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AjnaLens: India-based XR Startup Upskilling Workforce Training with VR & Metaverse

The India-based startup, AjnaLens, is one of the Indian players in the XR (Extended Reality) space joining theMetaverserevolution. Founded in 2014, the co-founders have IIT and engineering backgrounds. Designing and manufacturing in India, AjnaLens offers AR (Augmented Reality), VR (Virtual Reality), andMixed Realitysolutions with applications across different sectors from skill training to enterprise and even the Indian defense sector.

We recently got to spend some time at the AjnaLens office in Mumbai to talk with the co-founders, understand the product offerings, and experience the solutions in action.

The company’s mission & services

The key mission of AjnaLens is to focus on upskilling the workforce and bridging the digital divide. The company has joined hands with Tata Technologies to upgrade 150 ITIs (Industrial Training Institutes) in Karnataka, India; to upskill over 9000 students using a VR-based simulator.

AjnaLens also leverages technologies such as artificial intelligence and mixed reality to upgrade defense weapon systems and tanks to help increase the effectiveness of combat missions. The mixed reality glasses can be mounted on soldiers’ helmets, enabling them to efficiently carry out surveillance and security.

counterpoint ajnalens mixed reality headset
Credit – AjnaLens

Though the defense was just a byproduct, it is now most of their business. This military-grade Mixed Reality helmet also includes features like GPS for navigation, night vision, LIDAR, Sonar, and thermal scanners.

There are three core product applications:
• AR-glasses for enterprise
• Mixed Reality glasses for the military
• XR Station forVRtraining purposes

AjnaLens also has its own app marketplace where it can customize apps based on specific client needs. The marketplace also allows third-party app developers to submit and publish their apps. Using Android OS as a base, AjnaLens has filed for over 15 national & international patents in augmented reality, and its algorithms are its secret sauce for powering and integrating the entire system.

The upskilling challenge for industries

One of the biggest challenges facing industries is training the workforce with new skills and capabilities. The post-COVID-19 hybrid and remote working is making training even more challenging. But with VR and metaverse, these challenges can be more easily overcome.

In VR training, like that offered by AjnaLens, workers are instantly teleported to the job site (or workshop). It is one of the most effective ways to develop new skills and train the workforce. Scientific research has proven that VR training is more completely and readily absorbed by the brain than traditional classroom-type training.

VR training can offer several benefits, but the two important aspects are that it offers realistic simulations and the ability to teach even hard skills. And what better example than a flight simulator where challenging emergency scenarios can be recreated for pilot training?

WATCH: AjnaLens VR Training – Teleporting Trainees to Job Site

AjnaLens VR for training institutes: Immersive & interactive way of learning

  • The AjnaLens team offered us a demo of its VR solution for training institutes, and we were left impressed.
  • The VR headset, AjnaLite 2, is tethered to a dedicated VR workstation called Ajna XR Station, and the software is scalable across different use cases; institutes just need to load the training modules.
  • Currently, it supports a variety of jobs such as welding, painting, fire, and safety training.
  • With this 360-degree immersive environment, students or workers can learn skills like painting for automobiles and aviation.
  • Upon completing the tasks, students get instant grades and they can practice for an unlimited time until they perfect the processes.
  • As there is no need to have actual paint and car doors to learn painting, it allows organizations to greatly reduce overall training costs.
  • For those who wear specs, the VR glasses have an adjustable dial to adjust the lens power.
  • The display is bright, and crisp and did not cause any eye-fatigue issues during our limited usage.
  • The VR glasses and equipment like a spray gun and the welding gun have trackers to track your movement.

We were impressed with the painting job demo, and the precision of details with the angle of spray and distance.

counterpoint ajnalens ar glasses

AjnaLens AR glasses for enterprise

  • AjnaLens还拴在AR眼镜和环境aware (see-through) type features.
  • These are lightweight glasses that have a 2K display, speaker, and camera.
  • It has a 50-degree field of view and can be used to create a virtual space from the connected device.
  • These glasses are powered by tethering to a Qualcomm Snapdragon 845 SoC or above-powered smartphone, or a laptop or tablet using a Type-C cable.
  • There is no processing on the glasses, it only has MCUs for the camera, tracking, sensors, and audio.
  • This virtual space can have holograms and avatars, digital twins, web browsers, CAD designs, and Office apps.
  • Users can also take virtual team calls over platforms like Microsoft Teams or Zoom.
  • We did give it a try and it was quite comfortable to wear.
  • The display was bright enough, and color reproduction was good too.

Overall, we were left impressed with the demos we saw at AjnaLens’ office, and with this hybrid work culture and remote assistance use cases, there is room to grow and expand beyond India. AjnaLens is one of the companies in the XR space to watch out for.

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OLEDoS: Technological Breakthrough for AR/VR Devices

With the time spent on console games, home entertainment and online education increasing against the backdrop of COVID-19, AR/VR devices are drawing more attention. Development of a killer consumer application is the key to theXR market’s growth. But prior to that, improvements are needed on the hardware side. Technical barriers and inconvenience in wearing AR/VR headsets remain. Therefore, R&D needs to be ramped up in this direction to minimize limitations in use.

