The presentation provides an overview of augmented reality technology, focusing on Magic Leap's approach. It discusses Magic Leap's augmented reality glasses, how their technology works to overlay digital objects that interact realistically in the physical environment. Applications are explored in gaming, entertainment, education and commerce, outlining the value propositions in each sector. Key competitors are also compared against Magic Leap.
To bring out such extraordinary business entities making massive changes in the peoples’ lives, we have come up with this interesting issue titled, “10 Leading Gaming Solution Provider Companies in 2018”.
Talk given by Mark Billinghurst to Bajaj Finance Limited in India, on May 9th 2020. The talk describes AR and VR applications, example AR/VR applications in financial services, and potential research directions.
How might gaming look in the future?
Revenue for gaming reached $184 billion in 2022, and the number of gamers is expected to grow to 3.6 billion by 2025. It's not just kids either: 38 percent of gamers are between the ages of 18 and 34 years, and 16 percent are older than 55.
Perception of reality can now be managed by combining many areas of technology. Particularly, use of Virtual Reality (VR) and Augmented Reality (AR) is gaining traction and it will have increasing impact on entertainment, education and businesses in coming years. It is therefore essential to understand the underlying technologies and explore the software development options to harness the unfolding opportunities. The talk attempts to demystify the topic and highlight some of the important aspects.
To bring out such extraordinary business entities making massive changes in the peoples’ lives, we have come up with this interesting issue titled, “10 Leading Gaming Solution Provider Companies in 2018”.
Talk given by Mark Billinghurst to Bajaj Finance Limited in India, on May 9th 2020. The talk describes AR and VR applications, example AR/VR applications in financial services, and potential research directions.
How might gaming look in the future?
Revenue for gaming reached $184 billion in 2022, and the number of gamers is expected to grow to 3.6 billion by 2025. It's not just kids either: 38 percent of gamers are between the ages of 18 and 34 years, and 16 percent are older than 55.
Perception of reality can now be managed by combining many areas of technology. Particularly, use of Virtual Reality (VR) and Augmented Reality (AR) is gaining traction and it will have increasing impact on entertainment, education and businesses in coming years. It is therefore essential to understand the underlying technologies and explore the software development options to harness the unfolding opportunities. The talk attempts to demystify the topic and highlight some of the important aspects.
Immersive Technologies imitate or extend our physical world via digital simulations to give us the sense of being completely absorbed into something. Spatial computing is a new form of immersive technology that combines computer vision and artificial intelligence to integrate visual content into the real-world around us. In this webinar:
• Understand Immersive Technologies and see how they will impact everything ranging from education to entertainment.
• Learn the differences between virtual, augmented, and mixed realities to introduce Spatial Computing.
• Hear about the tools, devices, and platforms creating these new experiences.
• Discuss potential issues these technologies may have when used in learning and teaching.
• See what libraries can do to make use of immersive technologies to create new user experiences.
Jerome Lacote is a veteran designer with a variety of professional experiences, including UI/UX design for Rockstar Games and Activision.
Lacote will recount his experiences in the field, give advice on designing user experiences for digital products and services, and discuss the future of UI/UX in the context of virtual and augmented reality.
Presentation for Handheld Librarian 3 as an intro to augmented reality services including what's happening in the fields of advertising, marketing, retail, shipping, gaming, and the wealth of GIS information overlay currently available. Social issues are briefly covered as well.
Futurus specializes in developing virtual and augmented reality applications for organizations to use for marketing, product visualization, experiential events, and training purposes. The company has an extensive portfolio of clients in industries such as consumer packaged goods, hospitality, medical, real estate, and manufacturing. As leaders in the XR space, we feel it is our responsibility to guide our clients responsibly in finding a solution that meets their goals while creating a valuable experience for the end-user.
The metaverse is removing the physical barriers to connecting people from anywhere in the world by using augmented reality and virtual reality. Content creators bring to life the ideas and space for people to join. Brands have a unique opportunity to take the physical and bring it in the virtual to connect with their consumers on a personal and authentic level.
