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VR & AR: past, present, and future
2017
Looks
Bright
July 20th, 2017
Virtual Reality: a Brief History
1939
1991
View-Master invented
First VR arcade games
1993 Sega VR
1995Nintendo Virtual Boy
Not actually VR!
2014 - 2016
Explosion of Home VR Devices
06/2014 Google Cardboard
11/2015 Samsung Gear VR (by Oculus)
03/2016 Oculus Rift
04/2016 HTC Vive
11/2016 Google Daydream
10/2016 Playstation VR
08/2012 Succesful Oculus Rift Kickstarter
06/2014 Google Cardboard
• Foldable HMD
• Smartphone acts as stereoscopic
display
06/2014 Google Cardboard
• Foldable HMD
• Smartphone acts as stereoscopic
display
• Gyroscope used to determine
orientation
• Moving your head moves the virtual
camera exactly like how moving the
mouse moves the camera in a game
• Input: gaze and single button
• Price: $ 87
• Higher end than Google Cardboard
• Smartphone acts as stereoscopic
display
• Gyroscope used to determine
orientation
• Moving your head moves the virtual
camera exactly like how moving the
mouse moves the camera in a game
• Input: gaze, button, and directional
pad
• Price: $ 440
11/2015 Samsung Gear VR (by Oculus)
• Higher end than Samsung Gear
• Built-in screen
• Tracks position as well as orientation,
using external cameras
• Tethered to a gaming PC
• Hand tracking with optional Oculus
Touch controllers
• Room scale tracking optional
• Price: $ 1,310
03/2016 Oculus Rift
• Higher end than Oculus Rift
• Built-in screen
• Tracks position as well as orientation,
using external base stations (IR
lasers)
• Tethered to a gaming PC
• Hand tracking with default Vive
controllers
• More reliable room scale tracking
• Price: $ 1,450
04/2016 HTC Vive
Augmented Reality: a Brief History
1992 Boeing coins the term Augmented Reality
1992 Virtual Fixtures
1999 ARToolkit
• Smartphone/tablet with RGB camera
• Recognizes dedicated marker images
• Allows positioning 3D content relative
to marker images
• Not aware of the environment
2011 Qualcomm AR / Vuforia
08/2016 Google Tango: Lenovo Phab 2 Pro
• Smartphone with RGB and depth
camera
• Implements SLAM algorithm:
Simultaneous Locating and Mapping
• Markerless
• Allows positioning 3D content relative
to any point in the environment
• Interaction with the environment
possible
• Price: $ 450
03/2016 Microsoft HoloLens
• RGB and depth camera
• Implements SLAM algorithm:
Simultaneous Locating and Mapping
• Markerless
• Wearable as glasses
• Built-in computer
• Impressively reliable tracking
• Limited field of view
• Price: $ 3,000
VR and AR: Stats
VR and AR devices pricing (with PC and/or phone)
VR and AR devices units sold until June 2017
(various sources + rough estimates)
The future of VR and AR
Future of AR and VR: Sales
• Slower than forecasted start: total in 2016: $4.4 bn in 2016
• Most expect growth, up to $100 bn 2021, some more skeptical
• VR: faster
• AR: slower but bigger
Future of AR and VR: Features
• VR and AR merging into devices capable of both (Mixed Reality / XR)
• Outside-in tracking disappearing in favor of inside-out tracking / SLAM
• Further technology improvements, mainly display resolution
• Untethered experiences, built-in computers
-17,000
1532
Contact info
bernard.francois@previewlabs.com

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MITEF Launch Smart Clinic AR/VR - Bernard Francois, Preview Labs

  • 1. VR & AR: past, present, and future 2017 Looks Bright July 20th, 2017
  • 2. Virtual Reality: a Brief History
  • 5.
  • 7. 2014 - 2016 Explosion of Home VR Devices
  • 8. 06/2014 Google Cardboard 11/2015 Samsung Gear VR (by Oculus) 03/2016 Oculus Rift 04/2016 HTC Vive 11/2016 Google Daydream 10/2016 Playstation VR 08/2012 Succesful Oculus Rift Kickstarter
  • 9. 06/2014 Google Cardboard • Foldable HMD • Smartphone acts as stereoscopic display
  • 10. 06/2014 Google Cardboard • Foldable HMD • Smartphone acts as stereoscopic display • Gyroscope used to determine orientation • Moving your head moves the virtual camera exactly like how moving the mouse moves the camera in a game • Input: gaze and single button • Price: $ 87
  • 11.
  • 12.
  • 13. • Higher end than Google Cardboard • Smartphone acts as stereoscopic display • Gyroscope used to determine orientation • Moving your head moves the virtual camera exactly like how moving the mouse moves the camera in a game • Input: gaze, button, and directional pad • Price: $ 440 11/2015 Samsung Gear VR (by Oculus)
  • 14.
  • 15. • Higher end than Samsung Gear • Built-in screen • Tracks position as well as orientation, using external cameras • Tethered to a gaming PC • Hand tracking with optional Oculus Touch controllers • Room scale tracking optional • Price: $ 1,310 03/2016 Oculus Rift
  • 16.
  • 17. • Higher end than Oculus Rift • Built-in screen • Tracks position as well as orientation, using external base stations (IR lasers) • Tethered to a gaming PC • Hand tracking with default Vive controllers • More reliable room scale tracking • Price: $ 1,450 04/2016 HTC Vive
  • 18.
  • 19. Augmented Reality: a Brief History
  • 20. 1992 Boeing coins the term Augmented Reality
  • 23. • Smartphone/tablet with RGB camera • Recognizes dedicated marker images • Allows positioning 3D content relative to marker images • Not aware of the environment 2011 Qualcomm AR / Vuforia
  • 24.
  • 25. 08/2016 Google Tango: Lenovo Phab 2 Pro • Smartphone with RGB and depth camera • Implements SLAM algorithm: Simultaneous Locating and Mapping • Markerless • Allows positioning 3D content relative to any point in the environment • Interaction with the environment possible • Price: $ 450
  • 26.
  • 27. 03/2016 Microsoft HoloLens • RGB and depth camera • Implements SLAM algorithm: Simultaneous Locating and Mapping • Markerless • Wearable as glasses • Built-in computer • Impressively reliable tracking • Limited field of view • Price: $ 3,000
  • 28.
  • 29.
  • 30. VR and AR: Stats
  • 31. VR and AR devices pricing (with PC and/or phone)
  • 32. VR and AR devices units sold until June 2017 (various sources + rough estimates)
  • 33. The future of VR and AR
  • 34. Future of AR and VR: Sales • Slower than forecasted start: total in 2016: $4.4 bn in 2016 • Most expect growth, up to $100 bn 2021, some more skeptical • VR: faster • AR: slower but bigger
  • 35. Future of AR and VR: Features • VR and AR merging into devices capable of both (Mixed Reality / XR) • Outside-in tracking disappearing in favor of inside-out tracking / SLAM • Further technology improvements, mainly display resolution • Untethered experiences, built-in computers

Editor's Notes

  1. todo turn into graph maybe add a graph for release dates as well as units sold