Limits to AR/VR displays

AR/VR headsets should be good enough for an immersive experience. Also, they should be light in weight so that they can be worn for a long time. Further, AR/VR devices released so far may cause eye strains due to the low resolution of the displays. Also, low refresh rate delays screen updates, causing dizziness just by using it for a short time.

Technical requirements for AR/VR displays

  • Fine Pixel Size
  • High Refresh Rate
  • High Resolution

AR/VR display must first be made to a very fine pixel size for accurate color and image reproduction. Also, a high refresh rate is important for AR/VR displays. Smartphones must have a high refresh rate of at least 120Hz to reduce motion blur on video, but even the most recent AR/VR devices, like the Oculus Quest 2, have a 72Hz refresh rate, which is far short and must be at least 120Hz. Resolution is also important. The average resolution of OLED smartphones is 550 ppi but AR/VR devices require about 3,500 ppi because they feature near-eye displays.

OLEDoS: Solution for ultra-high resolution

Counterpoint Research OLEDoS Layer
Source: LG Display Blog

OLEDoS (OLED on Silicon) is a display panel that typically has a diagonal length of less than 1 inch and meets the 3000 ppi-4000 ppi resolution criteria of AR/VR device displays. Existing OLED displays use Low-Temperature-Poly-Silicon (LTPS) or Oxide TFT based on glass substrates. But OLEDoS uses silicon-wafer-based CMOS substrates. Using silicon substrates, ultra-fine circuit structures typically used in semiconductor processes can be reproduced, which in turn lead to the creation of ultra-high-resolution OLEDs when organic matter is deposited on them.

Specifications of OLED and OLEDoS

Counterpoint Research OLEDoS Specifications
Source: Sony / Korea Science

OLEDoS is also called Micro OLED in the market and features high efficiency, high luminance, infinite contrast, fast response and long LED life compared to OLED. Because the size is smaller than 1 inch, the user does not see the panel directly but sees the enlarged image through the optical lens. When used on AR/VR equipment, it shows high resolution in a small, lightweight wearable device.

Apple is also likely to install OLEDoS in its second-generation AR/VR product which is expected to enter the market around 2025. In addition, it is expected that augmented reality that meets the above technical conditions will be implemented as Meta is likely to install OLEDoS in its Meta Quest 3 device, expected to be released in 2023.

OLEDoS expected to achieve 28% share in 2025

Currently, OLEDoS faces high market entry barriers. This is because the technology is yet to ripen fully. The cost of production of the semiconductor substrate remains high even as the related value chain is yet to be completely formed. However, with Apple and Meta expected to introduce OLEDoS-based AR/VR equipment in the next two to three years, many manufacturers would actively adopt OLEDoS. More production will result in a lower per-unit cost, prompting more demand and increasing the share of OLEDoS to nearly one-third of the market by 2025.

Next big supplier of AR/VR displays

It is expected that two OLEDoS displays will be installed inside Apple’s first headset, and Sony will be the first supplier this time. LG Display is expected to supply general OLEDs that are applied to the external indicators. In the long run, however, Apple is expected to choose LG Display as a supplier of OLEDoS over Sony. Although Sony’s technology is somewhat ahead now, the company has its own gaming console, making it a potential competitor to Apple in the XR market, where having a killer application is the key. Once Apple enters the XR market, it is expected to grow at a rapid pace while Samsung Display is expected to catch up with arch-rival LG at a rapid pace. Once again, we will be able to see the fierce race between SDC and LGD in the XR market.

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Metaverse vs MMO Gaming: What will metaverse add to existing landscape

The metaverse has become a buzzword for many areas of the technology landscape. But many aspects of the metaverse are not new for the world of online gaming. It has been using the metaverse concepts of digital connectivity and interaction for years, going back to online chatrooms in the early 2000s, and more recently through massive multiplayer online games (MMOs). All this has created the starting point for Big Tech to take the metaverse to new areas through developing various software designs, but it needs to start from the hardware to access this new ‘world’. Meta – formerly known as Facebook – has been the most popular in marketing the concept of the metaverse and has had significant success in developing the initial hardware. Other companies are expected to jump on the metaverse hardware bandwagon, a highly anticipated entrant being Apple with their development of a VR headset.

What is MMO gaming?

MMO gaming often involves open-world games where your character can interact with many people globally within a set world to complete tasks and can communicate with others through audio or text-based communication. MMOs are not restricted to PC gaming. Microsoft and Sony have MMO games like Call of Duty available through their consoles. The first MMO, Neverwinter Nights, came out in 1991 using AOL for text-based communication with other players. MMO games have created mass followings, some of the most popular being RuneScape, World of Warcraft and The Elder Scrolls. The concept of MMO has become so popular that companies are now starting to incorporate successful authors and directors to help make these games as complex and riveting as possible. The newest and most popular game here is Elden Ring, which has George R. R. Martin (author of the global sensation Game of Thrones) writing the storyline.

