Spotlight - Infoholic Research · Virtual Reality is Improving Design Engineering Analyst Zone AR...

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AMASS An Infoholic Mouthpiece Edition 5 June 2018 Table of Contents Management Corner Quotes of the Month Spotlight Reimagining the real world with AR and VR Tech Talk AR and VR - Altering Perceptions Expert Column How Video Games turn Teenagers into Millionaires Virtual Reality is Improving Design Engineering Analyst Zone AR and VR - Altering Perceptions AR/VR market will be worth $122.53 billion by 2023 Spotlight Reimagining the real world with AR and VR Augmented reality and Virtual reality will superimpose the world around us. They will convert the world around us by mixing reality with fiction. AR and VR will bridge the gap between humans and technology making way for an efficient and productive system. This emerging technology will pave the way for an advanced prototype which will help humans and machines to easily connect to digital information within the available environment. Beyond the virtual world The use of augmented and virtual reality goes beyond mobile games and movies. A newly designed solution by Honeywell will help combat vehicles on the battle- field to effectively see what is happening around them. It will use an AR and VR enabled headset with display to provide a windowless natural viewing experience. These vehicles will eventually be provided with a 360-degree view of their surroundings, allowing new and innovative ways to stay protected from external threats. AR and VR along with Big Data will revolutionize con- struction and designing industry. Technology like immersive VR will help architects to make data-based decisions before the construction starts and behavioral modeling will help to make clients understand how a building will really be used. www.infoholicresearch.com

Transcript of Spotlight - Infoholic Research · Virtual Reality is Improving Design Engineering Analyst Zone AR...

Page 1: Spotlight - Infoholic Research · Virtual Reality is Improving Design Engineering Analyst Zone AR and VR - Altering Perceptions AR/VR market will be worth $122.53 billion by 2023

AMASSAn Infoholic Mouthpiece

Edition 5 June 2018

Table of Contents

Management Corner

Quotes of the Month

SpotlightReimagining the real world withAR and VR

Tech TalkAR and VR - Altering Perceptions

Expert ColumnHow Video Games turn Teenagersinto Millionaires

Virtual Reality is Improving DesignEngineering

Analyst ZoneAR and VR - Altering Perceptions

AR/VR market will be worth $122.53billion by 2023

SpotlightReimagining the real world with AR and VRAugmented reality and Virtual reality will superimpose the world around us. They will convert the world around us by mixing reality with fiction.

AR and VR will bridge the gap between humans and technology making way for an efficient and productive system. This emerging technology will pave the way for an advanced prototype which will help humans and machines to easily connect to digital information within the available environment.

Beyond the virtual worldThe use of augmented and virtual reality goes beyond mobile games and movies. A newly designed solution by Honeywell will help combat vehicles on the battle-field to effectively see what is happening around them. It will use an AR and VR enabled headset with display to provide a windowless natural viewing experience. These vehicles will eventually be provided with a 360-degree view of their surroundings, allowing new and innovative ways to stay protected from external threats.

AR and VR along with Big Data will revolutionize con-struction and designing industry. Technology like immersive VR will help architects to make data-based decisions before the construction starts and behavioral modeling will help to make clients understand how a building will really be used.

www.infoholicresearch.com

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Management Corner

Tech Talk

From the CEO

I welcome you all to the fifth edition of Infoholic’s monthly newsletter ‘Amass’ which intends to provide an update on the latest technology trends covering diverse indus-tries. The newsletter addresses and high-lights issues of major impact that correlates with different business environment.

Editor’s Corner

AR & VR will be a part of our daily life. The combination will spread their wings into almost every device one uses in their daily life, starting from mobile apps to cars to home security. The future of AR and VR technology will not be limited to fiction.

It will advance to overcome application download speed to solving interface problems. The technology will become more ubiquitous and affordable in the coming time.

Sreenivasan K RCEO, Infoholic Research

Today's business strategies are determined by role of artificial intelligence and its advancement. I hope you will have a good time reading our fifth edition of the Newsletter. We intend to offer more value to you over the upcoming editions.

Pavan Mudholkar Editor, Infoholic Research

AR and VR - Altering PerceptionsOne of the key tech trends that would witness increased adoption in 2018 is Augmented Reality (AR), while its counterpart Virtual Reality (VR) will begin to carve out its niche among investors and developers. While there is a huge hype in the market in leveraging AR and VR to provide immersive experience, the products and solutions currently available have merely scratched the surface of these technologies.

