By
Debra KaufmanMarch 13, 2019
Four years after launching its program to allow outside developers to write apps for Alexa, Amazon’s voice system has some 80,000 “skills” — but no huge hit. In fact, most people with Alexa-enabled smart speakers still use them only to listen to music or make simple requests. That compares to Apple’s App Store and the Google Play Store, each of which are home to over 550,000 apps, many of which have been huge successes for developers. But voice-centric apps are challenging to build and don’t appear to attract consumers. Continue reading Developers Are Struggling to Create Alexa-Centric Killer App
By
Debra KaufmanJanuary 7, 2019
At a session on “Gaming is the Killer App for AR/VR,” moderator Ariella Lehrer of HitPoint Studios stated that a “killer app” would be defined as any app that moves hardware units. That brought a wince from Needham & Company’s Laura Martin who objected that money, not hardware, is the metric to look at. Martin added that hardware sales don’t take into account the fact that so much AR will be done on a smartphone rather than a game console. “Because it uses your smartphone, AR will get faster adoption,” she suggested. Continue reading CES Session: Defining and Creating the Killer AR/VR/MR App
By
Debra KaufmanJanuary 6, 2016
At CES in Las Vegas, CTA chief economist Shawn DuBravac gathered three wearable creators that demonstrate the diversity current in the field and hint at the future of this sector. InteraXon showed off Muse, a headband that monitors brainwaves, with an initial use case of helping people learn to meditate. UNICEF Ventures creates a fitness band that motivates kids to “unlock” food for malnourished children via exercise. And MC10 aims to make wearables invisible to the user, with a range of products that fit on the body in unobtrusive ways. Continue reading ‘Mind-Blowing Wearables’ for Health, Meditation, Doing Good
By
Phil LelyveldMarch 11, 2015
Beau Cronin, co-founder of Prior Knowledge and current senior manager of predictive products at Salesforce, recognizes that VR is in the process of transforming from a specialty technology where innovation is driven by small groups of experts, to a general-purpose technology that will tap into a huge, broader market of users and hackers. In a recent article, he postulates that VR today is where the Internet was in 1993, just before Netscape. At that time there was a re-evaluation of all the rules, often done by outsiders. Continue reading Virtual Reality Poised to ‘Cross the Chasm’ to the Wider World