What metaverse gaming offers and how the VR market will look because of it

MMOs follow a storyline and have set goals and tasks for players to work towards within the confines of the story even though they are open world. Metaverse gaming offers a more immersive experience where there are no confines of the typical gaming story progression. As the games themselves evolve, so does the hardware required to interact within these games in the most immersive way possible.

Metaverse gaming has been developed with the idea that VR headsets would be the prime mode of interaction. Meta developed its standalone QuestVR headsetseries to drive Metaverse gaming outside of the existing hardware confines of gaming – PCs, consoles and smartphones. In Q4 2021, standalone VR headsets contributed to over 90% of total VR headset shipments globally (mostlyQuest 2)。这差距出货量拴在一个d standalone headsets will reduce in future as console hegemons Sony and Microsoft release tethered headsets for their existing consoles.

Sony plans to release its new headset PlayStation VR2 by the end of 2022 but with the ongoing supply chain issues the OEM is facing, it is unlikely to release the device until 2023. Sony has announced that 20 games will be released by both first- and third-party developers with the headset. The games Sony releases with this headset will determine its success, as customers interested only in VR headsets will be more inclined to opt for Meta’s products, which are already on the market. Potential customers for Sony’s PlayStation VR2 will be those who already have a PlayStation console as well as those interested in the game titles that they cannot get with Meta. Many games have not been included on the Meta gaming platform as it needs to be connected to a Facebook account. At Counterpoint, we believe that that the VR standalone will greatly overtake other XR and reach almost 40M by 2025.

XR forecast 2025

Metaverse gaming will not replace MMO and other existing forms

Even as metaverse gaming experiences an uptick with the release of newhardware and games, the popularity of MMOs will continue to see a wider fan base.PCMMO gaming is easily accessible through the existing platforms like STEAM, Xbox Game Pass, Google Stadia, Amazon Luna and other streaming-type platforms that have a wide variety of games that can reach anyone with a decent computer processor. MMOs on mobiles also create a new base of players who do not need to purchase a secondary device to access these games. At the same time, consoles continue to see record sales, with the PS5 and Xbox Series X still experiencing shortages two years after their release, thanks to the high demand combined with the lingering effects of thechipset shortagestriggered by the COVID-19 pandemic.

Metaverse Reignites XR Interest in Chinese Markets

London, San Diego, New Delhi, Beijing, Buenos Aires, Seoul, Hong Kong – April 15, 2022

XR technologies experienced their first boom in China in 2016. However, this boom fizzled out in the following two years due to the immaturity of subsequent technologies and failure to fulfill public expectations. Five years later, with the rise of the Metaverse and Meta’s (formerly Facebook) commercialsuccess of its consumer-level VR headset Oculus, China’s XR market has received its second wind with mobile giants like Huawei, Xiaomi, and OPPO entering the fray with their own releases of smart/AR products. Counterpoint Research has released a new report on the ‘Overview of China’s XR Market‘ which analyses the advancements in XR/AI technologies and the introduction of blockchain as cornerstones of a full-fledged Metaverse. It also measures whether a certain level of maturity has been achieved to reach mass-adoption levels in China’s XR market.

Current landscape

Currently, four major forces steer China’s XR industry, ranging from XR-focused start-ups to mobile giants. Three out of the top five smartphone manufacturers in China launched their own smart/AR glasses in the second half of 2021. Consequently, the smart/AR glassescategory has become the most competitive in the Chinese XR industry with its relatively low entry barriers and potential to become the next leading device in smart wearables. Lagging in core AR/VR technologies, Chinese manufacturers are trying out other means of development, namely functionalities utilizing their own technological advancements, to pursue value-added and popular features like voice control, virtual assistant, and gesture control. Chinese manufacturers are also diversifying their product lines, shifting from B2C to B2B markets by providing products for industrial and service sectors. Rokid X-Craft and Rokid Glass are typical examples of obtaining value propositions in industrial/business applications.

Overview of Leading Players in China

Company Company Type Market Vertical XR Focus
Pico VR startup acquired by ByteDance VR Entertainment, gaming
Nreal XR startup (2017) AR Commerce, gaming, real estate
iQIYI China’s streaming giant Video streaming Movie streaming, gaming
Huawei Leading global ICT provider Telecom, AI Smart life
Rokid 人工智能启动(2014) Robotics, AI Industrial inspection, public security, cultural tourism
OPPO Leading smartphone provider Smartphone Consumer-assisted reality

Technological landscape

According to Counterpoint’sOverview of China’s XR Market Landscape report, the market is currently moving towards a combination of Micro-LED with waveguide technology for augmented displays, setting a new standard for premium AR glasses. Xiaomi’s upcoming AR glasses have chosen such a combination. Micro-LED enables thinner display screens, lower power consumption and higher display resolutions. However, mass adoption will be less likely due to its high production costs, hence limiting its application to only premium models. Additionally, AR/smart glasses still depend on mobile phones for their computing power. However,China’s early adoption and development of 5G technologyraises the prospects of AR/smart glasses becoming integrated devices independent from mobile phones.