Considering the nascent stage of the development, there is no doubt that consumers are pretty confused with the multitude of product launches branded with the AR and VR tags. While both technologies promise to offer immersive and enhanced experience by altering perception, it is imperative to differentiate them to scope up their potential growth. To better understand future opportunities, there needs to be a clear definition and use cases segmented for AR and VR. Based on the current products in the market, the technologies can be understood as below:

AR – a platform that includes device and software which overlays or superimposes digital content in real-world. Presence of virtual digital elements in real-time environment altering perception of the user.

VR – a platform that includes device and software simulating real-world in a virtual environment. Presence of self in a virtual environment with stimulation of the user's auditory, vision, touch, sensation for altering perception.

Image: Google.com

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Current AR products are predominantly developed around Smartphones and tablets with apps taking the centre stage - smart glasses like Google Glass and others have not met consumer expectations due to ergonomics and functionality

VR headsets tend to be bulky and costly due to the need for complex hardware and the need for more bandwidth

Though AR products are economical, the promised user experience is below expectation, which is in contrast with VR as these tends to be costly with better user experience

AR and VR launches are being narrowed down to either glasses or headsets as the core focus of product design - lower consumer appeal for wearing such products throughout the day and increased digital fatigue

Enterprises are struggling to find lucrative use cases to implement and monetize with these technologies - while improved customer experience is critical, the million-dollar question is still around ROI

Lessons from the Smartphone market have prompted device makers to differentiate their product with their platform-centric content. Developers are having to contend with learning multiple platforms or restricted to choosing one

As with any technology, in their early stages of development, the AR/VR market contends with the following challenges:

“Given these challenges, AR will gain mindshare and investment as the complexity is lower compared to VR from conceptualization to commercializing products”, highlighted Gowtham Kumar Sampath, Senior Manager, ICT Research, Infoholic Research. The market has witnessed quite a number of use-cases for AR implemented products from smart mirrors in retail shops to apps for smartphones, AR glasses and headsets. AR apps for smartphones and tablets will flood the market in 2018, as the necessary hardware is ready and device manufacturers will utilize AR as a key differentiator in the short term for improving sales.

Though the current apps will primarily be targeted towards games, entertainment, and navigation with digital content like beacons, interactive messaging or images - we believe that development will slowly transition towards holography in current devices and then to enhanced content in smart glasses and headsets. As the evolution continues, AR will see increased adoption from education, healthcare, manufacturing, automobile retail and finance sectors.

Although the market potential is higher for VR, we believe the focus of device manufactures in the short term will be centred around gaming, education, R&D simulations. Limited hardware, latency and content creation will continue to pose challenges for vendors in this market.

Image: Google.com

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Analyst ZoneScope of Growth in AR & VR Market is poised to Multiply: Pradeep Singh

Market Segmentation Analysis

“The increase in integration of Augmented Reality with mobile devices along with growing demand for innovative gaming devices are the key contributors leading to the growth of Augmented Reality market, with a CAGR of 52.4% during the forecast period 2017–2023”, pointed out Pradeep Singh, Senior Research Analyst, Global IT Intelligence, Infoholic Research. Geographically, North America will be the leading market for Augmented Reality depicting significant growth.

Asia-Pacific is expected to witness good growth in the coming years, mainly driven by growing gaming population, healthcare spending and government initiatives for development of digital infrastructure. Middle East and Africa is poised to be the emerging region that will gear up for future prospects. The rise in investments from govern-ments and venture capital funding agencies, coupled with innovations in digital technology and smart city projects will fuel growth in the Middle East and African markets in the next five years.

Some of the leading vendors that are operating in this market include Microsoft, Google, Oculus, Vuzix, Samsung, EON Reality, Blippar, Magic Leap, Samsung Electronics Corporation Limited, Qual-comm Technologies Inc., Intel Corporation, Himax Technologies Inc., Seiko Epson Corporation, Sony Corporation, PTC Inc., and Infinity Augmented Reality.

Augmented reality and virtual reality technologies have shown exciting signs of potential, ranging from their ability in gaming, e-commerce shopping experience, to helping surgeons practice critical procedures. Augmented Reality, specifically, is beginning to make its mark in the disruptive tech-nology space. Early adopters within healthcare, e-commerce, gaming, and other verticals are reap-ing the rewards of implementing Augmented Reali-ty across their products and collateral. The role of Augmented Reality across the industry verticals is expected to increase in the years to come.

Augmented Reality is evolving as computing power increases today. Augmented Reality is technology that integrates virtual reality with the real world in the form of live video imagery that will be digitally enhanced with computer-generat-ed graphics.

