today, where we’re heading tomorrow and some of the changes needed to get us there.
Last year, 30 leading venture investors told us about a fundamental shift from early-stage North American VR investment to later-stage Chinese computer vision/AR investment -- but they didn’t anti
AR/VR/XR are going to be big, but not everyone will win. Today’s market is a collection of related point solutions to specific problems, but not a fully functioning ecosystem. Not yet.
America delivered more AR/VR revenue than China last year, but Chinese growth in the next five years could see it dominate AR/VR long-term -- and not by a small margin.
AR (mobile AR, smartglasses) could approach three and a half billion installed base and $85 billion to $90 billion revenue within five years. At the same time, VR (mobile, standalone, console, PC) mi
Mobile AR from Apple, Google and Facebook and computer vision/machine learning (CV/ML) are focusing the minds and wallets of VCs in Silicon Valley, China and beyond. The $2.5 billion invested in AR/V
After the iPhone X, iPhone 8 and ARKit launches, it’s clearer than ever that Apple owns the four waves of augmented reality. But Google’s launch of ARCore has the startup CEOs, corporates and VCs
It's been said that augmented/virtual reality is the fourth wave of consumer technology, and that AR could become much bigger than VR. But AR itself is not one giant wave, it’s a set of four big o
“VR will be big, AR will be bigger and take longer.” What sounded revolutionary when we first said it two years ago has become accepted wisdom. But now the market has actually launched, and we’v
If you haven’t heard about VR/AR by now, your desert island must not have Wi-Fi. But there are millions of folks who know about VR/AR who haven’t seen it yet. User trial is on the critical path fo
Virtual, augmented and mixed reality have a competition problem. But while most AR/VR companies will tell you how much better they are than their nearest direct competitor, they’re picking the wrong
“Stop calling Pokémon Go AR,” say the purists. But who cares what you call something that is so successful? Just be glad it happened, and let’s figure out what it means for the AR/VR industry.
VR will be big, AR will be bigger (and take longer). But as in most early-stage tech markets, growth will be curved, not straight. There will be a few billion dollars of revenue this year, a progressi
AR/VR is the new hotness. VCs invested $1.7 billion in the 12 months leading to March 2016, $1.2 billion of that in the first quarter of this year alone. There are four AR/VR unicorns already (Magic L
There is nearly as much confusion as there is excitement about augmented and virtual reality. While VR could be big and AR could be bigger (and take longer), there are more questions than answers out
Samsung/Oculus’ Gear VR launch was the starting gun for AR/VR 1.0, so what can we expect next year? Strap on your magic goggles, it’s immersion time.
Augmented and virtual reality are the new hotness, as VCs and corporates get in on the act. While Facebook’s multi-billion dollar acquisition of Oculus got everyone’s attention early last year, it
It’s been party time for mobile, with massive growth and disruption helping VCs to raise huge funds, entrepreneurs to raise massive rounds, and valuations to skyrocket. With 89 mobile Internet unico