New AR/VR Trends in Aerospace

Similar documents
Mobile Virtual Reality what is that and how it works? Alexey Rybakov, Senior Engineer, Technical Evangelist at DataArt

State Of The Union.. Past, Present, And Future Of Wearable Glasses. Salvatore Vilardi V.P. of Product Development Immy Inc.

Augmented Reality. ARC Industry Forum Orlando February Will Hastings Analyst ARC Advisory Group

Is This Real Life? Augmented & Virtual Reality in Your Library

your LEARNING EXPERIENCE

Realizing Augmented Reality

Getting Real with the Library. Samuel Putnam, Sara Gonzalez Marston Science Library University of Florida

PRESS KIT 2018 VENTURE BUILDER & ENTREPRENEURS ACADEMY OF IMMERSIVE TECHNOLOGIES DOCUMENT NAME 1

Bring Imagination to Life with Virtual Reality: Everything You Need to Know About VR for Events

Market Snapshot: Consumer Strategies and Use Cases for Virtual and Augmented Reality

Head Tracking for Google Cardboard by Simond Lee

Restricted Siemens AG 2017 Realize innovation.


Augmented & Virtual Reality. Grand Computers Club May 18, 2016

revolutionizing Subhead Can Be Placed Here healthcare Anders Gronstedt, Ph.D., President, Gronstedt Group September 22, 2017

MIXED REALITY BENEFITS IN BUSINESS

Enhancing Shipboard Maintenance with Augmented Reality

Wintel Recreating the PC Revolution in VR?!!

YOUR PRODUCT IN 3D. Scan and present in Virtual Reality, Augmented Reality, 3D. SCANBLUE.COM

A Guide to Virtual Reality for Social Good in the Classroom

Visual & Virtual Configure-Price-Quote (CPQ) Report. June 2017, Version Novus CPQ Consulting, Inc. All Rights Reserved

Miguel Rodriguez Analogix Semiconductor. High-Performance VR Applications Drive High- Resolution Displays with MIPI DSI SM

Liferay as a headless CMS for Robotics & VR/AR environments

Learning technology trends and implications

Global Virtual Reality Market: Industry Analysis & Outlook ( )

interactive laboratory

Virtual Reality in Neuro- Rehabilitation and Beyond

Virtual Reality Development ADD ANOTHER DIMENSION TO YOUR BUSINESS

Visualizing the future of field service

The Reality of AR and VR: Highlights from a New Survey. Bob O Donnell, President and Chief Analyst

Virtual Reality I. Visual Imaging in the Electronic Age. Donald P. Greenberg November 9, 2017 Lecture #21

VR/AR Concepts in Architecture And Available Tools

About Us and Our Expertise :

VIRTUAL REALITY. Mete CINAR - Merve KAYA - Gonul KANBAY - Umit VATANSEVER. Course Professor Rushan ZIATDINOV FATIH UNIVERSITY

Depth Imaging the engine of the renaissance of VR/AR

Immersive Visualization On the Cheap. Amy Trost Data Services Librarian Universities at Shady Grove/UMD Libraries December 6, 2019

Executive Summary Copyright ARtillry 2017

Digital B2B Agency Dad with 2 kids C#/Java developer Solution Architect Trying to master Xamarin at the moment #AR #VR #AI #NLP #BOTS #HR

Augmented/Mixed Reality for Manufacturing Applications George N. Bullen, FSME, CPIM Technical Fellow, Northrop Grumman Corporation

YOUR PRODUCT IN AR & VR

Sky Italia & Immersive Media Experience Age. Geneve - Jan18th, 2017

Step. A Big Step Forward for Virtual Reality

Exploring Geoscience with AR/VR Technologies

Virtual Reality Technology and Convergence. NBA 6120 February 14, 2018 Donald P. Greenberg Lecture 7

Future Rehabilitative and Assistive Technology

Campus Space Planning for VR/AR

USTGlobal. VIRTUAL AND AUGMENTED REALITY Ideas for the Future - Retail Industry

Mixed / Augmented Reality in Action

LOOKING AHEAD: UE4 VR Roadmap. Nick Whiting Technical Director VR / AR

TOUCH & FEEL VIRTUAL REALITY. DEVELOPMENT KIT - VERSION NOVEMBER 2017

INFORMATION DECK 2018

SMART GUIDE FOR AR TOYS AND GAMES

Virtual and augmented reality

Using the Kinect body tracking in virtual reality applications

Augmented and Virtual Reality 6.S063 Engineering Interaction Technologies. Prof. Stefanie Mueller MIT CSAIL HCI Engineering Group