Augmented Reality can be experienced through headsets that people wear and through displays on mobile devices. Applications of Augmented Reality are much wider; earlier smartphone, PC, and tablet applications for Augmented Reality were mostly focused on games while today, the scope has much enhanced.

Even the military uses augmented reality and medical professionals leverage Augmented Reality for a variety of complex surgeries. The technology has also found wide usage in navigation applications, and e-commerce domains too. Furthermore, China’s biggest e-commerce enterprises are starting to invest in virtual and augmented reality (VR & AR)

to offer a more pleasant and enhanced shopping experience to customers. Recently, JD.com (a Beijing-based e-commerce company) has launched an AR beauty mirror – marking a major revolution in the beauty space.

The company is also planning to introduce a 3D virtual fitting room – only time will tell if this will be significantly adopted by shoppers.

The Augmented Reality technology will further grow with the development of better hardware, software and motion control. The market is gaining traction due to the high adoption rate among tech-savvy consumers.

As such, several major tech vendors are launching more and more applications and products based on augmented reality. Recently, Google has launched ARCore (Augmented Reality platform) that is helpful for making augmented reality widely available to Android users.

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AR/VR market will be worth $122.53 billion by 2023: Srujan

“Despite becoming popular in gaming, healthcare, entertainment and manufacturing industries, AR/VR technologies will post immense opportunities in the education industry. Using AR/VR will help education institutes to eliminate the need for massive purchase of classroom ICT technologies. The increasing adoption of BYOD (Bring Your Own Device) in education has evidently increased the need for adopting web and app-based AR and VR tools.” – Srujan, Research Analyst, ICT Team, Infoholic Research

AR/VR market is expected to become $122.53 billion market by 2023 by growing at over 56.7% CAGR during the forecast period 2017-2023. Among this, AR accounts for over 77.5% of the market and the rest will be contributed by VR.

AR is mostly mobile centric and recently, AR developers are coming up with AR tools that will allow a wide range of industries to create a customized augmented ecosystem. VR is largely a head mounted display that offers simulation of a real world. The adoption of AR/VR is also focused up on addressing the challenges related to device battery life, network connectivity, and cost of device ownership. Companies including Samsung, HTC, Sony, Microsoft and Google are some of the leading vendors in the VR market; and companies such as, Apple, Samsung and Google are expected to bet huge on AR owing to their huge penetration in the smartphone market. However, these companies are also expected to focus on AR/VR software market through partnerships and acquiring new companies.

The AR & VR market is expected to grow at a higher rate owing to its evolving use cases across the industries. The market has witnessed a slower than expected growth rate in the past; but, now the technology has expanded to various industries such as healthcare, gaming, industrial, entertain-ment, education and others. These industries are posting emerging opportunities for AR/VR and mixed reality in shopping, construction, game play, education, research and others.

Global Market Revenue for AR and VRChart 01

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AR VR

Image: Google.com

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Expert Column

Most people enjoy playing games. In fact, there are more than 700 million gamers worldwide. That is around 44 percent of the global popula-tion. Most people get into the gaming world from a young age.

It is a good way of passing time and relaxing. A hobby to most. Moderate gaming can immense-ly improve one’s life. While most parents may discourage their children from gaming, they fail to realize that it has numerous benefits.

Researchers recently proved that dyslexic children can improve their reading skills by playing fast-paced video games. Video games improve the brain’s speed, coordination, and memory, and they enhance its multi-tasking, attention and concentration capacities.

Different games such as Defenders of the Core will instill problem-solving skills to your kids. They also inspire or spark an interest in history and culture. A good example is Age of Empires. Video games are a teaching and learning plat-form that go a long way in making people make new friends. They bring people from different backgrounds together and lead to promotion of ideas. They also encourage exercise in that people, especially kids, want to literally try out new moves that they learned from video games.

Those are not the only advantages of gaming in the modern world. Most people earn a source of living from video games.

Rilind Elezaj Chief Executive O�cer, Tactica

How Video Games turn Teenagersinto Millionaires

Other than gaming companies like Nintendo or PlayStation offering employment to numerous people, videos games have introduced new ways of making money. Yeah, that’s right. There are actual rich gamers that benefit from playing these games and pride themselves as champions in the platform. In fact, gaming has become so popular that the Olympics committee team is thinking of adding it to the event’s official roster.

In 2015, gaming industries made $83.6 billion. This proves that the gaming market is wide. Cur-rently, the gaming industry makes more money than the film industry. Rich gamers like Alex Balfanz know and appreciate the value of video games. The 18-year old Duke University student made a seven-figure profit from Jailbreak, a video game he created a year ago that has been played a billion times.

