Skip to main content

Exploring the Development of Multi-Modal Computing

Smartphones have changed the way that users interact with devices, where touch is the main method of interaction. Moreover, the development of wearables that provide VR (virtual reality) and AR (augmented reality) technology is helping to advance gesture control applications.

While most software app developers are primarily focused on providing a method of control for VR and AR computing devices, such as head-mounted displays, there's an emerging ecosystem of companies working to bring this technology to smartphones and personal computers as well.

According to the latest worldwide market study by Juniper Research, gesture and motion control will become vital components for certain forms of human-computer interaction during the next decade.

New User Interface Market Development

The application of gesture and motion control technology in smartphone-based VR will be particularly important in promoting new usage. Juniper forecasts 128 million devices equipped with the technology by the end of 2016, rising to 492 million by 2020 -- that's a growth of over 280 percent.

The Juniper study found that progress has already occurred in the development of gesture and motion interfaces, from vendors such as Leap Motion and Thalmic Labs. Juniper says that they expect nearly 50 percent of all wearables and almost all VR to use the technology by 2021.

However, for more established platforms like PCs and smartphones, Juniper believes that usage will remain low -- with less than 5 percent of such devices using gesture control by that time.


The arrival of motion control for smartphone VR in 2017 will start a shift towards multi-modal computing -- utilizing peripherals, motion and gesture control. However, this will simply extend current functionalities, holding back adoption across devices as a whole, unless the user interface (UI) paradigm changes.

Gesture and motion control is currently an add-on for most consumer electronic devices, despite many smartphones and media tablets having sensors which can enable the technology.

"VR and wearables have shown the way that gesture and haptics can provide fresh ways to interact with technology," said James Moar, senior analyst at Juniper Research. "The game changer for other platforms will be when technology firms are brave enough to reinvent their UIs to incorporate gesture and motion control, rather than considering it an optional add-on."

Popular posts from this blog

Connected Vehicles to Reach 1.05B by 2035

Every executive who has approved a connected product roadmap has made a quiet assumption: the network underneath it will still be there. That assumption is about to be tested at a scale the automotive industry has never faced. The global connected vehicle installed base is heading toward a billion units, and the cellular technology most of those vehicles depend on is scheduled to begin its retirement before the end of the decade. For automakers, fleet operators, insurers, and the telecom carriers that serve them, the question is whether the recurring revenue those services promise can survive a connectivity layer with a shorter life than the vehicle carrying it. How Scale Meets an Expiry Date Omdia research forecasts that the global connected vehicle installed base will surpass 1.05 billion units by 2035, up from 473.7 million in 2025. Few installed bases of any kind more than double in a decade, and this one signals that connectivity is moving from premium differentiator to baseline e...