“Why” and “how” are two crucial questions to ask when evaluating if it is worth investing resources. The former is a reflective question brands must ask themselves and figure out the purpose and goals of creating an immersive experience. The answer to this will help determine if the experience will be valuable to the end-user. The latter is what Futurus and leaders in the XR industry come into solve. As subject matter experts, we use our experience to figure out what will be most successful in achieving our clients’ goals. From there, we can create a custom solution that can be deployed and shared with consumers. Key Takeaways
• How brands can leverage virtual and augmented reality to engage with consumers
• Considerations for what technology and platform is most appropriate for the proposed use case
• Options for leveraging various types of immersive content
Augmented Reality, RFID and the Internet of ThingsDavid Carr
Workshop about breaking digital creativity away from screens and the opportunities that Augmented Reality, RFID, mobile and multitouch technologies present.
Presentation at Follow the Sun Conference. 14 April, 2011 Online.
Zagami, J. (2011). Augmenting Education [Presentation slides]. Retrieved from http://www.slideshare.net/j.zagami/augmenting-education
Magic Leap Pitch (Development, Manufacturing and Launch Plans)Nicholas Ng
This report explores the development, production and launch challenges that Magic Leap may face, and also proposes solutions on how they can potentially overcome them.
Given that Magic Leap is in stealth, most information out there is PR-driven. This report represents over 300 hours of collective research on Magic Leap’s patents (photonics, lightfields, mixed reality etc.), industry knowledge and product risk mitigation analysis to build the best picture I possibly could on Magic Leap and truly add value to readers out there. It’ll be great to hear any feedback.
Contact details are at the end. You can also find out more about me at www.nicholas-ng.com.
Magictap an interactive marketing agency; focusing on bridging the worlds of digital and tangible in the brand activation, experiential and retail environments. Our technology functions beautifully during the outdoor events, Sports, roadshows conferences, corporate events, international meets/summits, of top notch delegates making it look niche yet interactive in a unique way.
Augmented reality : Possibilities and Challenges - An IEEE talk at DA-IICTParth Darji
This presentation is a part of a talk I was invited to give on the topic of Augmented Reality and Virtual Worlds. This talk, organized by IEEE, aimed at introducing the technology to students and discuss the scope and research associated with it. Qualcomm's Vuforia platform is used as a prototype.
Immersive Technologies imitate or extend our physical world via digital simulations to give us the sense of being completely absorbed into something. Spatial computing is a new form of immersive technology that combines computer vision and artificial intelligence to integrate visual content into the real-world around us. In this webinar:
• Understand Immersive Technologies and see how they will impact everything ranging from education to entertainment.
• Learn the differences between virtual, augmented, and mixed realities to introduce Spatial Computing.
• Hear about the tools, devices, and platforms creating these new experiences.
• Discuss potential issues these technologies may have when used in learning and teaching.
• See what libraries can do to make use of immersive technologies to create new user experiences.
Jerome Lacote is a veteran designer with a variety of professional experiences, including UI/UX design for Rockstar Games and Activision.
Lacote will recount his experiences in the field, give advice on designing user experiences for digital products and services, and discuss the future of UI/UX in the context of virtual and augmented reality.
Presentation for Handheld Librarian 3 as an intro to augmented reality services including what's happening in the fields of advertising, marketing, retail, shipping, gaming, and the wealth of GIS information overlay currently available. Social issues are briefly covered as well.
Futurus specializes in developing virtual and augmented reality applications for organizations to use for marketing, product visualization, experiential events, and training purposes. The company has an extensive portfolio of clients in industries such as consumer packaged goods, hospitality, medical, real estate, and manufacturing. As leaders in the XR space, we feel it is our responsibility to guide our clients responsibly in finding a solution that meets their goals while creating a valuable experience for the end-user.
