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The Evolution of VR in Shipbuilding
Denis Morais
CTO
Virtual Reality
is a “Game Changer”
…so we have been told
What is
Virtual Reality
Understanding Technology Trends
Amara’s Law.
The law states, “We tend to overestimate the
effect of a technology in the short run and
underestimate the effect in the long run.”
What is History Telling Us?
1. VR has been around for a long time
2. Consumer products have been attempted before and failed
3. Commercial products vendors had some success
4. Consumer space has recently improved significantly
VR: Minimum Viable Product (MVP)
Feature
Image Performance
(Quality of image, Latency, etc.)
Comfort of VR Gear
(HMD, tethered cables, glasses etc.)
Useful Applications
Immersion
(interacting with model, look
around objects, etc.)
Multi-person environment
Cost vs. Entertainment
Investment vs. Benefit
VR: Minimum Viable Product (MVP)
Consumer Feature Commercial
High
Image Performance
(Quality of image, Latency, etc.)
Medium
High Comfort of VR Gear
(HMD, tethered cables, glasses etc.)
Medium
Required Useful Applications Required
High
Immersion
(interacting with model, look
around objects, etc.)
Medium
Not Required Multi-person environment Required
<$500 all in
Cost vs. Entertainment
Investment vs. Benefit
> $15, 000
Consumer VR MVP is not Satisfied Yet.
Virtual Reality (VR) technology is still around a decade away
from providing consumers with a good VR experience.
-Facebook CEO Mark Zuckerberg
VR for Shipbuilding has had Some Success
MVP Mostly Satisfied
Uses Cases Which has Business Benifit
Specific Type of Customers
Shipbuilding and other industries will
see more successes from VR than the
consumer space.
However, customer space
improvements will be a driving factor
VR Challenges in Shipbuilding
Effort in Creating VR Model
VR is not an Extension of what we do.
Perceived Benefit vs. Investment
VR to be Widely Adopted in Shipbuilding
Extension of current workflow
(Propagate change, No VR Expert Required, Etc.
Solve a Challenge 10x
Trialability
Ability to solve totally different things
Summary
1. VR has been around for a very long time
2. Consumer Space
• Previous consumer VR products failed miserably
• Major advances in consumer space recently
• Consumer space will still have another 5-10 years before it takes off
3. Shipbuilding industry / Commercial
• Has been taking advantage of VR for the last decade
• Shipbuilding VR will improve with advances in consumer space
4. Shipbuilding requires a seamless workflow which is an extension of what we do
Thank You

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Denis Morais The evolution of VR in shipbuilding

  • 1. The Evolution of VR in Shipbuilding Denis Morais CTO
  • 2. Virtual Reality is a “Game Changer” …so we have been told
  • 5. Amara’s Law. The law states, “We tend to overestimate the effect of a technology in the short run and underestimate the effect in the long run.”
  • 6.
  • 7. What is History Telling Us? 1. VR has been around for a long time 2. Consumer products have been attempted before and failed 3. Commercial products vendors had some success 4. Consumer space has recently improved significantly
  • 8. VR: Minimum Viable Product (MVP) Feature Image Performance (Quality of image, Latency, etc.) Comfort of VR Gear (HMD, tethered cables, glasses etc.) Useful Applications Immersion (interacting with model, look around objects, etc.) Multi-person environment Cost vs. Entertainment Investment vs. Benefit
  • 9. VR: Minimum Viable Product (MVP) Consumer Feature Commercial High Image Performance (Quality of image, Latency, etc.) Medium High Comfort of VR Gear (HMD, tethered cables, glasses etc.) Medium Required Useful Applications Required High Immersion (interacting with model, look around objects, etc.) Medium Not Required Multi-person environment Required <$500 all in Cost vs. Entertainment Investment vs. Benefit > $15, 000
  • 10. Consumer VR MVP is not Satisfied Yet. Virtual Reality (VR) technology is still around a decade away from providing consumers with a good VR experience. -Facebook CEO Mark Zuckerberg
  • 11. VR for Shipbuilding has had Some Success MVP Mostly Satisfied Uses Cases Which has Business Benifit Specific Type of Customers
  • 12. Shipbuilding and other industries will see more successes from VR than the consumer space. However, customer space improvements will be a driving factor
  • 13. VR Challenges in Shipbuilding Effort in Creating VR Model VR is not an Extension of what we do. Perceived Benefit vs. Investment
  • 14. VR to be Widely Adopted in Shipbuilding Extension of current workflow (Propagate change, No VR Expert Required, Etc. Solve a Challenge 10x Trialability Ability to solve totally different things
  • 15. Summary 1. VR has been around for a very long time 2. Consumer Space • Previous consumer VR products failed miserably • Major advances in consumer space recently • Consumer space will still have another 5-10 years before it takes off 3. Shipbuilding industry / Commercial • Has been taking advantage of VR for the last decade • Shipbuilding VR will improve with advances in consumer space 4. Shipbuilding requires a seamless workflow which is an extension of what we do

Editor's Notes

  1. MVP’s mostly satisfied Performance is acceptable Investment in the right range 3D Model can be translated to VR model (with a lot of effort) Mostly glasses and not HMD’s which are more comfortable Has business benefit for the investment/cost Use Cases Sales, training, non-frequent design reviews Caves and Wall with glasses used most often (for multi-person) Type of users Navy, very large shipyards and Yacht builders are most common