When Hanson is not writing about video technology he focuses on the viability of mass-market augmented reality solutions as well as other technologies linked to it. As always feel free to comment.
Over the course of 2017, 360-degree video began to appear sporadically in the online world initially limited to some experiments by a few pioneers. But gradually it is becoming more common on sites like Facebook, YouTube, and other popular social media platforms. But although they are growing in popularity, the main thing still holding them back is the lack of technology out there to let people produce them in the first place.
What has been missing is better and more Accessible 360-degree cameras. The initial offerings have been mostly unimpressive. Some have been complicated multi-camera setups that are bulky, decidedly not portable, and difficult to manage. On the other hand, more mobile cameras have had their fair share of problems as well, mostly related to image quality, battery life, and price.
The good news is that much of that is likely to change in 2018. Already newer devices from Samsung, Garmin, and GoPro are providing cameras that are less expensive and capable of recording higher quality video. While there is still a way to go, the trend is in the right direction to make 360-degree cameras more widely available for the average user.
A step in the right direction is the inclusion of 360-degree cameras on mobile devices such as the Essential Phone which includes a 360- degree camera accessory that snaps on top. While the phone itself has received mixed reviews, the camera add-on has been well-received as it has proven that 360-degree video is no longer limited to the domain of video recorders on PCs.

Other similar 360-degree camera accessory products for mobile devices are in the pipeline to be released in the coming year.
In 2017, 360-degree video made inroads into two areas, virtual reality, and social experiences. This is likely where the technology will find acceptance in 2018 propelling it into the mainstream market.
Some of have deemed 2018 as the year of virtual reality with headset sales dramatically increasing in this year’s Christmas rush. The HTC Vive, PlayStation VR, Oculus Rift, Samsung Gear, and Google’s Daydream are fueling demand for virtual reality video content, and 360-degree video is a natural fit.
As for 360-degree video’s contribution to the social experience, we are already seeing many live streaming events using the technology, giving viewers more immersive content. While still too early to gauge how popular it will become, early adopters seem quite enthusiastic.
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Recently wearables have been under a cloud of sorts with reports of tepid interest and deteriorating sales – particularly for smartwatches. Granted there have been some exceptions, most notably Fitbit’s range of fitness trackers, but these are few and far between.
The one silver lining that may very well rejuvenate wearables and transform them completely is a renewed interest in Augmented Reality (AR).
Resurgence in AR
Ever since the Google Glass AR headset project was shuttered, AR seemed to go into the doldrums. Most notably AR could be seen in Snapchat filters that overlay images on video message faces. And AR was also to be found in video games such as Niantic’s Pokemon Go.
Due to these applications, fully immersive AR has resurfaced with big names such as Microsoft, Google, Apple and Facebook all invested. Some of these companies will undoubtedly center on applications for devices such as smartphones. But ultimately some form of wearable AR such as a successor to Google Glass will become the preferred platform for delivery.
Role of Wearables in Immersive AR
Why wearable glasses are the preferred AR delivery tool lies in their simplicity for delivering information to the wearer’s field of vision. Wearing AR glasses gives the user the ability to point to an object and receive information about it in an unobtrusive way.
But glasses aren’t the only type of wearable for the budding AR world. Any AR wearable can provide sensory information and feedback. That includes watches, rings, audio devices, footwear, and clothing. AR wearables can measure or track specific data, and provide other functionality such as GPS, video capture, and movement tracking.
Are we there yet?
Not really. Today the focus remains on wearable devices for the eyes with Microsoft’s Hololens, Magic Leap’s AR glasses, Solos AR Glasses, Vuzix M300, Meta AR (seen in image below), and others appearing in the market. Most remain in the experimental phase.

Apple in its typical fashion has adopted a different approach to AR. Initially, the company’s focus is primarily smartphone-based (see image below) with integration from existing wearables such as the new Air Pods and Apple Watch. Ultimately, however, an Apple Glasses is bound to come to market with the typical Apple twist.
What About Fully Immersive AR?
Although AR has made significant strides in the last few years, fully immersive AR remains a distant prospect. Notable challenges remain. For example, the technology needs to miniaturize the components and power sources to make them virtually invisible. A decade from now we may see the integration of AR wearables into our everyday lives. But more likely, AR’s initial success will be in play environments where adoption of wearables is already readily accepted. Just look to VR game technology today to see the short-term direction AR may follow.

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