The metaverse is removing the physical barriers to connecting people from anywhere in the world by using augmented reality and virtual reality. Content creators bring to life the ideas and space for people to join. Brands have a unique opportunity to take the physical and bring it in the virtual to connect with their consumers on a personal and authentic level.
“Why” and “how” are two crucial questions to ask when evaluating if it is worth investing resources. The former is a reflective question brands must ask themselves and figure out the purpose and goals of creating an immersive experience. The answer to this will help determine if the experience will be valuable to the end-user. The latter is what Futurus and leaders in the XR industry come into solve. As subject matter experts, we use our experience to figure out what will be most successful in achieving our clients’ goals. From there, we can create a custom solution that can be deployed and shared with consumers. Key Takeaways
• How brands can leverage virtual and augmented reality to engage with consumers
• Considerations for what technology and platform is most appropriate for the proposed use case
• Options for leveraging various types of immersive content
Augmented Reality, RFID and the Internet of ThingsDavid Carr
Workshop about breaking digital creativity away from screens and the opportunities that Augmented Reality, RFID, mobile and multitouch technologies present.
Presentation at Follow the Sun Conference. 14 April, 2011 Online.
Zagami, J. (2011). Augmenting Education [Presentation slides]. Retrieved from http://www.slideshare.net/j.zagami/augmenting-education
Magic Leap Pitch (Development, Manufacturing and Launch Plans)Nicholas Ng
This report explores the development, production and launch challenges that Magic Leap may face, and also proposes solutions on how they can potentially overcome them.
Given that Magic Leap is in stealth, most information out there is PR-driven. This report represents over 300 hours of collective research on Magic Leap’s patents (photonics, lightfields, mixed reality etc.), industry knowledge and product risk mitigation analysis to build the best picture I possibly could on Magic Leap and truly add value to readers out there. It’ll be great to hear any feedback.
Contact details are at the end. You can also find out more about me at www.nicholas-ng.com.
Magictap an interactive marketing agency; focusing on bridging the worlds of digital and tangible in the brand activation, experiential and retail environments. Our technology functions beautifully during the outdoor events, Sports, roadshows conferences, corporate events, international meets/summits, of top notch delegates making it look niche yet interactive in a unique way.
Augmented reality : Possibilities and Challenges - An IEEE talk at DA-IICTParth Darji
This presentation is a part of a talk I was invited to give on the topic of Augmented Reality and Virtual Worlds. This talk, organized by IEEE, aimed at introducing the technology to students and discuss the scope and research associated with it. Qualcomm's Vuforia platform is used as a prototype.
International Cancer Survivors Day is celebrated during June, placing the spotlight not only on cancer survivors, but also their caregivers.
CANSA has compiled a list of tips and guidelines of support:
https://cansa.org.za/who-cares-for-cancer-patients-caregivers/
Chandrima Spa Ajman is one of the leading Massage Center in Ajman, which is open 24 hours exclusively for men. Being one of the most affordable Spa in Ajman, we offer Body to Body massage, Kerala Massage, Malayali Massage, Indian Massage, Pakistani Massage Russian massage, Thai massage, Swedish massage, Hot Stone Massage, Deep Tissue Massage, and many more. Indulge in the ultimate massage experience and book your appointment today. We are confident that you will leave our Massage spa feeling refreshed, rejuvenated, and ready to take on the world.
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Rate Controlled Drug Delivery Systems, Activation Modulated Drug Delivery Systems, Mechanically activated, pH activated, Enzyme activated, Osmotic activated Drug Delivery Systems, Feedback regulated Drug Delivery Systems systems are discussed here.
