the future of augmented reality - lynne d johnson webvisions portland 2014 #wvpdx

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Page 1: The Future Of Augmented Reality - Lynne d Johnson WebVisions Portland 2014 #Wvpdx

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The Future of Augmented Reality

Webvisions PDX 2014 #WVPDX

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HELLO

LYNNE D JOHNSON

Content & Community Strategy Consultant [email protected] @lynneluvah

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What Is Augmented Reality?

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Less like this…

A little more like this…

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“AR augments the real world environment with virtual information improving people’s senses and skills.”

- Ronald Azuma, A Survey of

Augmented Reality

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For now, it’s mostly this…

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AR is mostly thought of as having to do with Head-mounted Display (HMD), but three characteristics enable to include other technologies 1.  Combines real and virtual objects in a real environment 2.  Runs interactively in real time 3.  Registered in 3-D (aligns real and virtual objects with each other)

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AR History

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Morton Helig 1957

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1960’s - Boeing - hands-free flight navigation for pilots 1966 - Prof. Ivan Sutherland - Head Mounted Display (HMD)

1992 - LB Rosenberg - Air Force - Virtual Fixtures KARMA - Knowledge-based Augmented Reality for Maintenance Assistance 1999 - Nara Institute of Science and Technology – First AR Toolkit 2000 - AR Quake - First AR Video Game

AR Historical Timeline

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Internet of Things

Gaming

Where We Are Today

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AR Is Everywhere •  Architecture •  Education and Training •  Engineering •  Entertainment (Movies/TV) •  Gaming •  Law Enforcement and Public Safety •  Maintenance and Repair •  Manufacturing •  Marketing •  Medical •  Military •  Print (Books/Magazines) •  Retail •  Robotics •  Social •  Sports •  Tourism

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Architecture – Real-time Visualizations

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Medical – Overlays of body systems

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Retail – Bringing Objects To Life

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Robotics – Virtual Humanoid

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AR Future

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TechNavio's analysts forecast the Global Augmented Reality market to grow at a CAGR of 132.2 percent over the period 2013-2018.

AR Growth

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AR Growth Driven By Mobile

“Annual revenues generated by mobile AR applications and services are expected to approach $1.5 billion by 2015, up from less than $2 million in 2010.” – Juniper Research

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Soon, We’ll Go From Devices

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To Deviceless

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Future AR Vision – Innovega iOptik

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Future AR Health – Google Smart Contact Lenses

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Future AR Retail – Intel Digital Signage

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Future AR Everything – Wearable Gestural Interface

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1.  Technology •  Proprietary Technologies •  User Experience •  Application Barriers •  Graphics Issues •  Hardware Installation Barriers •  Connectivity Barriers •  Mobile - Lack of Browser Standardization

2.  Societal •  Safety •  Privacy •  Security •  Negligence •  Need to prove utility/use case - What is the value for the consumer?

3.  Business/Industry Concerns •  Legal Issues •  Regulation •  Copyright •  Virtual Air Rights •  Need to prove profitability/ROI

Challenges Ahead For AR

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THANK YOU