Draft TR: Conceptual Model for Multimedia XR Systems

CSC 2524, Fall 2018 Graphics, Interaction and Perception in Augmented and Virtual Reality AR/VR

About us. What we do at Envrmnt

HMD based VR Service Framework. July Web3D Consortium Kwan-Hee Yoo Chungbuk National University

Holotive Global Business & Products and Contents Introduction. Company Introduction 2017 I

Augmented and Virtual Reality

More Efficient and Intuitive PLM by Integrated AR/VR. Round Table Session Georg Fiechtner

Virtual Reality for Real Estate a case study

THE STATE OF AUGMENTED & VIRTUAL REALITY

VR/AR Innovation Report August 2016

4/23/16. Virtual Reality. Virtual reality. Virtual reality is a hot topic today. Virtual reality

A SURVEY OF MOBILE APPLICATION USING AUGMENTED REALITY

Tobii Pro VR Integration based on HTC Vive Development Kit Description

immersive visualization workflow

SEIZING THE POWER OF VIRTUAL REALITY WITH REWIND. Your guide to the ins and outs of our business and how we can help you succeed.

Intro to Virtual Reality (Cont)

EMPOWERING THE CONNECTED FIELD FORCE WORKER WITH ADVANCED ANALYTICS MATTHEW SHORT ACCENTURE LABS

Computer Graphics. Spring April Ghada Ahmed, PhD Dept. of Computer Science Helwan University

ReVRSR: Remote Virtual Reality for Service Robots

REPORT ON THE CURRENT STATE OF FOR DESIGN. XL: Experiments in Landscape and Urbanism

Making Virtual Reality a Reality. Surviving the hype cycle to achieve real societal benefit.

Industrial AR Technology Opportunities and Challenges

Introduction.

Written by Greenlight VR, Inc. & UploadVR, Inc.

Virtual Reality in Gaming. Technology & Patent Landscape

Exploring Virtual Reality (VR) with ArcGIS. Euan Cameron Simon Haegler Mark Baird

Virtual Reality. Lecture #11 NBA 6120 Donald P. Greenberg September 30, 2015

SUNY Immersive Augmented Reality Classroom. IITG Grant Dr. Ibrahim Yucel Dr. Michael J. Reale

Virtual Reality Industry Survey. Conducted by VR Intelligence in conjunction with the VRX event series

VR/AR Development for Student Learning at

Unpredictable movement performance of Virtual Reality headsets

New Trends in. Digital Reality. The Democratization of. Presenter: Trevor Leeson

Trial code included!

What is Augmented Reality?

The augmented world of tomorrow

IAB Canada s Guide to AR/VR How quickly can you adapt to. the FUTURE. IAB Canada AR/VR Committee

lity a Re tual Vir ot g in ttin

November 30, Prof. Sung-Hoon Ahn ( 安成勳 )

Virtual Reality. NBAY 6120 April 4, 2016 Donald P. Greenberg Lecture 9

EnSight in Virtual and Mixed Reality Environments

PHYSICS-BASED INTERACTIONS IN VIRTUAL REALITY MAX LAMMERS LEAD SENSE GLOVE

THE FUTURE OF ENGAGEMENT AND STORYTELLING. Do you need to engage in new strategies? Sponsored by:

Hallelujah Press Sheet Embargo: April 21, 2017 at 9 a.m. ET/6 a.m. PT (Please contact and with any questions.

Real Estate Marketing

VIRTUAL REALITY LAB Research group Softwarevisualisation in 3D and VR

Transcription:

04.19.17 New AR/VR Trends in Aerospace

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

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

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

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 CLIENTS

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

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

Pre-Film Pre-film Animation animation Devices devices 9

early cinema: arrival of a train Early Cinema: Arrival of a Train 1895 10

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

A History of Storytelling Credit: Alex McDowell, Prof. of Practice USC School of Cinematic Arts, VR Summit 2016 12

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 2016 2016 2017 2018 2019 2020 13

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

VR Use Cases for the Aerospace/Defense Industry 33

Immersive Communication for Sales and Marketing 34

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

36 360 degree video

37 live 360 degree VR cameras

38 Collaborative Product Design

Scenario Based Gamification 39

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

VR and Mixed Reality Training 41

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 Virtual Reality (VR) Demos/Case Studies

AR Use Cases for the Aerospace/Defense Industry 44

Wayfinding/Navigation 45

Augmented communication for sales and marketing 46

Collaborative engineering 47

Augmented Reality Training 48

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

Mission planning and rehearsal 50

Augmented Reality (AR) Case Studies/Demos 51

CASE STUDY Recruitment Traveling Exhibits 52

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