Ce diaporama a bien été signalé.
Le téléchargement de votre SlideShare est en cours. ×

Virtual and Augmented Reality: State of Technology, Market & Trends

Publicité
Publicité
Publicité
Publicité
Publicité
Publicité
Publicité
Publicité
Publicité
Publicité
Publicité
Publicité
Prochain SlideShare
Augmented reality
Augmented reality
Chargement dans…3
×

Consultez-les par la suite

1 sur 15 Publicité

Virtual and Augmented Reality: State of Technology, Market & Trends

The integration of Virtual Reality & Augmented Reality with multiple mobile, wearable, IoT & conversational platforms extends possibilities for a plethora of immersive applications for a wide range of industries.
According to Statista, the combined the market size of VR & AR would be $210bn by 2022.

The integration of Virtual Reality & Augmented Reality with multiple mobile, wearable, IoT & conversational platforms extends possibilities for a plethora of immersive applications for a wide range of industries.
According to Statista, the combined the market size of VR & AR would be $210bn by 2022.

Publicité
Publicité

Plus De Contenu Connexe

Diaporamas pour vous (20)

Similaire à Virtual and Augmented Reality: State of Technology, Market & Trends (20)

Publicité

Plus par Hughes Systique Corporation (15)

Plus récents (20)

Publicité

Virtual and Augmented Reality: State of Technology, Market & Trends

  1. 1. State of Technology, Market & Trends VIRTUAL REALITY (VR) & AUGMENTED REALITY (AR)
  2. 2. 2 | Copyright © 2019 HUGHES SYSTIQUE. All rights reserved. Virtual and Augmented Reality: Leading the way for better user experience Augmented Reality leads AR’s adoption may be way bigger than VR, with an approximately predicted ratio of 4:1 (AR:VR). Conversational Platforms Conversational Platforms are changing the way we perceive & interact with the digital world through VR, AR and MR. Walk the Talk By 2022, 70% of enterprises will experiment with immersive technologies for consumer & enterprise use, and 25% will have deployed them to production Immersive User Experience These platforms facilitate an immersive user experience for the customer.
  3. 3. 3 | Copyright © 2019 HUGHES SYSTIQUE. All rights reserved. Virtual and Augmented Reality in Gartner’s Top 10 Strategic Tech Trends for 2019 INTELLIGENT DIGITAL MESH Autonomous Things Augmented Analytics AI-Driven Development Digital Twins Empowered Edge Immersive Experience Blockchain Smart Spaces Digital Ethics and Privacy Quantum Computing Source: Gartner’s Top 10 Strategic Technology Trends for 2019
  4. 4. 4 | Copyright © 2019 HUGHES SYSTIQUE. All rights reserved. Completely artificial environment VIRTUAL REALITY Virtual objects overlaid on real-world environment AUGMENTED REALITY Full immersion in virtual environment Real world is enhanced with digital objects Virtual environment combined with real world MIXED REALITY Interaction with both the real world & the virtual environment Virtual, Augmented and Mixed Reality: Decoded
  5. 5. 5 | Copyright © 2019 HUGHES SYSTIQUE. All rights reserved. Virtual & Augmented Reality: The Difference Virtual Reality Computer-generated, artificial simulation or a recreation of life-like situations. Creates a first-hand, unadulterated, artificial experience for the user. Simulation through a head-mounted display that enhances the video, 3D-movie or computer gaming experience. Incorporates the use of VR modelling language which generates a series of images and interactions Example: Facebook’s Oculus-GO headset that helps dive into virtual realms Overlays digital information on real-world elements to boost the possibilities of interaction. Developed to blend real-life & digital components to enhance the experience and functionality. It enhances users’ interaction with the real physical environment, rather than separating them from it. Example: It is used to present score overlays and for sports games that are telecasted or for hologram technology. Augmented Reality
  6. 6. 6 | Copyright © 2019 HUGHES SYSTIQUE. All rights reserved. VR and AR: Global Market Size VR and AR Global Market Size Forecast : 2016 to 2022 (in billion U.S. dollars) 209.2 27 14.1 6.1 2016 2017 2018 2022* 0 50 100 150 200 250 billionU.S.dollars) $210bn The combined market size of AR & VR by 2022 $14.1 bn Annual worldwide spend on R&D of AR and VR in 2017 Source: Statista
  7. 7. 7 | Copyright © 2019 HUGHES SYSTIQUE. All rights reserved. AR and VR: Global Market Size (contd..) 2016 2022 $2bn $17.8bn 44.5% CAGR Virtual Reality Global market size AR global market size 2016 2022 $161bn 85.4% CAGR Augmented Reality Global market size $4bn Source: Consultancy.uk
