Smart wristband, headwear-based wearable smart device product analysis

  • Time of issue:2022-05-20
  • Views:698

Smart wristband, headwear-based wearable smart device product analysis

  • Categories:Smart Wear
  • Author:SPP
  • Origin:en.tpe-sp.com
  • Time of issue:2022-05-20
  • Views:698

  In the past three years, the rise of smart wear is the industry has high expectations, many industry insiders, institutions have predicted that 2014, 2015 will meet the market inflection point, the two points in time were based on Google Glass, Apple Watch brought the concept of the storm. However, the reality is not satisfactory, the first generation of Google Glass has already failed, Apple Watch performance also failed to meet expectations. This basically confirms that wearable smart devices are an over-hyped field, with immature technology and a poor industrial base making the overheated concept suffer embarrassment, while also allowing consumers and investors to stop the frenzy and return to rationality.

  Smart wristband and head wear is the two main battlefield of wearable smart devices, now two product forms encountered all kinds of constraints and resistance shows that the status of smart wear is still in its infancy, from once ahead of the predicted "wind", "burst point" is still far away.

  The existing smart wristband products are difficult to establish effective just demand

  As the pioneer product and barometer of smart wear field in 2015, the listing of Apple Watch did not stimulate the whole wearable smart device market. According to the latest statistics from Slice Intelligence, since its launch in April this year, Apple Watch has sold a total of 2.79 million units, according to which its annual shipments will be far below Morgan Stanley's forecast of 36 million. The recent downgrades by investment bank Pacific Crest and analysts have confirmed the fact that Apple Watch growth is weak. On the other hand, the situation of Android smartwatches is even more miserable, according to valid statistics, its shipments are only a fraction of that of Apple watches.

  Many in the industry blame the lack of rigid demand for the poor performance of smart wristbands, which is not unreasonable. Intelligent terminal products to establish effective rigid demand has two manifestations, one is to break the old rigid relationship, emphasizing the substitutability of new products; the other is to find another consumer demand, the establishment of a new order of supply and demand.

  iPhone and Android led the impact of smart touch screen handheld on traditional feature phones and PC is devastating, its success comes from the strong alternative to the old terminal human-computer interaction and the establishment of a new order of consumer life in the era of mobile Internet, these two points really changed the focus of the terminal world.

  On the contrary, the limitations of the current smart wristband products, such as the output terminal size is too small to determine the extremely limited number of applications; and then the smart watch from the cell phone to run poorly, Apple Watch can not even do independent operation, only by taking the fashion line to support the scene; the battery life is another major problem, the device battery if it does not last until bedtime that night, the enthusiasm of consumers is basically greatly reduced. With the fatalities, other secondary defects will be passively magnified, such as expensive, poor experience, developer enthusiasm is not high, etc.. Neither can form a replaceable to the old terminal, but also difficult to establish new consumer demand, the final refraction of the result is just weak demand.

  Smart headwear forcibly bundled with VR/AR concepts, technical implementation is difficult

  Compared with smart wristband products playing the fashion card, the lack of killer applications of the helpless status quo, smart head wear devices are caught in a strange situation of technology ahead and slow progress. We found that the current smart head wear device research and development are basically towards the virtual / augmented reality direction, although VR / AR in the future is a technology explosion, the market parties are also happy to see it, but due to immature technology form and high market risk, the development progress of the field is far behind the smart wristband, at least so far there is no practical sense of the smart head wear device into the consumer market.

  After the first generation of Google Glass, Oculus Rift and Microsoft HoloLens have become the leading products of VR and AR respectively, both of which are cautious in launching consumer versions. If these technologies are not effectively implemented ahead of time, smart headsets will hardly be valuable.

  A report released by Digi-Capital says that the global VR/AR market will reach $150 billion by 2020, including $120 billion for AR and $30 billion for VR. VR/AR technology has been around for years in military aerospace, industrial simulation, and other fields, just as many great products have gone through the historical process from military defense to large commercial to personal consumption, such as ARPAnet, the predecessor of the Internet.

  VR/AR technology evolution is also bound to face a process, the process is not at least a year or two to go through. Nintendo's VR console Virtual Boy launched in 95 years could be described as bold and ahead of its time, but the results are known to all. Immature technology form is the main reason why it can not yet enter the consumer sector.

  From this, the current smart wristband, head wear-based wearable smart device products to make great progress, must establish effective just demand and achieve technical maturity, and the latter is to promote the former catalytic conditions. For example, the much-anticipated 3D holographic projection + gesture voice control is the most promising future technology to replace the current ordinary physical screen + touch, once the product molding technology is mature, it is bound to trigger the next wave of technological innovation and industrial wave. However, from the idealized product model, smart wear still has a long way to go.

  It is worth mentioning that the virtual reality game craze led by Oculus Rift has attracted Microsoft, Samsung, Sony and other giants to enter the game, traditional end game manufacturers also hope to achieve revival with VR games, so that the intelligent head wear to VR game helmet product form in the game field has taken the lead in shaping the trend. This may also be the most expected results and focus of the entire smart wear field in 2015.

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