In terms of VR headsets, leading players in China such as Pico, iQIYI, and ShadowCreator are adopting Qualcomm’s Snapdragon XR2 SoC processors, part of the Snapdragon product line designed primarily for AR and VR devices for optimal performance, benchmarking against Meta’s Oculus Quest 2 as the standard.

Competitive landscape

Even with big players testing the waters of the Chinese XR market, the AR market remains to be cultivated to its full potential with a dominant headset yet to be seen. This, however, may change soon with Pico (acquired by ByteDance), the leader inChina’s VR market, seeing success with its Neo 3 model. Multiple AR/smart glass models are expected to be launched this year (2022), including the Nreal Air, Huawei Eyewear 3, OPPO Air Glass, Rokid Vision and possibly the Xiaomi AR glasses.

OPPO Air Glass 3 With Half-frame in Silver

Source: OPPO

For more details, read our reportOverview of China’s XR Market Landscape. Feel free to contact us atpress@www.arena-ruc.comfor questions regarding our latest research and insights, and for press enquiries.

Analyst Contacts:

Counterpoint Research

Related Reports:

Qualcomm FastConnect 7800: Introducing Wi-Fi 7 to Power Multi Gigabit, Low-Latency Metaverse & Computing Experiences

It took less than three years forWi-Fi 6 (802.11ax)one of the latest generation Wi-Fi technologies to go mainstream across smartphones, tablets, PCs,routers, andgateways. Thepandemichas been a catalyst to drive even stronger demand for Wi-Fi 6 which saw rapid adoption despite chipsetsupply crunchbeing an inhibitor. Billions of devices across infrastructure and personal use are now Wi-Fi 6, whereasWi-Fi 6E(6GHz) capable devices are also growing rapidly.

While Wi-Fi 6 is about to go mass-market in the near to mid-term, the industry is already warming up for the commercialization of Wi-Fi 7 solutions later this year.Wi-Fi 7orIEEE 802.11be, enables an even higher throughput for wireless networks that use 5GHz and 6GHz frequency bands to maximize the overall capacity. It also decreases the latency and improves speeds for sophisticated scenarios such asXR, 8K streaming,gaming,Cloud computing,Virtual Work, intense bandwidth scenarios as well as mission critical andindustrialapplications.

Qualcomm Technologies, one of the leading end-to-end wireless connectivity solutions providers, recently announced and showcased the industry’s first Wi-Fi 7 system solution –FastConnect 7800.FastConnect 7800 aims to push the boundaries of wireless connectivity with advanced innovative features to match peak performance and complement the high-speed5G cellular networks.

Wi-Fi 7 & Qualcomm FastConnect 7800 Solution: Unlocking the True Potential of Wireless Connectivity

Source: Qualcomm

Key Highlights

  • Qualcomm’s FastConnect 7800 is a system-level solution featuring 4-stream High Band Simultaneous (HBS) Multi-Link Operations (MLO), Dual Bluetooth (BT 5.3), advanced audio (Snapdragon Sound, LE Audio, aptX Lossless tech, Qualcomm TrueWireless) and a plethora of other new innovations. FastConnect 7800, which is built on the 14nm process node, allows Qualcomm to optimize the connectivity subsystem to deliver peak data speeds in excess of 5.8Gbps, and sub-2ms latencies with relatively better power efficiencies.
  • The FastConnect 7800 features triband support in terms of 6GHz, 5GHz, and 2.4GHz spectrum, thus maximizing the available channel bandwidth to boost capacity and coverage. The key Wi-Fi 7 feature is the 4096-QAM modulation in 320MHz channel bandwidth (single channel or 160MHz + 160MHz) of High Band Simultaneous Multi-Link Operation (MLO) with 5 and 6GHz connections which helps in achieving multi-gigabit performance and peak speeds of up to 5.8Gbps.

Wi-Fi 7 & Qualcomm FastConnect 7800 Solution: Unlocking the True Potential of Wireless Connectivity

