Professional Documents
Culture Documents
OF ADDING AUGMENTED
REALITY TO CONNECTED
DEVICES
AS THE INTERNET OF THINGS
GETS REAL, BUSINESSES GET READY
ISACA 2016 IT RISK / REWARD BAROMETER
1
THE GROWTH OF AUGMENTED REALITY
Augmented reality dates back to the 1960s, but it was not until the
summer of 2016 that this novel blend of physical and virtual reality
was thrust into the spotlight via a smartphone game. Pokémon Go, a
location-based augmented reality game for iOS, Android, and Apple
Watch devices, was an instant hit. The game garnered extensive
media coverage, especially when it crept into the workplace and the
media reported on everyone from prime ministers to reporters and
law enforcement officers who were spotted playing the game.
This popular use of AR also created a sub-industry among business-
es that profited from being a “PokeStop” by selling products or ser-
vices to game players or advertising related product features, such
as smartphone with longer battery life.1 It
was also an eye opener for businesses
about how engaging augmented reality
can be. AUGMENTED REALITY
But it would be unfair to characterize AR
as just a gaming feature. Industries such
REPRESENTS PART OF A
as the military, healthcare, automotive,
education and retail are already using
NEW ERA FOR COMPUTING;
AR and its close relative, virtual reality
(VR), to provide immersive experiences
FREEDOM FROM THE
that transport people to new places and
transform the way they see things.
BOUNDS OF THE SCREEN.
Companies working in this space are already
This commercial use of AR is expected boldly planning to replace the desktops of their
to keep growing and at a rapid pace. staff, offering data and information in real-time to
Goldman Sachs believes that AR and the eyes of workers. There’s a dystopian flipside
VR have the potential to become the – in a world where we rely heavily on mixed
next big computing platform. The firm’s reality for navigation or other critical information,
conservative estimate is that the hard- cyber security breaches represent an even
ware and software market for these greater danger.”
technologies will grow to US $80 billion – Vijay Michalik, Research Analyst, Digital
Transformation, Frost & Sullivan
by 2025.2
Recently a major IT analyst firm revealed
its top 10 near-term predictions for
technology. The #1 trend: 100 million
consumers will shop in augmented reali-
ty environments by 2020. Another trend speaks to the staying power
of the Internet of Things: the firm predicts that the IoT will save con-
sumers and businesses US $1 trillion a year by 2022.3
UK is the exception: retail geolocation does not make the top three;
training guides are bumped to second place behind healthcare geo-
location, and home decoration (e.g., projection of décor to help you
plan out room design) is ranked third.
LEADER/STAFF 20%
COMMUNICATIONS 16%
24%
56%
18%
0 10 20 30 40 50 60
BETTER 72%
COLLABORATION 69%
78%
86%
72%
0 10 20 30 40 50 60 70 80 90 100
ABOUT ISACA
ISACA (www.isaca.org) helps global professionals lead, adapt and assure trust in an
evolving digital world by offering innovative and world-class knowledge, standards,
networking, credentialing and career development. Established in 1969, ISACA is a
global nonprofit association of 140,000 professionals in 180 countries. ISACA also
offers the Cybersecurity Nexus (CSX), a holistic cybersecurity resource, and COBIT, a
business framework to govern enterprise technology.
Twitter: https://twitter.com/ISACANews
LinkedIn: ISACA (Official) https://www.linkedin.com/company/isaca
Facebook: www.facebook.com/ISACAHQ
(Endnotes)
1 Businesses Are Already Profiting from Pokemon Go. 20 July 2016, VentureBeat. Retrieved 21 October 2016.
2 “Virtual & Augmented Reality: Understanding the Race for the Next Computing Platform,” 13 January 2016, Gold-
man Sachs. Retrieved 21 October 2016.
3 Gartner’s top 10 near-term predictions for tech. 21 October 2016, Computerworld. Retrieved 21 October 2016.