SlideShare a Scribd company logo
First Person Augmented Reality
ARt of Magic
Lim Kang Hong
Gyula Kimpan
Jane Wang
Chia Lye Peng
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
Types of Virtual Technology
Image from www.magicleap.com
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)
Evolution of AR Technology
And soon…first person experience
Data 3D objects
Games
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
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
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
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/
Who is Magic Leap?
www.magicleap.com
https://engtechmag.wordpress.com/2014/11/27/magic-leaps-tech-vision-explained-as-google-invests-542-million-an-annotated-infographic/
How Technology Works
“Reverse engineer" what we see in real life and make it virtual
Why Magic Leap?
Magic Leap elephant video
http://www.fastcodesign.com/3041174/48-crazy-ui-ideas-coming-from-the-500-million-stealth-startup-magic-leap
Patents filed by Magic Leap
Cloud is KEY
- System detects
user’s location
- It constantly
adjusts
- Virtual content
fits and interacts
with user’s
environment
http://www.fastcodesign.com/3041174/48-crazy-ui-ideas-coming-from-the-500-million-stealth-startup-magic-leap
A haptic glove
• Provides vibration feedback
• Gives touch sensation to
physical objects in mid-air
A screen is always
at your fingertips
Patents filed by Magic Leap
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
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
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
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
Magic Leap’s Value Proposition
14 Oct 2015 video from Magic Leap with no special effects – robot under table and solar system
Various Applications
and
Market Segments
Image from www.magicleap.com
Technology Adoption – Key Application
Segments
Including Gaming
Augmented Reality--Technology Penetration and Road-mapping (Technical Insights) – Frost & Sullivan
Gaming
Image from www.magicleap.com
Types of platforms in Gaming
1980s 2007 Fall of 2015 onwards
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/
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
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
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/
Value Proposition for
Magic Leap in AR Gaming
Magic Leap video – A Day in the office
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/
Entertainment
Image from www.magicleap.com
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
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.
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
Magic Leap and Entertainment
http://www.fastcodesign.com/3041174/48-crazy-ui-ideas-coming-from-the-500-million-stealth-startup-magic-leap
Education
Image from www.magicleap.com
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
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
Commerce
Image from www.magicleap.com
Current Players in This Market
Goldrun
Augmented Reality--Technology Penetration and Road-mapping (Technical Insights) – Frost & Sullivan
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
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
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
Customer Selection
Companies
• Advertising
• Branding
• Selling
Consumers
▪ Tech Savvy
▪ Curious
▪ Want exciting
shopping
experience
Market
Research
Companies
• Consumer Data
Advertising
Firms
• Partnership for
Commercial
Design
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
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
Scope of Activities for Magic Leap
Internal R&D
Hardware
and
Architectural
Design
OS and
Software
Development
Marketing,
Publishing
and Sales
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
Methods of Strategic Control
Intellectual Property
Network Effects
Economies of Scale
Establish Standards
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
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
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
* http://bgr.com/2015/10/21/magic-leap-demo-video-augmented-reality/
• Manufacturing millions of devices
Control Install Base
• 120 patents filed
• Hiring top talents in diverse
fields
Ability To Innovate
• Buzz around first person AR
First Mover
Advantage
IP Rights
Strategic Control – Establishing Standard
* http://bgr.com/2015/10/21/magic-leap-demo-video-augmented-reality/
• Old Motorola factory to develop
manufacturing processes
Manufacturing
Ability
• Create content, develop hardware,
platform & delivery services
Complementary
products
• Google investments provide credibility
• Highly regarded talents recruited
Brand Name &
Reputation
Strategic Control – Establishing Standard
Conclusion
Image from www.magicleap.com
Vertical Integration of Value
Chain
Methods of Strategic Control
Establishing a Standard
Game-changing Innovation
Magic Leap - Potential to Dominate AR
Whale video from www.magicleap.com
Image from www.magicleap.com
Magic Leap

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Magic Leap

  • 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
  • 3. Types of Virtual Technology Image from www.magicleap.com
  • 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/
  • 10. Who is Magic Leap? www.magicleap.com
  • 12. Why Magic Leap? Magic Leap elephant video
  • 13. http://www.fastcodesign.com/3041174/48-crazy-ui-ideas-coming-from-the-500-million-stealth-startup-magic-leap Patents filed by Magic Leap Cloud is KEY - System detects user’s location - It constantly adjusts - Virtual content fits and interacts with user’s environment
  • 14. http://www.fastcodesign.com/3041174/48-crazy-ui-ideas-coming-from-the-500-million-stealth-startup-magic-leap A haptic glove • Provides vibration feedback • Gives touch sensation to physical objects in mid-air A screen is always at your fingertips Patents filed by Magic Leap
  • 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
  • 21. Technology Adoption – Key Application Segments Including Gaming Augmented Reality--Technology Penetration and Road-mapping (Technical Insights) – Frost & Sullivan
  • 23. Types of platforms in Gaming 1980s 2007 Fall of 2015 onwards
  • 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/
  • 28. Value Proposition for Magic Leap in AR Gaming Magic Leap video – A Day in the office
  • 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
  • 43. Customer Selection Companies • Advertising • Branding • Selling Consumers ▪ Tech Savvy ▪ Curious ▪ Want exciting shopping experience Market Research Companies • Consumer Data Advertising Firms • Partnership for Commercial Design
  • 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
  • 52. * http://bgr.com/2015/10/21/magic-leap-demo-video-augmented-reality/ • Manufacturing millions of devices Control Install Base • 120 patents filed • Hiring top talents in diverse fields Ability To Innovate • Buzz around first person AR First Mover Advantage IP Rights Strategic Control – Establishing Standard
  • 53. * http://bgr.com/2015/10/21/magic-leap-demo-video-augmented-reality/ • Old Motorola factory to develop manufacturing processes Manufacturing Ability • Create content, develop hardware, platform & delivery services Complementary products • Google investments provide credibility • Highly regarded talents recruited Brand Name & Reputation Strategic Control – Establishing Standard
  • 55. Vertical Integration of Value Chain Methods of Strategic Control Establishing a Standard Game-changing Innovation Magic Leap - Potential to Dominate AR
  • 56. Whale video from www.magicleap.com