Source: Qualcomm

  • When 6GHz is unavailable, using multiple links of 240MHz of 5GHz spectrum, the system can achieve up to 4.3Gbps throughputs.Simultaneous Multi-Linkwhich makes use of 5GHz and 6GHz bands simultaneously frees the 2.4GHz spectrum that can be used for Bluetooth and IoT Devices, making spectrum management very efficient.
  • The FastConnect 7800 also features aComprehensive Multi-Linkwhich uses two Wi-Fi radios to create a single synchronized link between multiple bands. In doing so, Qualcomm can reduce the overall latency and boost the throughput.
  • Further, features such asPreamble-Puncturingallow the access point to transmit data on a “punctured” 80MHz or 160MHz channel in high-density or congested scenarios where the secondary 20 MHz channel is busy. The feature allows bonding of the non-contiguous available channels other than the busy secondary channel, thereby preventing the bandwidth from being halved and boosting capacity.
  • Meanwhile, the FastConnect 7800 also brings alongBluetooth 5.3and advanced Dual Bluetooth features that are great additions for reliable, and consistent long-range connections. Enhanced handoff and continuity feature provides the users with a seamless switching experience when swapping devices. Smart antenna switching dynamically selects the best of the two links to reduce the interference or drop in audio quality.
  • Dual Bluetoothalso enables broadcast and audio sharing features for audiophiles. Multi-stream audio support forTrue Wireless Earbuds (TWS)facilitates for an immersive audio experience. Qualcomm also indicates power savings of up to 30-50% for extended audio sessions, whether you are a globetrotter or an explorer.aptX Lossless, aptX Adaptivewith advanced modulation & code optimizations promise to present the user with splendid voice quality, crystal clear audio clarity, and a redefined premium audio experience.
  • For gamers, FastConnect 7800 brings along alow latency gaming modewhere speech is required tocommunicatewith fellow players, and a reduction in latency enables the player to have an edge, which is essential for online multi-player gaming scenarios.

Key Takeaways:

  • Wi-Fi 7 should be able to build alongside5G, which promises to provide a consistent premium experience of higher capacity, multi-Gigabit throughputs, and lower latencies required for applications such as Cloud Gaming,Extended Reality (XR), 4K video streaming, and uploads, among others.
  • Qualcomm’s FastConnect 7800 brings a complete system-level premium personal area network (PAN) connectivity experience for users to enjoy advanced use-cases in flagship devices by the end of 2022.
  • The key features in the FastConnect 7800 such as High Band Simultaneous Multi-Link Operation (MLO), Preamble-Puncturing, Comprehensive Multi-Link, Low-Latency gaming Mode, Intelligent Dual-Bluetooth are the foundation for unlocking the immersive experiences which warrant higher throughputs, capacity, and lower latency.
  • We would love to see what Qualcomm has in store for the infrastructure (retail routers,enterprise gateways) to drive Wi-Fi 7 penetration beyondendpoint devicesthis year.

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OPPO Find X5 Series, 240W Fast Charging Solution, AR Glass, & More Showcased at MWC 2022

Ahead ofMWC 2022,OPPOannounced the flagship Find X5 and Find X5 Pro series smartphones. Both smartphones were showcased at OPPO’s booth along with other products which include the fastest smartphone charging solutions,AR Glass, and5GCPE Device. Fast charging on smartphones is becoming a key trend to watch out for this year with OEMs racing to offers the fastest charging solution on the market.

OPPO Find X5 Series

朋友总是引入新的高端体验s with the Find series smartphones. From a pop-up camera to a periscope style zoom lens to a microscope camera system, and a compactfoldable smartphone, OPPO has done something different with every new device. This year, OPPO is focusing on improving the photography experience, and to achieve that, it has now partnered with Hasselblad for the Find X5 series. The partnership aims to improve mobile photography using Hasselblad’s color science for natural color calibration.

counterpoint oppo find x5 pro back mwc 2022

In addition, the Find X5 and Find X5 Pro smartphones also come with OPPO’s own MariSilicon imaging NPU. It unlocks features like 4K Night & 4K Ultra HDR video recording, AI Noise Reduction to improve night photography. The dedicated NPU also helps in speeding up other AI-based image processing tasks.

counterpoint oppo find x5 pro cameras mwc 2022

The Find X5 Pro features a triple rear camera setup which includes a 50MP primary sensor with 3-axis sensor-shift and 2-axis lens shift technology from Cambridge Mechatronics. It helps in compensating the shaky hand movements when clicking photos, and jerks when recording videos, thus allowing you to capture blur-free photos and videos. There is also a 50MP ultrawide lens and 13MP telephoto lens completing the camera system.

The Find X5 Pro is powered by aQualcomm Snapdragon 8 Gen 1 SoC, 5G connectivity, and a 6.7-inch AMOLED LTPO display that can refresh between 1Hz to 120Hz depending on the on-screen content.

WATCH: MWC 2022: Quick Look at OPPO Find X5 Pro

150W and 240W Fast Charging Solutions

OPPO also introduced the industry’s fastest smartphone charging tech. First is the 150W SuperVOOC flash charge, fast charging solution that can charge a 4,500mAh battery to 50% in just five minutes, whereas a full charge will take about 15 minutes. OnePlus’ smartphone with 150W fast charging will be launched in Q2, 2022. Next is the 240W fast charging tech which can fully charge a 4,500mAh battery in just nine minutes.

Now, on one hand, we have the fast-charging tech with which smartphone OEMs are trying to address one pain point. But there are other concerns related to the battery life and the damage that fast charging could induce. To allay these concerns, OPPO is also packing a Battery Health Engine tech with the Find X5 Series, which the company says can retain 80% of the battery’s original capacity even after 1,600 charge cycles. This is more than the industry standard which is around 800 cycles. So, if we consider the average smartphone replacement cycle of about 28-30 months, the smartphone battery should be good enough until the users upgrade to a new smartphone.

