Tim Cook has talked up a lot of technologies since
becoming Apple Inc.'s chief executive in 2011. Driverless cars.
Artificial intelligence. Streaming television. But no technology has
fired up Cook quite like augmented reality, which overlays images, video
and games on the real world. Cook has likened AR's game-changing
potential to that of the smartphone. At some point, he said last year,
we will all "have AR experiences every day, almost like eating three
meals a day. It will become that much a part of you."
Investors
impatient for Apple's next breakthrough will be happy to know that Cook
is very serious about AR. People with knowledge of the company's plans
say Apple has embarked on an ambitious bid to bring the technology to
the masses—an effort Cook and his team see as the best way for the
company to dominate the next generation of gadgetry and keep people
wedded to its ecosystem.
Apple has built a team combining the
strengths of its hardware and software veterans with the expertise of
talented outsiders, say the people, who requested anonymity to discuss
internal strategy. Run by a former Dolby Laboratories executive, the
group includes engineers who worked on the Oculus and HoloLens virtual
reality headsets sold by Facebook and Microsoft as well as
digital-effects wizards from Hollywood. Apple has also acquired several
small firms with knowledge of AR hardware, 3D gaming and virtual reality
software.
As previously reported by Bloomberg, Apple is working
on several AR products, including digital spectacles that could connect
wirelessly to an iPhone and beam content—movies, maps and more—to the
wearer. While the glasses are a ways off, AR features could show up in
the iPhone sooner.
Apple declined to comment.
It's an
auspicious moment for Apple to move into augmented reality. The global
market for AR products will surge 80 percent to $165 billion by 2024,
according to researcher Global Market Insights. But Apple really has no
choice, says Gene Munster, a founding partner at Loup Ventures who
covered the company for many years as an analyst. Over time, Munster
says, AR devices will replace the iPhone. "It's something they need to
do to continue to grow," he says, "and defend against the shift in how
people use hardware."
Augmented reality is the less known cousin
of virtual reality. VR gets more attention because it completely
immerses users in an artificial world and has an obvious attraction for
gamers. So far, however, headsets like the Oculus and HoloLens are niche
rather than mainstream products. Apple believes AR will be an easier
sell because it's less intrusive. Referring to VR headsets, Cook last
year said he thought few people will want to be "enclosed in something."
Building
a successful AR product will be no easy task, even for a company known
for slim, sturdy devices. The current crop of AR glasses are either
under-powered and flimsy or powerful and overwhelmingly large. Apple,
the king of thin and light, will have to leapfrog current products by
launching something small and powerful.
Adding AR features to the
iPhone isn't a giant leap. Building glasses will be harder. Like the
Watch, they'll probably be tethered to the iPhone. While the smartphone
will do the heavy lifting, beaming 3D content to the glasses will
consume a lot of power, so prolonging battery life will be crucial.
Content is key too. If Apple's AR glasses lack useful apps, immersive
games and interesting media content, why would someone wear them? The
glasses will also require a new operating system and perhaps even a new
chip. Finally, Apple will have to source the guts of the gadget cheaply
enough to make it affordable for the mass market.
When it was
developing the Watch, Apple put together a multi-disciplinary team drawn
from inside and outside the company. It has done much the same with the
AR effort. In 2015, Apple recruited Mike Rockwell, who previously ran
the hardware and new technologies groups at Dolby, the iconic company
known for its audio and video technology. Rockwell also advised Meta, a
small firm that makes $950 AR glasses and counts Dolby as an investor.
Rockwell
now runs the main AR team at Apple, reporting to Dan Riccio, who's in
charge of the iPhone and iPad hardware engineering groups, the people
said. "He's a really sharp guy," says Jack McCauley, who co-founded and
worked at Oculus before it was sold to Facebook in 2015. "He could
certainly put a team together that could get an Apple AR project
going."
Last spring, in a sign that it's serious about taking
products to market, Apple put some of its best hardware and software
people on Rockwell's team, including Fletcher Rothkopf who helped lead
the team that designed the Apple Watch, and Tomlinson Holman, who
created THX, the audio standard made popular by LucasFilm.
Apple
has also recruited people with expertise in everything from 3D video
production to wearable hardware. Among them, the people say: Cody White,
former lead engineer of Amazon's Lumberyard virtual reality
platform; Duncan McRoberts, Meta's former director of software
development; Yury Petrov, a former Oculus researcher; and Avi Bar-Zeev,
who worked on the HoloLens and Google Earth.
Apple has rounded
out the team with iPhone, camera and optical lens engineers. There are
people with experience in sourcing the raw materials for the
glasses. The company has also mined the movie industry's 3D animation
ranks, the people said, opening a Wellington office and luring several
employees from Weta Digital, the New Zealand special-effects shop that
worked on King Kong, Avatar and other films.
Besides hiring
people, Apple has been busy making tactical acquisitions. In 2015, the
company acquired Metaio, which developed AR software. Former Metaio CEO
Thomas Alt now works on Apple's strategic deals team, which decides
which technologies to invest in. Last year, Apple also bought FlyBy
Media, which makes AR-related camera software. Cook even visited the
offices of Magic Leap last summer and displayed interest in the
secretive company's AR technology, the people say. Magic Leap declined
to comment.
Hundreds of engineers are now devoted to the cause,
including some on the iPhone camera team who are working on AR-related
features for the iPhone, according to one of the people. One of the
features Apple is exploring is the ability to take a picture and then
change the depth of the photograph or the depth of specific objects in
the picture later; another would isolate an object in the image, such as
a person's head, and allow it to be tilted 180 degrees. A different
feature in development would use augmented reality to place virtual
effects and objects on a person, much the way Snapchat works. The iPhone
camera features would probably rely on a technology known as depth
sensing and use algorithms created by PrimeSense, an Israeli company
acquired in 2013. Apple may choose to not roll out these features, but
such additions are an up-and-coming trend in the phone business.
The
AR-enhanced glasses are further down the road, the people say. Getting
the product right will be key, of course. Wearables are hard. Apple's
first stab at the category, the Watch, has failed to become a mainstream
hit. And no one has forgotten Google Glass, the much-derided headset
that bombed in 2014. Still, time and again, Apple has waited for others
to go first and then gone on to dominate the market. "To be successful
in AR, there is the hardware piece, but you have to do other stuff too:
from maps to social to payments," Munster says. "Apple is one of the
only companies that will be able to pull it off."
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