Hybrid-Realities: Merging real and virtual worlds to create unique experiences

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Hybrid-Realities: Merging Real And Virtual Worlds To Create Unique Experiences

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May 23, 2016

Nils PokelDigital Innovation Strategist Auckland Museum

23 - 24 May 2016, Skycity Convention Centre, Auckland

@nilscreates #NZCUSTOMER

Nils Pokel Digital Innovation Strategist Auckland Museum

npokel@aucklandmuseum.com @nilscreates

Auckland War Memorial Museum

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Visitors were most likely to be from Auckland

Auckland visitors were most likely to live centrally

25% International

67% Auckland

74%

9% Domestic

18%

8%

Who were our visitors?

2014/2015Onsite Visitor Profile

As is typical, visitors were most likely to be female

32%

68%

Aucklanders were far more likely to visit with children

14/15 09/10

25% International

9% Domestic

67% Auckland

There was a year-on-year increase in older visitors

Central

South

West

North

39%

50+

30–49

20–29

15–19

Years

13/14

43%

Auckland visitation hasincreased over time

12% 29%

International

46%

Auckland Domestic

These insights are drawn from the Visitor Profile Survey (VPS): a systematic in-house survey monitoring the characteristics of Auckland Museum ADULT visitors, visit behaviour and satisfaction with experience. During the 14/15 financial year, 1,104 visitors participated, giving the data an error margin of +/- 2.95% at the 95% confidence interval.

What we’ll cover‣ Terms & Tech: VR, AR, MR… ‣ Future: where things are headed ‣ Value: Making it meaningful ‣ Approach: How the Museum does it

Terms & Tech: VR, AR, MR

Disclaimer: I don’t know it all…

Virtual Reality (VR)

Image: wikipedia commonsGoogle Cardboard

Image: SamsungSamsung Gear VR

Image: OculusOculus Rift

Image: HTC ViveHTC Vive

HMDs

DefinitionVirtual reality (VR) is a computer technology that replicates an environment, real or imagined, and simulates a user's physical presence and environment to allow for user interaction.

https://en.wikipedia.org/wiki/Virtual_reality

Properties of VR‣ VR is immersive ‣ VR is about transporting users ‣ VR is usually a single user experience

Applications for VR‣ Gaming ‣ Video ‣ Education ‣ Theme parks ‣ Other (non-entertainment)

Augmented Reality (AR)

DefinitionAugmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics. https://en.wikipedia.org/wiki/Augmented_reality

Image: BlipparMarker / Computer Vision based AR

Image: bmwblogBMW Drive Assist Head-Up Displays

Image: Google GlassGoogle GLASS

Image: beautyreportbybL’Oreal Makeup Genius: Magic Mirror / feature tracking AR

Properties of AR‣ AR adds information to a real object ‣ AR is about the ‘here and now’ ‣ AR can be a shared experience ‣ AR is triggered by markers

Applications for AR‣ Mobile companion apps ‣ Entertainment ‣ Advertising ‣ Navigation ‣ …and dozens more

Mixed Reality (MR)

DefinitionMixed reality (MR) is the merging of real and virtual worlds to produce new environments and visualisations where physical and digital objects co-exist and interact in real time.

https://en.wikipedia.org/wiki/Mixed_reality

Image: Magic LeapMagic Leap (Patent concept)

Image: MicrosoftHoloLens

Image: MetaMeta

Properties of MR‣ MR ‘extends’ AR ‣ MR matches the geometric

properties of real objects & space ‣ MR does not require markers ‣ Interaction with real space affects

virtual space

Applications for MR‣ Gaming ‣ Eduction ‣ Telepresencing ‣ Truth is: we ain’t seen nothin’ yet!

Future: What’s Coming

Image: Disney / LucasfilmUse of Holograms in Star Wars (1977)

Image: 20th Century FoxAR in Minority Report (2002)

Image: 20th Century FoxAugmented Reality in Avatar (2009)

Image: Paramount Domestic TelevisionHoloDeck in Star Trek: Next Generation (1992 - 94)

Source: Gartner (August 2015)Hype Cycle for Emerging Technologies

Source: Microsoft via GizmodoMicrosoft HoloLens: Project Xray (2015)

Image: wikipedia commonsMagic Leap Demo (2015)

Source: Microsoft Research Microsoft Holoportation (2016)

2014 Facebook acquires Oculus for $2B ‘We’re getting ready for the platforms of tomorrow, Oculus has the chance to create the most social platform ever, and change the way we work, play and communicate.’ Mark Zuckerberg

Image: erectronics

Image: Digi-Capital via techcrunch

2016 Magic Leap valuated at $4.5B ‘We are really accelerating everything.’ CEO Rony Abovitz

Image: Digi-Capital via uploadvr

AR / VR Market Projection 2020

Making it Meaningful

Digital information is all around us - only we can’t see it. Yet.

These technologies come with a responsibility

The ‘empathy machine’ has to work both ways

Source: Keiichi Matsuda via YouTubeHyper-Reality

In it just for the money? Not good enough.

Image: Digi-Capital via uploadvr

AR / VR Market Projection 2020

Source: Gartner (August 2015)Hype Cycle for Emerging Technologies

This is where to look to

Ask yourself these key questions:

What can this technology add to the project that can’t be achieved in any other way?

# 1

Does it add value to our visitors’ lives?

# 2

What if we didn’t..?

# 3

Source: Auckland Museum via YouTubeMoana-My Ocean AR experience (2013)

Image: Mark Smith / Auckland MuseumGallipoli in Minecraft exhibition (2015)

Key Take Aways

VR and AR are real game changers.

Technology for technology’s sake will always lead to failure.

Adding real value is key to cut through the noise.

Image: Auckland Museum

Thank You

npokel@aucklandmuseum.com @nilscreates