Dr. David Greene R3 stem cell Breakthroughs: Stem Cell Therapy in CardiologyR3 Stem Cell
Dr. David Greene, founder and CEO of R3 Stem Cell, is at the forefront of groundbreaking research in the field of cardiology, focusing on the transformative potential of stem cell therapy. His latest work emphasizes innovative approaches to treating heart disease, aiming to repair damaged heart tissue and improve heart function through the use of advanced stem cell techniques. This research promises not only to enhance the quality of life for patients with chronic heart conditions but also to pave the way for new, more effective treatments. Dr. Greene's work is notable for its focus on safety, efficacy, and the potential to significantly reduce the need for invasive surgeries and long-term medication, positioning stem cell therapy as a key player in the future of cardiac care.
Under Pressure : Kenneth Kruk's StrategyKenneth Kruk
Kenneth Kruk's story of transforming challenges into opportunities by leading successful medical record transitions and bridging scientific knowledge gaps during COVID-19.
Letter to MREC - application to conduct studyAzreen Aj
Application to conduct study on research title 'Awareness and knowledge of oral cancer and precancer among dental outpatient in Klinik Pergigian Merlimau, Melaka'
Feeding plate for a newborn with Cleft Palate.pptxSatvikaPrasad
A feeding plate is a prosthetic device used for newborns with a cleft palate to assist in feeding and improve nutrition intake. From a prosthodontic perspective, this plate acts as a barrier between the oral and nasal cavities, facilitating effective sucking and swallowing by providing a more normal anatomical structure. It helps to prevent milk from entering the nasal passage, thereby reducing the risk of aspiration and enhancing the infant's ability to feed efficiently. The feeding plate also aids in the development of the oral muscles and can contribute to better growth and weight gain. Its custom fabrication and proper fitting by a prosthodontist are crucial for ensuring comfort and functionality, as well as for minimizing potential complications. Early intervention with a feeding plate can significantly improve the quality of life for both the infant and the parents.
KEY Points of Leicester travel clinic In London doc.docxNX Healthcare
In order to protect visitors' safety and wellbeing, Travel Clinic Leicester offers a wide range of travel-related health treatments, including individualized counseling and vaccines. Our team of medical experts specializes in getting people ready for international travel, with a particular emphasis on vaccines and health consultations to prevent travel-related illnesses. We provide a range of travel-related services, such as health concerns unique to a trip, prevention of malaria, and travel-related medical supplies. Our clinic is dedicated to providing top-notch care, keeping abreast of the most recent recommendations for vaccinations and travel health precautions. The goal of Travel Clinic Leicester is to keep you safe and well-rested no matter what kind of travel you choose—business, pleasure, or adventure.
DECODING THE RISKS - ALCOHOL, TOBACCO & DRUGS.pdfDr Rachana Gujar
Introduction: Substance use education is crucial due to its prevalence and societal impact.
Alcohol Use: Immediate and long-term risks include impaired judgment, health issues, and social consequences.
Tobacco Use: Immediate effects include increased heart rate, while long-term risks encompass cancer and heart disease.
Drug Use: Risks vary depending on the drug type, including health and psychological implications.
Prevention Strategies: Education, healthy coping mechanisms, community support, and policies are vital in preventing substance use.
Harm Reduction Strategies: Safe use practices, medication-assisted treatment, and naloxone availability aim to reduce harm.
Seeking Help for Addiction: Recognizing signs, available treatments, support systems, and resources are essential for recovery.
Personal Stories: Real stories of recovery emphasize hope and resilience.
Interactive Q&A: Engage the audience and encourage discussion.
Conclusion: Recap key points and emphasize the importance of awareness, prevention, and seeking help.
Resources: Provide contact information and links for further support.
INFECTION OF THE BRAIN -ENCEPHALITIS ( PPT)blessyjannu21
Neurological system includes brain and spinal cord. It plays an important role in functioning of our body. Encephalitis is the inflammation of the brain. Causes include viral infections, infections from insect bites or an autoimmune reaction that affects the brain. It can be life-threatening or cause long-term complications. Treatment varies, but most people require hospitalization so they can receive intensive treatment, including life support.
