New AR/VR Trends in Aerospace

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1 New AR/VR Trends in Aerospace

2 Agenda Introductions The State of VR/AR VR/AR: What is Next Inhanced VR/AR in Aerospace VR/AR Demos 2

3 who we are Inhance Digital is an award-winning trans-media interactive agency focused on creating We bring the best talent and technologies from Hollywood visual effects and video games to market complex science and technology concepts. 3

4 Agency at a Glance 20 years of organic growth 90%+ of clients are Fortune 500 companies delivered thousands of interactive applications (product launches, digital campaigns, live events & permanent installations) around the world robust team of creative innovators, digital strategist, content experts, technologists with toolkit of IP solutions Dedicated in-house team: 125+ full-time employees 4

5 aerospace and defense focus We are a leader in Defense and Aerospace digital marketing & engagement Our clients are at the forefront of the Aerospace and Defense science and technology Creative and technical team members are former members of the military, pilots, and aerospace engineers Expansive digital assets and code library of aerospace and defense platforms Our own proprietary, real-time 3D technology (RTP): for interactive product visualization, rapidprototyping, simulation and training 5

6 6 CLIENTS

7 legacy of innovation 1999 virtual reality for TV Guide at the NCTA Show 2000 first networked multi-player game for Cisco at SuperComm 2002 first interactive multi-screen presentation system for Boeing 2004 first surround theater w/ interactive floor using software synchronization and short throw projection for NASA 2007 first interactive photo charity wall for Baxter AHSP 2010 first stereoscopic 3D augmented reality system for Raytheon at FAS 2012 Ultra HD interactive mural technology with layered video and multiple real-time 3D models for FMC Technologies at OTC 2013 Seamless LCD Immersive surround experience for Otis at private event 7

8 artificial realities are nothing new Artificial Realities are Nothing New Alice In Wonderland Petroglyph of shamanic vision 8

9 Pre-Film Pre-film Animation animation Devices devices 9

10 early cinema: arrival of a train Early Cinema: Arrival of a Train

11 Early VR 1955 Sensorama (Morton Heilig) 1961 Philco Headsight Television System 1968 Ivan Sutherland (first HMD connected to a computer) 11

12 A History of Storytelling Credit: Alex McDowell, Prof. of Practice USC School of Cinematic Arts, VR Summit

13 AR/VR Market Value Whether Reality is AR $90B Virtual or VR Augmented, the $48B Growth Potential is Real $5B $4B $10B $15B $16B $24B $30B Source: Superdata, Jan

14 2025 Retail $1.6bn Military $1.4bn Education $0.7bn Base Case VR/AR Software Assumption by Use Case Real Estate $2.6bn Video Entertainment $3.2bn Video Games $11.6bn VR/AR Software Total: $35 billion Live Events $4.1bn Healthcare $5.1bn Source: Goldman Sachs Global Investment Research Engineering $4.7bn 14

15 State The State of AR of VR/AR & Pace of Innovation: 1 human year = 7 VR years Multiple Hardware Platforms have come to market Multiple Development kits are available Underlying technology has stabilized (somewhat), but still evolving 15

16 VR vs. AR Virtual Reality (VR) Augmented Reality (AR) Fully immersive, digital environment Puts users in a 360-degrees computer generated or video-based world User interacts with virtual object in a virtual world Real-world environment Tracking technology (markers, GPS, gyroscope, depth sensors) helps placing virtual objects (holograms) in the real world User interact with virtual objects in the real world 16

17 Current VR Head-mounted Displays (HMDs) mobile mobile Tethered (to PS4) Tethered (to PC) Tethered (to PC) Cost Interactivity Immersion $3-$20 (in bulk) $99 (free w/ Samsung phone) $399 (plus $400 PS4) $599 (plus $1500 PC) $799 (plus $1500 PC) Limited: Gaze (rotation), one tap medium: Gaze (rotation), touchpad, game controller medium High High: Gaze (rotation + position), game controller Very High: Gaze (rotation + position), hands tracking Very High: Room Scale VR (ability to walk around in VR) 17

18 Mobile AR 1.0 Mobile AR 1.0 Standard smartphone hardware and smartphone cameras End result displayed on a screen or projected on glasses Tracking done using computer vision algorithm and/or sensors (GPS, gyroscope, accelerometer, compass) Everything is processed by the CPU. Can be cloud based Current devices: consumer smartphones and tablets, professional HMDs: Google Glass (discontinued), Epson Moverio 18

19 Mobile AR 2.0 Mobile AR 2.0 Same as mobile AR 1.0 with one major difference: depth sensors Combines IR and color cameras Environment mapping and device free hand/gestures tracking at low CPU cost Common depth sensors: Structure, RealSense, Project Tango, Kinect Current devices: Professional smartphones and HMDs: Microsoft HoloLens, Daqri Smart Helmet, Lenovo phab 2 pro, Meta 2 19