BONUS VIDEO: Fast Charging – A Key Trend This Year at MWC 2022

OPPO AR GLASS

At MWC 2022, OPPO also showcased a demo of its AR Glass 2021. These AR (Augmented Reality) glasses are much closer to the casual eyewear that most of us are used to wearing. These glasses feature an 0.71-inch OLED display which brings 90-inch TV viewing experience just three meters away. As these are AR glasses, the display is transparent, allowing you to see the surroundings as well.

counterpoint oppo ar glass mwc 2022

These AR glasses draw their power from a tethered OPPO smartphone with Snapdragon 865 SoC and above. I tried connecting a couple of other smartphones like the Huawei P50 Pro and an iQOO smartphone, and while the smartphone screen was mirrored on the glasses, it could not adjust the resolution and aspect ratio to the required one, possibly because it needs ColorOS and a dedicated app.

counterpoint oppo ar glass front mwc 2022

Otherwise, the display experience was good. Content is limited for now, and though it has built-in speakers, I was unable to hear clearly as the floor was too noisy. But maybe these are good to use at home and in the office meeting rooms. One other thing about these OPPO AR Glasses is that you can get lenses matching the eye power of your prescription glasses. The AR and XR (extended reality) space is seeing increasing development, but there are still many significant hurdles to overcome before mainstream adoption can occur.

counterpoint oppo ar glass lenses mwc 2022

5G CPE Device

Lastly, OPPO also introduced a 5G CPE T2 device, basically, a 5G Hub built to convert 5G signals into LAN or Wi-Fi network connection. The device could be ideal to use in a small office or home office environment where there is no existing broadband infrastructure. With a 5G SIM card installed, the CPE device can let multiple devices like smartphones, TVs, laptops, and more to connect and access fast 5G internet.

OPPO mentioned that the device is made from recycled materials. It also comes with O-Reserve 2.0 smart antenna technology and is integrated with Qualcomm’s Snapdragon X62 5G Modem-RF system. The hardware architecture is designed in a way where the X62 5G modem can be swapped with the Snapdragon X65 modem depending on operator needs. There is no word on the pricing, but the OPPO 5G CPE T2 will be available in H2, 2022 across the Middle East, Africa, Asia Pacific, and Europe markets.

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Qualcomm Diversification Strategy is Working

New Qualcomm CEO Cristiano Amon held his first earnings conference call with a great first quarter at the helm. Qualcomm is best known for its Snapdragon mobile phone chips. However, the quarter’s highlight was the growth of other divisions — RF front-end, automotive and IoT. These three divisions are expected to deliver $10 billion in revenue during 2021 and grow over 80% YoY, which is 1.6 times faster than Qualcomm’s mainstay Snapdragon chips. These results were set in motion years ago by former CEO Steve Mollenkopf. It was not long ago that Qualcomm was in the midst of courtroom battles with governments and customers, and also saw a hostile takeover attempt. Today, because of its focus and leadership in 5G, there are growing, new business units that are taking the pressure off the mobile chips and licensing business.

Other takeaways from Qualcomm’s quarter ended June 27:

  • Qualcomm expects it will become the largest RF front-end supplier by revenue this year.The joint ventures and investments made years ago are paying off. A modem-to-antenna system becomes more important in 5G due to the increased complexities. Most of Qualcomm’s 5G SoC customers are choosing the company’s RF front-end systems.
  • 令人印象深刻的季度最新的高端Snapdragon,the Snapdragon 888. Its design wins increased more than 20% QoQ.
  • 此外,该公司指出的强度高h-end 8-series mobile platform’s momentum. More than half of the 5G smartphone design wins are taking the high-end 8-series route. This is partly because high-end/high-margin smartphones were prioritized due to component shortages. Despite this, it was a solid quarter for the 8-series. Qualcomm’s customer base is growing here.
  • Multi-sourcing strategies have helped. Qualcomm has multi-sourced the production of the 778G between Samsung and TSMC. The company says it is on track to materially improve supply by the end of 2021.
  • Qualcommhas 155 5G license agreements, up 33% QoQ. It expects5G handset sales in 2021 to land between 450 million and 550 million.
  • 在其第四代mmWave,高通孔蒂nues to lead in the 5G mmWave space. To date, it has mainly seen volumes in the US and Japan. However, there are over 180 mobile operators in the world investing in 5G mmWave. The key country to watch is China. China is expected to have a limited 5G mmWave launch ready for the 2022 Winter Olympic Games. The scale China would bring to mmWave would help other countries and regions roll out the technology more aggressively.
  • IoT revenues grew 83% to $1.4 billion. The growth was fueled by industrial platforms and consumer EDGE networking hardware.
  • Qualcomm’s automotive divisionhas grown to a $1 billion per quarter business. These products include digital cockpit and cellular vehicle-to-everything (C-V2X) solutions, automotive telematics, and connectivity platforms. Qualcomm is riding the wave of more connected cars andmore infotainment systems being added to cars.
  • There are other areas with rich potential. They are in the development stages and seldom attract as much attention as mobile chips:
    • Qualcomm is in a good position with5G mobile XR, PC-tethered XR and ‘boundless XR’. The company is a supplier to key XR OEMs with its Snapdragon XR2 platform and Snapdragon X55 5G modem – RF system. As XR grows, Qualcomm is positioned to grow with it.
    • Qualcomm is riding the wave of increased wearables growth. With Google and Samsung teaming up and hardware performance leaps continuing, there will be better diversification of smartwatches. Expect more optimized designs for children, seniors, sports/fitness, enterprise/B2B and fashion.
    • As mobile networks become virtualized, flexible and disaggregated, Qualcomm has solutions for 5G RAN platforms, including those for small cells.
    • Qualcomm will be able to ride the growth of 5G mobile gaming. The mobile gaming experience is vastly improving with 5G due to its better reliability and lower latency. Qualcomm Elite Gaming offers quick touch with 20% improvement on input response, supports over one billion shades of color, and is available on Android streaming platforms.

