+ 86 755 2826 6215 admin@wristbandly.com

Smart wristbands and headwear products are the two main battlefields of current wearable smart devices. Nowadays, the various constraints and resistances of the two product forms indicate that smart wear is still in its infancy, and the distance is predicted by the “window” and “explosion”. The point is still far away.

How far is the smart wearable device from the outbreak?

In the past few years, smart wearable devices from the wind and water have been highly anticipated by the industry. Many industry insiders and organizations have predicted that they will encounter market turning points. The judgments of these two-time points are based on the concepts brought by Google Glass and Apple Watch respectively. storm. However, the reality is not satisfactory. The first generation of Google glasses has failed, and the performance of Apple Watch has not reached expectations. This basically confirms that wearable smart devices are an area that has been over-hyped. The immature technical form and the barren industrial base have embarrassed the concept of overheating. At the same time, consumers and investors have stopped the frenzy and returned to rationality.

Smart wristbands and headwear products are the two main battlefields of current wearable smart devices. Nowadays, the various constraints and resistances of the two product forms indicate that smart wear is still in its infancy, and the distance is predicted by the “window” and “explosion”. The point is still far away.

Current smart wristband products are difficult to establish effective just needed

As a pioneer in the smart wear field and a barometer, the launch of the Apple Watch has not spurred the entire wearable smart device market.

Many people in the industry blame the poor performance of smart wristbands on the lack of rigid demand, which is not unreasonable. There are two manifestations of the establishment of intelligent terminal products. One is to break the old-fashioned relationship and emphasize the substitutability of new products. The other is to find consumer demand and establish a new supply and demand order. The impact of the smart touch-screen handhelds led by the iPhone and Android on traditional feature phones and PCs is devastating. Its success stems from the strong substitution of the terminal’s original human-computer interaction and the establishment of a new order of consumer life in the mobile Internet era. Two points have really changed the focus of the terminal world. On the other hand, the limitations of the current smart wristband products are obvious. For example, the size of the output terminal is too small to determine the extremely limited number of applications. If the smartwatch runs out of the mobile phone, the Apple Watch can’t even run independently. Fashion route support scene.

In addition, battery life is another big problem. If the equipment battery does not persist before going to bed that night, the enthusiasm of consumers will be greatly reduced. With fatal flaws, other minor shortcomings will be passively amplified, such as expensive, poor experience, and low developer enthusiasm. It is neither able to form an alternative to the old terminal, and it is difficult to establish new consumer demand. The final result is that it just needs to be weak.

Smart headsets are forcibly bundled with VR/AR concept technology.

Compared with the frustration of smart wristband products and the lack of killer applications, smart headsets are caught in a technological advancement and slow progress. The current research and development of smart headsets are basically moving towards virtual/augmented reality. Although VR/AR is a technology “explosion point” in the future, all parties in the market are happy to see it, but it is not mature. High market risk, the progress of this field is far behind the smart wristband, at least so far, the smart headsets that have not yet been meaningful have entered the consumer market. After the first generation of Google glasses exited, Oculus Rift and Microsoft HoloLens became the leading products of VR and AR respectively. The two are currently cautious in launching the consumer version. VR’s dual-lens and 3D virtual scene processing, AR’s 3D holographic projection technology is a difficult problem in the field, such as the inability to effectively implement these advanced technologies, smart headsets will be difficult to have value.

According to a report released by Digi-Capital, by 2020, the global VR/AR market will reach 150 billion US dollars, including 120 billion US dollars in the AR market and 30 billion US dollars in the VR market. This report is very stimulating, and in fact VR/AR is still in the initial stage of exploration and exploration. It is still difficult to make a leap and bounds in the next few years.

As we all know, VR/AR technology has existed for many years in the fields of military aerospace and industrial simulation. Just as the history of many great products has gone through the process from defense military, large-scale commercial to personal consumption, such as ARPAnet, the predecessor of the Internet. Therefore, the technological evolution of VR/AR is bound to go through a process that cannot be completed in a year or two. The VR host Virtual Boy launched by Nintendo in 1995 was bold and advanced at the time, but everyone knows that the extremely immature technology is the main reason why it can’t enter the consumer class.

It can be seen that if current wearable smart devices based on smart wristbands and headwear products want to make great progress, it is necessary to establish effective demand and realize technological maturity, while the latter is the catalytic condition of the former. For example, the industry’s “3D holographic projection + gesture voice manipulation” is the most promising future technology to replace the “common physical screen + touch”. Once the product is formed and the technology is mature, it will inevitably lead to the next wave of technological innovation and industrial tide. However, from the idealized product model, smart wear still has a long way to go.

It is worth mentioning that the virtual reality game frenzy led by Oculus Rift has attracted giants such as Microsoft, Samsung, and Sony. The traditional terminal manufacturers also hope to use VR games to achieve revival. As a result, smart headsets wear VR game helmets. It is a general trend for product models to take the lead in the game field.