idtechex research: smartglasses teardown
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Copyright © 2016 IDTechEx | www.IDTechEx.com
Smartglasses Teardown Enabling Technologies for Eye-Worn Computing
Dr Harry Zervos, Principal Analyst, IDTechEx
Copyright © 2016 IDTechEx | www.IDTechEx.com
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New IDTechEx Research Report AR & VR Smartglasses and Functional Contact Lenses 2016-2026 From augmented and virtual reality headsets to the advent of embedded electronic functionalities in lenses For more information visit www.idtechex.com/glasses
Copyright © 2016 IDTechEx | www.IDTechEx.com
Interfacing with computers undergoes a constant evolution, allowing for wider adoption as interaction becomes more “natural”.
From keyboards to touchscreens to cameras & positioning/location/infrared sensors, a new wave of innovation is making interfacing with computers gesture-based, with significant advances in voice recognition also . Google’s project Soli, Microsoft 10 incorporating holographic interaction software, Augmented Reality (AR) eye-worn computers from Vuzix and Atheer Labs and Virtual Reality (VR) headsets like the Fove are integrating gesture recognition, eye-tracking etc. in order to control/interact with new computer devices Significant IP is currently being generated in this space that will prove crucial in further commercialization of devices, that will move from enterprise-oriented initial offerings towards the larger volumes associated with consumer products
Pole position players: Google, Vuzix, Microsoft, Fove Images: Microsoft, Google ATAP
Components: User Interface
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Components: Near Eye Displays (NEDs) LCD LCoS μ-LED µ-OLED
Adv
anta
ges
Most mature technology.
Widely used in projector technology
Mature technology when compared to µ-LED & µ-OLED
Fast switching ferroelectric liquid crystals can offer improved performance
Excellent optical properties (brightness & contrast)
High efficiency leading to longer battery life
Much higher contrast
Faster response time
Wider operating temperature range
No external illumination
Lim
itatio
ns
External light source required
Color filter utilization can reduce brightness
External light source required in the device architecture
Increased power consumption
Device complexity means this is likely to be the most expensive solution
Challenging to scale up in cost-effective, reliable way
Currently low brightness:
300 nits in viewfinder
applications
(Targeting 10,000 nits in
future generations)
Lifetime issues with
higher drive currents Source: IDTechEx report: AR & VR Smartglasses and Functional Contact Lenses 2016-2026. www.idtechex.com/research
Copyright © 2016 IDTechEx | www.IDTechEx.com
Components: Near Eye Displays (NEDs) LCD LCoS μ-LED µ-OLED
Conc
lusio
n
Integrated in products already and having achieved volume production, there’s a requirement for improvements in power consumption and brightness in order to remain competitive in the long term
An interest towards other technologies in order to improve power consumption will lead to requirements for improved performance in order to remain competitive
Excellent performance but inherently complicated and expensive
Moving to scale up will determine long-term feasibility, recent developments in conversion technology paramount.
Direct colour emission (no
RGB arrays) will enable
improved brightness and
lifetime. Early prototypes
have shown this.
Can offer superior
performance in med-long
term
Com
pani
es Epson
Kopin
Himax
ForthDD
Holoeye
LuxVue, infiniLED
Lumiode, mLED
verLASE, Ostendo
eMAgin
microOLED
Dresden Microdisplay
Source: IDTechEx report: AR & VR Smartglasses and Functional Contact Lenses 2016-2026. www.idtechex.com/research
Copyright © 2016 IDTechEx | www.IDTechEx.com
The first wave of wearable sensors have been adapted from other industries Current innovation is driving a second wave, with sensors designed from scratch to be wearable, with near-eye or on-eye requirements.
Pole position players: Bosch, Invensense, ST Micro, Texas Instruments
Components: Wearable Sensors
0
500
1000
1500
2000
2500
3000
3500
2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025
Adapted from another industry Designed for wearable productsFirs
t wav
e S
econ
d w
ave
Examples:
• Dry, smart electrode systems for monitoring potential
• Fully conformable sensors for stretch/motion/impact sensing
• Implantable sensors
• Incorporation of multi-functional skin patches
• Textile-based sensors and electrodes
Wearable Sensor units sold /millions
Adapted from:
Copyright © 2016 IDTechEx | www.IDTechEx.com
Significant improvements are required from energy technologies in order to improve performance of “on-board” powering schemes (flexible storage devices, energy harvesters + storage, etc. ) In many cases, the requirements come with a need for transparency (especially when in vision path), smaller footprint, higher energy densities (in glasses also but in contact lenses more so) in order for devices to be unobtrusive and easily integrated. Increase in power output and flexibility in design and form factor will remain paramount. For now, clever design is used to overcome power output limitations (e.g. battery packs tethered to eye-worn devices)
Image source: Epson
Pole position players: Imprint Energy, FlexEl in thin flexible batteries Watch: LG, Samsung and Apple entering the flexing battery space also
Components: Energy Storage/harvesting
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Thickness vs. capacity
Active Material
Active Material
Hermetic sealing
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Source: Imprint Energy
Wearables need pulse power!
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Consumer apps too challenging, starting with enterprise applications When costs come down to that of a high end smart phone, the consumer market opens up
Augmented reality (AR) smartglasses
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Sleek design vs. functionalities vs. battery life (images: Kopin, Recon) Requirements for reduced size optics that do not block the wearer’s view but do not interfere with expected design/look of a high end product Content: Critical!
Augmented reality (AR) smartglasses
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Very different requirements to AR smartglasses. AR headsets should not obstruct the user’s perception of reality, VR headsets should make the user forget reality exists. Mostly lower cost than AR as some, devices utilize the optics/sensors within smart phones. The ones that integrate their own display/sensing/optics are more expensive
Virtual reality (VR) smartglasses
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Samsung’s Gear VR headset is already on the market for only $100 Occulus Rift creating the most buzz, with a $2 Billion dollar acquisition from Facebook, priced at $400. Has been shipping for about 1 week. Avegant’s Glyph comes with the sleekest design at $500 Bundles affect the price consumers pay for a headset
Virtual reality (VR) smartglasses
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Significant growth for AR Smartglasses which will reach over 100,000,000 units by 2026.
AR and VR smart glasses forecasts
Source: IDTechEx Research Report “AR & VR Smartglasses and Functional Contact Lenses 2016-2026” (www.IDTechEx.com/glasses).
0
5E+09
1E+10
1.5E+10
2E+10
2.5E+10
2016 2019 2021 2023
AR and VR revenue forecasts (in $)
AR Total revenue ($) VR total revenue ($)
0
10,000,000
20,000,000
30,000,000
40,000,000
50,000,000
60,000,000
2016 2019 2021 2023
Forecasted unit sales for AR and VR headsets
total AR units total VR units
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Dr Harry Zervos, Principal Analyst h.zervos@idtechex.com
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