As chip shortages continue, demand will be stronger than supply in all of Qualcomm’s business units. 2021 continues to look very promising for Qualcomm’s Snapdragon SoCs for smartphones, as well as for all of the other growing business units.

Oculus Quest 2 Cumulative Sales Hit Record 4.6 mn as XR Headset Shipments Almost Triple YoY in Q1 2021

London, San Diego, New Delhi, Beijing, Buenos Aires, Seoul, Hong Kong – July 14, 2021

TheExtended Reality (XR)他adset shipments almost tripled annually in Q1 2021, according to the latest research fromCounterpoint’s Global XR (VR & AR) Model Tracker. TheOculus Quest 2success drove these volumes. Offering great hardware at a reasonable price, Oculus kept improving the performance of the Quest 2 with regular software updates, while growing user engagement. Till Q1 2021, the Quest 2 had shipped a cumulative 4.6 million headsets, a record for any single model.

Commenting on the market dynamics,Senior Analyst Karn Chauhansaid, “The standalone Virtual Reality (VR) form factor led the global XR market with 85% shipment share in Q1 2021, compared to 42% in Q1 2020. The transition from tethered to standalone VR is being driven mainly by the Quest series. Other XR headset OEMs are also focusing on the standalone form factor as it is the device of choice among users, especially gamers. TheAugmented Reality (AR)段只贡献了2021年一季度4%,driven by the few enterprise-level deals with AR headset OEMs. The AR consumer segment is still in a nascent stage as most of the compelling use cases are being satisfied by mobile AR. There is also a lack of disruptive mass-market or even mainstream AR headsets.”

Commenting on brand performance,Senior Analyst Harmeet Singh Waliasaid, “Oculus captured a record 75% share of global XR shipments in Q1 2021 as compared to34% in Q1 2020, thanks to the continued success of the Quest 2. Chinese brand DPVR climbed to the second position for the first time by keeping its focus on the enterprise and education segment. With no successor of PlayStation VR, Sony fell to the number three spot for the first time since 2016. Pico and Valve took the fourth and fifth spots respectively while HTC, with its focus increasingly limited to the niche enterprise segment, slipped to the sixth position.

Given few new launches planned for 2021 by major players, the Oculus Quest 2 will reign unchallenged. It has now established itself as the leading player in the XR segment, especially gaming, and is unlikely to be replaced in the near future despite increasing competition. The Quest 2 offers a great experience in the wireless form factor, giving it an edge over competitors. However, the competition in this segment will also increase in the coming years with Sony likely to move into it.

While there are manyenterprise and industrial use cases for XRcurrently available and in development, growth in this segment is slower than expected in some areas. The industrial use cases that have greater potential include field force support, education, training, media and many more. We can, therefore, expect a steadily increasing, even if slow, trend towards enterprises and other organizations investing more in the development and use of XR devices and services, especially after 2025.

Players including Microsoft, Varjo and HTC have been taking a wider enterprise-level approach to target this low-volume, high-ASP segment. A lighter, power-efficient and longer battery life version of Microsoft’s HoloLens offered under $1,000, combined with its strong base in major economies, has the potential to make Microsoft a major player in the consumer segment as well. But we do not expect Microsoft to launch such a device in the first half of this decade.

We believe that XR will continue to experiencedouble-digit growth for the next four years. Apple’s entry will likely catalyze the participation of several other brands, especially the Chinese smartphone OEMs that are also present in the smartwatch segment.

Background:

Counterpoint Technology Market Research is a global research firm specializing in products in the TMT (technology, media and telecom) industry. It services major technology and financial firms with a mix of monthly reports, customized projects and detailed analyses of the mobile and technology markets. Its key analysts are seasoned experts in the high-tech industry.

