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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


  1. New AR/VR Trends in Aerospace 04.19.17

  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, rapid- prototyping, simulation and training 5

  6. CLIENTS 6

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

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

  9. Pre-fil ilm an animation devi vices Pre-Film Animation Devices 9

  10. ear arly cin cinema: arr arrival of of a a tr train in Early Cinema: Arrival of a Train 1895 10

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

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

  13. AR/VR Market Value Whether Reality is $90B AR Virtual or VR $48B Augmented, the Growth Potential $15B $30B $4B is Real $24B $5B $16B $10B 2016 2017 2018 2019 2020 Source: Superdata, Jan 2016 13

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

  15. State of AR & VR The State 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 15

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

  17. Current VR Head-mounted Displays (HMDs) Tethered (to PS4) Tethered (to PC) Tethered (to PC) mobile mobile $399 (plus $400 PS4) $3-$20 (in bulk) $99 (free w/ Samsung phone) $599 (plus $1500 PC) $799 (plus $1500 PC) Cost Very High: Gaze (rotation + medium: Gaze (rotation), touchpad, Limited: Gaze High: Gaze (rotation + position), position), hands tracking (rotation), one tap game controller game controller Interactivity Very High: Room Scale VR High medium (ability to walk around in VR) Immersion 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 & AR: What is Next VR/AR Next More hardware on the way Extending the experience Mixed Reality, Augmented Virtuality 21 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 Reality, Augmented 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 Inhanced VR • Presenter Control • Audience Viewport • Guided VR • Precision Object/Space Tracking • Streaming VR 28 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 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 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. 360 degree video 36

  37. live 360 degree VR cameras 37

  38. Collaborative Product Design 38

  39. Scenario Based Gamification 39

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