Michigan HealthTech Market Map 2024. Includes 7 categories: Policy Makers, Academic Innovation Centers, Digital Health Providers, Healthcare Providers, Payers / Insurance, Device Companies, Life Science Companies, Innovation Accelerators. Developed by the Michigan-Israel Business Accelerator
1. First Person Augmented Reality
ARt of Magic
Lim Kang Hong
Gyula Kimpan
Jane Wang
Chia Lye Peng
2. Scope of Presentation
• Types of Virtual Technology
• Why Magic Leap
• Various Applications and Market Segments
• Value Network
• Scope of Activities
• Methods of Strategic Control
• Conclusion
Gaming Entertainment Education Commerce
4. Technology Definition
• Virtual Reality (VR) :
Replaces the real world
with a simulated/digital
world experience
• Augmented Reality (AR):
Real world experience
enhanced with digital
overlays (text, audio,
graphics, 3D objects etc)
5. Evolution of AR Technology
And soon…first person experience
Data 3D objects
Games
6. Who is in the game?
http://www.fastcompany.com/3052209/tech-forecast/vr-and-augmented-reality-will-soon-be-worth-150-billion-here-are-the-major-pla#6
7. By 2020, AR hardware is biggest revenue generator
http://www.fastcompany.com/3052209/tech-forecast/vr-and-augmented-reality-will-soon-be-worth-150-billion-here-are-the-major-pla#6
8. AR Hardware - Wearable Smart Glass
A wearable computer
• adds visual information to wearer
• overlays augmented reality with digital images
• allows wearer to see through it
9. Wearable Smart Glass
• Not natural to eyes
– L & R eye see different
superimposed images
– Near 3D effect
– Causes headache/nausea
• Limited field of view
– In front of eyes only
• Not interactive
Issues
• Natural to eyes
– Correct focus within
virtual scene
– ‘Reality’ resolution
– No headache/nausea
• Wider field of view
• Richer interactive
experiences
What’s needed
http://www.zappar.com/blog/google-glass-magic-leap-and-the-ideal-ar-wearable-display/
15. Patents filed by Magic Leap
Hand gestures
• Pull up menus
• Issue commands
Magic Leap can remap
a keyboard on the fly
http://www.fastcodesign.com/3041174/48-crazy-ui-ideas-coming-from-the-500-million-stealth-startup-magic-leap
16. http://www.cnet.com/news/magic-leap-what-we-know-so-far/
Magic Leap’s Value Proposition
• Neurological effects as real-life
objects
• Different depths of focus
Provides Cinematic
Reality
• 3D objects interact with real world
• Eye tracking capabilities
• Natural hand gestures input
Enables Real-time
Interaction
• Device worn all day (non nausea)
• Interactive augmented experiences
Promotes Social
Interaction
17. Main Competitors in AR Market
• Smart Phones and Tablets
– Basic AR game experience
• Microsoft Hololens
– Key differences : Focuses on
hologram features
– Limitations: narrow FOV in front of your eyes
• Technology Illusion CastAR
– Key differences : Able to project both in
Augmented Reality form and
Virtual Reality form.