  8. 8. 8 | Copyright © 2019 HUGHES SYSTIQUE. All rights reserved. Biggest Industries for Virtual and Augmented Reality Video Games Health care Engineering Live Events Video Entertainment Real Estate Retail Military Education $11.6 Billion $5.1 Billion $4.7 Billion $4.1 Billion $3.2 Billion $2.6 Billion $2.6 Billion $2.6 Billion $2.6 Billion by Potential Revenue 2025 Revenue Source: Enterpreneur.com
  9. 9. 9 | Copyright © 2019 HUGHES SYSTIQUE. All rights reserved. The integration of VR & AR with multiple mobile, wearable, IoT & conversational platforms extends possibilities for a plethora of immersive applications. LET US LOOK AT SOME OF THESE EXCITING APPLICATIONS
  10. 10. 10 | Copyright © 2019 HUGHES SYSTIQUE. All rights reserved. Pain-free surgeries for anaesthesia-intolerant patients. Eg: A Boston- based company, VRHealth, makes immersive VR games, movies, and exercise scenarios for use in clinical settings and at home. Body Mapping: AR can show the stats directly on the patient’s body by pointing out the areas with issues and relevant stats. Such an app fits into a pair of smart glasses and can be accessed through smartphone. Surgery Training through AR and VR: By installing 360-degree view cameras at different angles around an operating theatre, medical students can wear a VR headset to gain surgery experience. 01 02 03 Medicine & Healthcare Industry
  11. 11. 11 | Copyright © 2019 HUGHES SYSTIQUE. All rights reserved. Streamlining Operations: AR can help streamlining logistic operations, optimizing transport and on- spot training through the entire supply chain cycle Order Management: AR can make order picking process faster, efficient and error-free through use of smart lenses. Using these, employees can plan the most efficient route through the warehouse by keeping picking lists in view of the order picker at all times Real-time monitoring: Managers can monitor sites real-time to ensure processes are running as planned. This is particularly important during natural disasters, etc that cause supply chain disruptions 01 02 03 Manufacturing and Logistics
  12. 12. 12 | Copyright © 2019 HUGHES SYSTIQUE. All rights reserved. Training Operations: Goldman Sachs estimates that roughly $700 million will be invested in AR/VR applications in education by 2025, on simulations for everything from forklift operations to architecture to invasive surgery. Gamification: AR and VR can improve motor skills, enhance imaginative play and thinking, and inspire learning through gamification Drive Hardware Sale: The radical deployment of VR, has driven price reduction of VR helmets/devices. Thus, students & educators can use AR/VR apps for an immersive learning and teaching experience on a mass scale 01 02 03 Education
  13. 13. 13 | Copyright © 2019 HUGHES SYSTIQUE. All rights reserved. Prototype Design: Using VR, car designers can significantly cut project cost and time by visualizing the exterior of a vehicle virtually instead of creating a new physical prototype. Assembly training: VR provides capabilities for training to assemble particular car models instead of an observation-based approach as followed by leading car manufacturers. Drive Customization: With a VR head mounted display, customers can individually configure their car in a virtual environment, selecting from various equipment options. This positively influences customer shopping decisions in 360-degree since they can try out what they’re going to buy. 01 02 03 Automotive
  14. 14. 14 | Copyright © 2019 HUGHES SYSTIQUE. All rights reserved. References • https://medium.com/vr-first/a-summary-of-augmented-reality-and-virtual-reality-market-size-predictions- 4b51ea5e2509 • https://www.gartner.com/doc/3891569 • https://hsc.com/Blog/State-of-Technology-Market-and-Trends-Augmented-and-Virtual-Reality • https://www.consultancy.uk/news/17876/virtual-and-augmented-reality-market-to-boom-to-170-billion-by-2022 • https://hackernoon.com/predictions-for-the-future-of-augmented-reality-63c7b8c9d794 • https://medium.com/@info_35021/4-virtual-reality-applications-in-the-automotive-industry-f5fe89cc524c • https://dzone.com/articles/how-vr-and-ar-revolutionize-education-field • https://medium.com/design-ibm/the-application-of-ar-and-vr-in-business-d3d03fc2a7b5 • https://www.entrepreneur.com/article/312271 • https://www.statista.com/statistics/591181/global-augmented-virtual-reality-market-size/
  15. 15. 15 | Copyright © 2019 HUGHES SYSTIQUE. All rights reserved. To know more, visit www.hsc.com

×