20 Mobile AR 3.0: Mixed Reality (MR) Mobile AR 3.0 Mixed Reality Same as mobile AR 2.0 with one major difference: display No more screen/projection on glass Photons shot directly to the retina (lightfield technology) Field of view becomes irrelevant Frontier between real and virtual world becomes blurry Future devices: Magic Leap 20

21 VR VR/AR & AR: Next What is Next More hardware on the way Extending the experience Mixed Reality, Augmented Virtuality 21

22 VR: Everybody is doing it Games (PlayStation VR) Theme Parks (Magic Mountain VR Coaster) Movies (IMAX VR John Wick Experience) Tradeshows 22

23 More Hardware November 2016: Google Daydream. A fancier version of cardboard for selected high-end Android 7.0 devices starting with the Google Pixel Spring 2017: Apple might present their AR/VR HMDs for the iphone 10 th anniversary Summer 2017: Wireless version of HTC Vive Fall 2017: Oculus Rift 2.0. Potential features: 4K screen, Room Scale VR and eye tracking 23

24 Extending VR Extending VR Room-Scale VR: Using long range sensors to track users in a large environment VR Telepresence: Using network communications to place two distant users in the same VR space VR Haptics: Using special gloves/sensors for hand tracking 24

25 Mixed Augmented Reality, Virtuality Augmented Virtuality Green screen real-time compositing shows user in the virtual environment to an external audience Placing sensors on common objects to match a physical setup with a virtual one Using a depth sensor (Kinect) to project the user into the VR space 25

26 AR/VR: The distant future VR & AR: The Future 2018: All in one headsets prevail. All VR HMDs have AR capabilities 2019: Launch of consumer version of Mixed Reality HMDs 2021: Mixed Reality HMDs become mainstream 2023: VR-only HMDs becomes irrelevant. MR takes over 2025: MR HMDs are now contact lenses 26

27 AR/VR: Roadblocks VR & AR: Roadblocks Biggest issue: battery life First solution: increase chip efficiency Second solution: new generation of batteries: Lithium sulfur (Sion Power), Lithium-Air, nanobatteries (Toshiba), carbon nanotubes (MIT), Other issues: heat dissipation, eye fatigue, lack of standards, bandwidth for streaming from the cloud 27

28 Inhanced VR Presenter Control Audience Viewport Guided VR Precision Object/Space Tracking Streaming VR 28

29 Presenter Control in VR Presenter Control Single point control of multiple mobile VR headsets Simultaneous initiation of experience (show start/stop/reset) Seamless flow of multi-vr configuration Status: Available Now Challenge: Need dedicated wireless network 29

30 Audience Viewport Audience Viewport in VR Green screen real-time composite of user in experience Room scale VR Allows non-participants to view VR experience on (large) external display Status: Available Now Challenge: Installation/Set-Up 30

31 Guided VR Guided VR Put a virtual guide (avatar) in the VR space with user Interact with the avatar and guide the experience Supports inexperienced users and enhanced sales/marketing Status: In development Challenge: Quality of avatar, data capture and set-up 31

32 Precision Object/Space Tracking in VR Place sensors on common objects to track them (Latest: Vive Tracker) Physical objects become part of the virtual world No learning curve: users already know how to use them Status: In development Challenge: Extensive setup and calibration 32

33 VR Use Cases for the Aerospace/Defense Industry 33

34 Immersive Communication for Sales and Marketing 34

35 Immersive communications for PR, news & press releases Wall Street Journal VR Stories 35

36 degree video

37 37 live 360 degree VR cameras

38 38 Collaborative Product Design

39 Scenario Based Gamification 39

40 VR and Mental Health: Post-Traumatic Stress Disorder (PTSD) exposure therapy for PTSD. Provides accessibility to treatment anytime anywhere, with no need to wait for clinician s availability Realistic but safe immersive environments Allows standardization of care across a range of treatment settings 40

41 VR and Mixed Reality Training 41

42 Variables to consider for optimal VR as always, in any medium, great content/good story! but what kind of story? linear or interactive? quality considerations: both image and content How to present visual information: design considerations in a 360 world UI/UX: how to effectively control things in a VR environment hardware platform: Tethered vs. un-tethered 42

43 43 Virtual Reality (VR) Demos/Case Studies

44 AR Use Cases for the Aerospace/Defense Industry 44

45 Wayfinding/Navigation 45

46 Augmented communication for sales and marketing 46

47 Collaborative engineering 47

48 Augmented Reality Training 48

49 AR Use Cases for the enterprise Maintenance, Repair and Overhaul 49

50 Mission planning and rehearsal 50

51 Augmented Reality (AR) Case Studies/Demos 51

52 CASE STUDY Recruitment Traveling Exhibits 52

53 Thank you! Proprietary Statement This presentation includes intellectual property, confidential business information, concepts and data that shall not be disclosed outside of this presentation and shall not be duplicated, used, or disclosed in whole or in part for any purpose other than to evaluate this business without permission of Inhance s President and CEO. 53

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