– Limitations: User input is via a wand
instead of hand gestures
18. Comparison against Competitors
Magic Leap
Glasses
Microsoft
Hololens
Technology
Illusion CastAR
3D images Interaction –
real world and eye
contact
Tracks head and body
motion only
Tracks head and body
motion only
Effects as real life
objects
Focus on hologram
images with high
resolution
Focus on hologram
images with high
resolution
Eye tracking Capability Tracks head and body
motion only
Tracks head and body
motion only
Virtual objects have
different levels of focus
Limited FOV and focus Limited FOV and focus
Natural hand gestures
input
Only accepts input via a
tethered wand
Natural virtual
experience
Not stated
http://www.tomshardware.com/reviews/ar-vr-technology-discussion,3811-9.html
19. Magic Leap’s Value Proposition
14 Oct 2015 video from Magic Leap with no special effects – robot under table and solar system
24. Current state of AR Gaming
• Mainly uses smart
phone/tablet camera to
capture real world scenes
but just as a form of
backdrop
• Lack of realistic integration
between the game graphics
and the real world
• Lack of interaction between
the player, game and real
world surroundings
http://www.makeuseof.com/tag/ar-games-is-this-the-future-of-gaming/
25. Value Proposition for
Magic Leap in AR Gaming
• Creates a new dimension to games
A truly immersive first
person action game
Image from www.magicleap.com
26. Value Proposition for
Magic Leap in AR Gaming
• Allows gamers to interact with their physical surroundings in
real time
Play it
anywhere anytime
http://www.fastcodesign.com/3041174/48-crazy-ui-ideas-coming-from-the-500-million-stealth-startup-magic-leap
27. Value Proposition for
Magic Leap in AR Gaming
• Promotes physical social interaction and networking through
multiplayer network games at a coordinated environment.
Let’s celebrate with a
drink after the game
http://www.macrumors.com/2015/09/10/pokemon-go-app-real-world/
29. Target Market for AR Gaming
Hard Core Power
Gamers
(11%)
Age: 15 – 40,
Gender: 95% M, 5% F
Platforms: PC, Xbox,
PS, Wii, Smart phone,
Tablet
Demographics:
Teenage kid, Young
Professionals, dads
Plays everything, all
the time
Social, Leisure
Gamers
(27%)
Age: 8 - 50,
Gender: 50% M, 50% F
Platform: PC, Xbox, PS,
Wii, Smart phone,
Tablet
Demographics: All
walks of life
Will try anything but
sticks to what is easy to
learn or has large
community & support
Dormant, Incidental,
Occasional Gamers
(62%)
Age: All ages,
Gender: 30% M, 70% F
Dormant, Incidental,
Occasional Gamers
Platform: Smart Phone,
Tablet
Mainly social network
gaming
Target Market
http://www.consulgamer.com/features/video-game-market-segmentation-data/2142/
31. Current state
•Simple apps for smartphones using picture
from camera to overlay simple content.
https://informationstrategyrsm.files.wordpress.com/2015/10/snapchat.png
http://www.circuitstoday.com/wp-content/uploads/2011/01/Augmented-Reality.jpg
http://1.bp.blogspot.com/-LZdS0mfoKo0/T4b-sh8zsrI/AAAAAAAAAV4/pnijo6UI9eM/s1600/augmented-reality-4.jpg
http://www.tccommunications.co.uk/wp-content/uploads/2015/09/Snapchat.png
32. Customer Value Proposition - Entertainment
Customer Value
Proposition - General
Customer Value
Proposition- Consumers
3D images Interaction – real
world and eye contact
Virtual objects have different
levels of focus
Natural virtual experience
Immersive cinema
experience
Effects as real life objects Theatre performance on a
coffee table
Eye tracking capability Turn room into interactive
museum/gallery
Natural hand gestures input Interactive content to
magazines, TV shows and ads.
33. Customer selection for entertainment
Target first
customers
18 – 30 aged
male technology
enthusiasts
Families with
children under
18 years
Mainstream
customers
http://www.census.gov/popest/data/national/asrh/2014/index.html
34. Magic Leap and Entertainment
http://www.fastcodesign.com/3041174/48-crazy-ui-ideas-coming-from-the-500-million-stealth-startup-magic-leap
36. Digital
Whiteboard
AR Book Magic Leap
Value
Proposition
• Creates learning
experience with
students’
imagination
• Creates 3D
learning
experience with
augments
specific to each
book
• Creates new 3D
learning
experiences that are
too complex, costly or
dangerous in real life
Classroom
experience
• One
dimensional
• Mix usage of
videos, images,
graphs, texts
• Fixed to wall
• View augments
relevant to books
• Videos, images &
graphs
• In or out of
classroom
• Tracks presence
• Interactivity
• Provides additional
context
• Anywhere
Comparison - Other Digital Tools
37. Bacca, J., Baldiris, S., Fabregat, R., Graf, S., & Kinshuk. (2014). Augmented Reality Trends in Education: A Systematic Review of Research and
Applications. Educational Technology & Society, 17 (4), 133–149.