Analyst Contacts:

Peter Richardson

Karn Chauhan

Harmeet Singh Walia

Follow Counterpoint Research
press(at)www.arena-ruc.com

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Oculus Captures Half of XR Headset Market in 2020

London, San Diego, New Delhi, Beijing, Buenos Aires, Seoul, Hong Kong – March 10, 2021

TheExtended Reality (XR)他adset shipments in 2020 declined 9% YoY, according to the latest research fromCounterpoint’s Global XR Model Tracker. The decline was less than expected thanks to theOculus Quest 2表现在节日期间。作为一个结果, Oculus captured 53% of the XR market in 2020 as compared to 44% in 2019. The improved specs, like increased memory, larger battery life, and higher resolution and refresh rate, at an affordable price point were the clear drivers. The pandemic-triggered lockdowns also had a role here, pushing people to invest in content for entertainment and gaming, especially during the second half of 2020.

Commenting on the market dynamics, Research DirectorPeter Richardsonsaid, “Virtual Reality (VR)他adsets captured more than 90% of the total XR shipments. The adoption of VR, mainly for standalone form-factor, is increasing, as the industry is showing significant advancements in design, specifications and features at reasonable prices. Additionally, the availability of good quality content across platforms is growing. The users of VR are limited to the gaming community, but enterprise users from the education and training sector gained some interest during the pandemic.”Counterpoint Research Global Top 5 XR (AR/VR) brands share 2020

Commenting on brand performance,Senior Analyst Karn Chauhansaid, “With a strong supply chain and brand value in the gaming segment,Oculusremained the biggest XR brand throughout 2020 by capturing half of the shipments. Sony grabbed the second spot riding on its strong PlayStation user base who went in for the five-year-old PlayStation VR. HTC, DPVR and Pico took the third, fourth and fifth spots, respectively. Enterprise-level sales deals, like for schools and training centres, helped Chinese players to grow in 2020.”

Counterpoint Research global top 5 XR (AR/VR) headsets share 2020

眼睛也占据前五名XR井斜的列表ces. Three headsets in the list were from Oculus. However, the competition in this segment will increase in the coming years. One of the reasons this segment doesn’t witness new launches as frequently as some other categories is that it is more dependent on latest innovations in the overall component and supply chain, especially from the form-factor, display, power and sensor perspective. But the segment holds a big potential in the coming decade, as players like Apple and Sony (PSVR 2) will enter or scale up in this segment.

There are many current and potentialenterprise and industrial use cases for XR. These include field force support, product design and development, construction and fabrication, manufacturing, logistics, education and training, media, healthcare and many more. We can, therefore, expect a steadily increasing trend towards enterprises and other organizations investing more in the development and use of XR devices and services.

Some players like Microsoft and Varjo have been taking a wider enterprise-level approach to target this segment. Microsoft now aims to enjoy wider adoption in the fast-growing consumer segment. This combined with Microsoft’s strong bases in major economies, which are the biggest enterprise-level consumers of XR devices and are likely to be the biggest consumer-segment buyers too, ensures the company’s continued growth in the XR industry.

XR’s consumer use can be subdivided into VR andAR. For VR devices, the strongest use case is gaming, although social interaction will provide an interesting niche. Consumer use of AR has thus far largely been confined to smartphone displays via applications.

We believe that XR will continue to show in double digit for the next five years.

Background:

Counterpoint Technology Market Research is a global research firm specializing in products in the TMT (technology, media and telecom) industry. It services major technology and financial firms with a mix of monthly reports, customized projects and detailed analyses of the mobile and technology markets. Its key analysts are seasoned experts in the high-tech industry.

Analyst Contacts:

Peter Richardson

Karn Chauhan

Harmeet Singh Walia

Follow Counterpoint Research
press(at)www.arena-ruc.com

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Podcast: XR – Where are We in Reality?

When first introduced,eXtended reality (XR)appeared like a futuristic concept. But after years of research and development, the technology is now accessible to consumers and enterprises. Yet, XR is having a hard time transitioning from a fantasy concept to something that is more practical and generates revenue. But the recent launch of theOculus Quest 2does make us feel a little optimistic about the technology. It is built onQualcomm’s XR2 platform, which offers new levels of power to the standalonevirtual reality(VR) headset.

TheCOVID-19pandemic has changed the world around us. People are working from home, and students learning from home. With more time being spent at home, activities like gaming are becoming popular. While standalone gaming can be one of the key drivers for the XR platform, XR being all about offering users withan immersive experience, learning too can be fun with it. Virtual andaugmented reality (AR)can help explain scientific topics like the universe in an exciting way. Further, it can even benefit the manufacturing and healthcare sectors among many other possibilities.

In the latest episode of ‘The Counterpoint Podcast’, hostPeter Richardsonis joined by Research AnalystsKarn ChauhanandHarmeet Singhwaliato share their perspectives oneXtended reality. They discuss the current developments in the XR industry, limitations and future expectations, besides going into questions like how will XR benefit from5G, and will the rumoredAppleglasses be the inflection point that the XR industry needs for mass adoption. All this and more in the podcast below.

Hit the play button to listen to the podcast

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