18-year old Andrew Bareza has also made it to the rich gamers list. He created Azure Mines and Miner’s Haven for Roblox within two years. This has enabled him to pay his university tuition fees which he says would be impossible if he never ventured into the gaming industry. Today, anyone with the right ideas can make and sell their own games. Online sales platforms like Roblox, Steam, and App Store have made this possible.

Developers behind games that make overnight success are not the only ones that make money from the gaming industry. Professional video game players have also made it to the list of rich gamers.

A good example is Sumail Hassan who started gaming at seven. He has earned a spot in the Guinness World Record as the first teenager to ever make over $1 million in professional eSports. Playing Dota made him earn $2.5 million. He considers gaming as his full-time job.

Rich gamers don’t make money solely from gaming or developing games. A new culture has emerged where people make money from online streaming. They play video games while strangers watch them via the internet. This trend led to the emergence of an online platform called Twitch. Twitch was so successful that Amazon bought it for almost $1 billion.

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Virtual Reality is Improving Design Engineering

At the outset, CADD Centre Training Services has served as the nation’s flagship comprehensive institution of higher education. We are advancing the institute’s tradition of rendering excellence in Engineering and Technology Education through high-quality programs. Yet another element of CADD Centre’s mission is to contribute largely to national skill development initiatives for sustainable development.

In this column, I would like to mention that back then in 1961, the invention of computer-aided design (CAD) made it possible to explore on-screen models. Since then, the technology continued to develop and introduce cave automatic virtual environment (used in vehicles), haptic gloves, and head-mounted displays (VR headsets).

It was wonderful to watch virtual reality helping design engineers to visualize concepts before finalizing it for manufacturing.

Over these years, I have seen the VRtechnology transforming. It is evident that virtual reality is widely used in design engineering by aerospace and automotive sectors for generating product prototype for a small cost. Today, design engineers across the world can access VR for identification of issues and rectify before the production of its physical prototype.

The possibilities for design are endless for those who bring CAD to VR. By combining the power of virtual reality with engineering and technology, users can proliferate their prowess exponentially by working with immense accuracy whilst designing to view their work virtually in a three-dimensional perspective.

VR allows the designers to verify the assembly model, performing assembling and dismantling in virtual world, gives them a great experience to interact with the product in virtual environment.

With VR, design approvals can be obtained at faster rates. Customers and designers can enter the same virtual world while in different locations and easily communicate any design changes in real time. Customers can also experience the product and request additional customizations before making a purchase.

Elspeth Eastman, a successful Twitch streamer that has earned her place among the rich gamers list says that gaming can open doors to paid subscriptions. Online streaming can also make one land an advertising partnership deal. She points out that social media self-promotion and networking is vital to one’s success in this line of business.

Rich gamers like Sumail Hassan and Elspeth Eastman know too well that gaming does not guarantee one's success. They advise that those who wish to emulate them should consid-er staying in school. Getting an education will help you make great games that make a differ-ence if you are a gaming enthusiast.

Roger Altizer, an engineering program and entertainment arts co-founder at the University of Utah points out the importance of coming up with unique games that make a difference to the world at large.

His focus is on creating games that give social workers virtual reality tours around fictional homes so as to spot dangers to children. He is also focusing on creating games for patients with spinal cord injuries that will help them exercise therefore prevent sores while using a wheelchair. As you can see, you can make money in the video game industry through numerous ways other than gaming.

Mr. S. Karaiadiselvan Managing Director, CADD

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Quotes of the Month

Virtual Reality in design engineering saves time, money, and avoids potential problems during the production process.

The technology optimizes final product design by taking right decisions at the early stage of production.

Now with just a few easy steps, the CAD model can be converted into VR, and shared with clients for feedbacks.

In design engineering, VR identifies product manufacturing cost before the manufacturing protocol.

Just saying, had VR been available in 1899, Wilbur and Orville Wright (inventors of the airplane) would not face so many problems. They encountered issues which include insufficient lift and deviation from intended direction.

The generation is truly blessed to have the technology (VR) to depict fine-grained details of an engineering product and maintain the illusion.

Here, are the few highlights to mention as I speak regarding virtual reality in design engineering:

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“The telephone is virtual reality in that you can meet with someone as if you are

together, at least for the auditory sense”- Ray Kurzweil

“It turns out that the killer application for virtual reality is other human beings. Build a world that people want to inhabit, and the inhabitants

will come”- Charles Stross

“Augmented reality will take some time to get right, but I do think that it's profound”

- Tim Cook