Customer Selection
Science,
Humanities
& Arts
Early
Childhood
Vocational
Training
Special
Needs
39. Current Players in This Market
Goldrun
Augmented Reality--Technology Penetration and Road-mapping (Technical Insights) – Frost & Sullivan
40. Magic Leap and Commerce
Place your goods any
where, with customization!
http://www.fastcodesign.com/3041174/48-crazy-ui-ideas-coming-from-the-500-million-stealth-startup-magic-leap
41. Magic Leap and Commerce
Description
Menu
Avertisement
Reviews Etc.
http://www.fastcodesign.com/3041174/48-crazy-ui-ideas-coming-from-the-500-million-stealth-startup-magic-leap
42. Customer Value Proposition - Commerce
Customer Value
Proposition - General
Customer Value
Proposition- Retailers
Customer Value
Proposition- Consumers
3D images Interaction – real
world and eye contact
Virtual objects have different
levels of focus
Natural virtual experience
Better Consumer experience Better Shopping experience
Effects as real life objects Better Sales & Promotion,
Branding
Better Decision Making
Eye tracking Capability Identify Consumers’ choices
- Data
Easy goods identification
Natural hand gestures input Easy Consumer adaption Easy control
Augmented Reality--Technology Penetration and Road-mapping (Technical Insights) – Frost & Sullivan
44. Scope of Presentation
• Types of Virtual Technology
• Why Magic Leap
• Various Applications and Market Segments
• Value Network
• Scope of Activities
• Methods of Strategic Control
• Conclusion
Gaming Entertainment Education Commerce
45. Third Party App
Developers and
Content Providers
Content Providers
E.g. Marvel, Disney,
Movie Company
Tools and
Middleware
Providers
Value Network for Magic Leap
Consumers
Hardware
Manufacturing
Distribution Channels
i.e. Retailers, Dealers
Assembly Firm
Mobile
Internet
Service
Provider
46. Scope of Activities for Magic Leap
Internal R&D
Hardware
and
Architectural
Design
OS and
Software
Development
Marketing,
Publishing
and Sales
47. Method of Value Capture
Main Source of Revenue
• Hardware sales
• Software content & application through app store
• Software Development Kits
• Licensing
• Non Recurring Engineering services, e.g. app integration
• Pay to upgrade
For Commerce Sector
• Commission from retailers
• Advertising for retailers
• Subscription from users
• Fee for service (effects for advertising firm and retailers)s
Other Possibilities
• Data
• Key components sales
48. Methods of Strategic Control
Intellectual Property
Network Effects
Economies of Scale
Establish Standards
49. Strategic Control - IP Protection
• Overlapping patents and combination of patents and
trademark
• Protects the key enabling technology from copying.
120 patents filed
Protection on Operating System and
in house developed software apps
Slogans, Logo and branding
Industrial Design
50. Strategic Control - Network Effect
• Provide games with good contents/story line, good
graphics and with key differentiation to other games
in the market.
• Network Effect through networking and social games
• Make use of the existing user base of investor
Google’s platforms.
Number of
Users
Drive
Depend
Quality of
the Game
Application
Quantity of
the Game
Application
51. Strategic Control - Economies of Scale
Higher Market Share
Economies of Scale
Network
Effects
Economies
of Scale
Lower
Cost
Higher
Profit
Margin
Continuous
R&D
Improved
Products
Higher
Market
Share
55. Vertical Integration of Value
Chain
Methods of Strategic Control
Establishing a Standard
Game-changing Innovation
Magic Leap - Potential to Dominate AR