New AR/VR Trends in Aerospace 04.19.17 Agenda Introductions The - - PowerPoint PPT Presentation

new ar vr trends in aerospace
SMART_READER_LITE
LIVE PREVIEW

New AR/VR Trends in Aerospace 04.19.17 Agenda Introductions The - - PowerPoint PPT Presentation

New AR/VR Trends in Aerospace 04.19.17 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


slide-1
SLIDE 1

New AR/VR Trends in Aerospace

04.19.17

slide-2
SLIDE 2

2

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

Agenda

slide-3
SLIDE 3

3

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.

who we are

slide-4
SLIDE 4

4

 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

Agency at a Glance

slide-5
SLIDE 5

5

  • 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, rapid-

prototyping, simulation and training

aerospace and defense focus

slide-6
SLIDE 6

6

CLIENTS

slide-7
SLIDE 7

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

slide-8
SLIDE 8

8

artificial realities are nothing new…

Petroglyph of shamanic vision

Alice In Wonderland

Artificial Realities are Nothing New

slide-9
SLIDE 9

9

Pre-fil ilm an animation devi vices

Pre-Film Animation Devices

slide-10
SLIDE 10

10

ear arly cin cinema: arr arrival of

  • f a

a tr train in

1895

Early Cinema: Arrival of a Train

slide-11
SLIDE 11

11

1961 Philco Headsight Television System

1955 Sensorama (Morton Heilig)

1968 Ivan Sutherland (first HMD connected to a computer)

Early VR

slide-12
SLIDE 12

12

A History

  • f Storytelling

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

slide-13
SLIDE 13

13

Source: Superdata, Jan 2016

Whether Reality is Virtual or Augmented, the Growth Potential is Real

2020 2019 2018 2017 2016

$90B $30B $48B $24B $15B $16B $4B $10B $5B

VR AR

AR/VR Market Value

slide-14
SLIDE 14

14

Source: Goldman Sachs Global Investment Research

Video Games $11.6bn Healthcare $5.1bn

VR/AR Software Total:

$35 billion

2025 2025

Base Case VR/AR Software Assumption by Use Case

Engineering $4.7bn Live Events $4.1bn Video Entertainment $3.2bn Real Estate $2.6bn Retail $1.6bn Education $0.7bn Military $1.4bn

slide-15
SLIDE 15

15 15

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

The State of VR/AR

State of AR & VR

slide-16
SLIDE 16

16

Virtual Reality (VR)

  • Fully immersive, digital

environment

  • Puts users in a 360-degrees

computer generated or video-based world

  • User interacts with virtual
  • bject in a virtual world

Augmented Reality (AR)

  • Real-world environment
  • Tracking technology (markers,

GPS, gyroscope, depth sensors) helps placing virtual

  • bjects (holograms) in the real

world

  • User interact with virtual
  • bjects in the real world

VR vs. AR

slide-17
SLIDE 17

17

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 High: Gaze (rotation + position), game controller Very High: Gaze (rotation + position), hands tracking medium High Very High: Room Scale VR (ability to walk around in VR)

mobile mobile Tethered (to PS4) Tethered (to PC) Tethered (to PC)

Current VR Head-mounted Displays (HMDs)

slide-18
SLIDE 18

18

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

  • Mobile AR 1.0
slide-19
SLIDE 19

19

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

  • Mobile AR 2.0
slide-20
SLIDE 20

20

Mobile AR 3.0: Mixed Reality (MR)

  • 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

Mobile AR 3.0 Mixed Reality

slide-21
SLIDE 21

21 21

More hardware on the way Extending the experience Mixed Reality, Augmented Virtuality

VR/AR Next

VR & AR: What is Next

slide-22
SLIDE 22

22

  • Games (PlayStation VR)
  • Theme Parks (Magic Mountain VR Coaster)
  • Movies (IMAX VR

John Wick Experience)

  • Tradeshows
  • VR: Everybody is doing it
slide-23
SLIDE 23

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 10th anniversary
  • Summer 2017: Wireless version of HTC Vive
  • Fall 2017: Oculus Rift 2.0. Potential features: 4K screen, Room Scale VR and eye tracking
slide-24
SLIDE 24

24

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

Extending VR

slide-25
SLIDE 25

25

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

Mixed Reality, Augmented Virtuality

slide-26
SLIDE 26

26

AR/VR: The distant 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

VR & AR: The Future

slide-27
SLIDE 27

27

AR/VR: 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

VR & AR: Roadblocks

slide-28
SLIDE 28

28 28

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

Inhanced VR

Inhanced

slide-29
SLIDE 29

29

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

Presenter Control in VR

slide-30
SLIDE 30

30

Audience Viewport

  • 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

Audience Viewport in VR

slide-31
SLIDE 31

31

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

Guided VR

slide-32
SLIDE 32

32

Precision Object/Space Tracking

  • 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

Precision Object/Space Tracking in VR

slide-33
SLIDE 33

33

VR Use Cases for the Aerospace/Defense Industry

slide-34
SLIDE 34

34

Immersive Communication for Sales and Marketing

slide-35
SLIDE 35

35

Wall Street Journal VR Stories

Immersive communications for PR, news & press releases

slide-36
SLIDE 36

36

360 degree video

slide-37
SLIDE 37

37

live 360 degree VR cameras

slide-38
SLIDE 38

38

Collaborative Product Design

slide-39
SLIDE 39

39

Scenario Based Gamification

slide-40
SLIDE 40

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

slide-41
SLIDE 41

41

VR and Mixed Reality Training

slide-42
SLIDE 42

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
slide-43
SLIDE 43

43

Virtual Reality (VR) Demos/Case Studies

slide-44
SLIDE 44

44

AR Use Cases for the Aerospace/Defense Industry

slide-45
SLIDE 45

45

Wayfinding/Navigation

slide-46
SLIDE 46

46

Augmented communication for sales and marketing

slide-47
SLIDE 47

47

Collaborative engineering

slide-48
SLIDE 48

48

Augmented Reality Training

slide-49
SLIDE 49

49

Maintenance, Repair and Overhaul

AR Use Cases for the enterprise

slide-50
SLIDE 50

50

Mission planning and rehearsal

slide-51
SLIDE 51

51

Augmented Reality (AR) Case Studies/Demos

slide-52
SLIDE 52

52

Recruitment Traveling Exhibits

52

CASE STUDY

slide-53
SLIDE 53

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.