New AR/VR Trends in Aerospace
04.19.17
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
04.19.17
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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
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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
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engineers
prototyping, simulation and training
aerospace and defense focus
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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
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Petroglyph of shamanic vision
Alice In Wonderland
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1961 Philco Headsight Television System
1955 Sensorama (Morton Heilig)
1968 Ivan Sutherland (first HMD connected to a computer)
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A History
Credit: Alex McDowell, Prof. of Practice USC School of Cinematic Arts, VR Summit 2016
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Source: Superdata, Jan 2016
$90B $30B $48B $24B $15B $16B $4B $10B $5B
VR AR
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Source: Goldman Sachs Global Investment Research
Video Games $11.6bn Healthcare $5.1bn
VR/AR Software Total:
Engineering $4.7bn Live Events $4.1bn Video Entertainment $3.2bn Real Estate $2.6bn Retail $1.6bn Education $0.7bn Military $1.4bn
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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
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Virtual Reality (VR)
environment
computer generated or video-based world
Augmented Reality (AR)
GPS, gyroscope, depth sensors) helps placing virtual
world
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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)
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gyroscope, accelerometer, compass)
Google Glass (discontinued), Epson Moverio
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Lenovo phab 2 pro, Meta 2
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More hardware on the way Extending the experience Mixed Reality, Augmented Virtuality
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John Wick Experience)
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devices starting with the Google Pixel
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(Toshiba), carbon nanotubes (MIT),
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Wall Street Journal VR Stories
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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
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Maintenance, Repair and Overhaul
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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.