Wearable Tech World Feature Article
April 28, 2015

Juniper Research Forecasts Augmented Reality Market to Reach $2.4 Billion by 2019

Juniper Research has announced a new report that forecasts augmented reality revenues in the enterprise to grow to $2.4 billion by 2019.

The number is expected to grow by tenfold from $247 million in 2014. That seems like an incredible amount, especially since Juniper only expects that growth to really take off toward the end of the decade.

Juniper outlined its findings in a new report, “Augmented Reality: Consumer, Enterprise & Vehicles 2015-2019.”

The problem currently hampering adoption of augmented reality is a lack of standards.

“Most enterprise AR apps must be bespoke in order to comply with requirements,” Steffen Sorrell, the author of the report, said. “That presents challenges - entry costs are increased so a return on investment must be assured.”

As companies figure out standards, new technologies become more acceptable as people can be sure that the products they buy are compatible and will be in the future. TCP/IP made it possible to deploy large, mutually compatible networks, for example. MIDI also transformed music by offering a way for multiple synthesizers, drum machines and samplers to interface with computers and each other.

Juniper expects head-mounted displays to be the primary interface for augmented reality, which we may see more of a the upcoming Wearable Tech Expo in New York.   

Microsoft seems to anticipate that HMDs are the future. The company made a splash earlier this year when it presented the HoloLens along with the upcoming Windows 10. The company demonstrated practical uses for augmented reality, such as home repair experts walking users through fixing sinks, videoconferencing and displaying weather. 

A promotional video also showed Minecraft, developed by the Microsoft-owned Mojang. Juniper also predicted gaming to be a major application area for augmented reality. The gaming industry has also been excited about the Oculus Rift virtual reality headset. It might be for more “frivolous” applications such as games that drive new hardware adoption rather than enterprise applications.




Edited by Dominick Sorrentino




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