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–	
  Augmented	
  Reality	
  Glasses	
  –	
  
Automo3ve	
  Perspec3ve	
  

Market	
  Research	
  Report	
  
Author:	
  Hugo	
  Nordell	
  
Date:	
  August	
  11,	
  2013-­‐	
  
Execu3ve	
  Summary	
  
Augmented	
  Glasses	
  Overview	
  

Market	
  Overview	
  	
  

§  Augmented	
  Reality	
  (AR)	
  blends	
  computer-­‐
generated	
  sensory	
  input	
  with	
  the	
  real	
  world	
  
§  AR	
  glasses	
  have	
  come	
  into	
  mainstream	
  media	
  
focus	
  over	
  the	
  past	
  year	
  following	
  Google’s	
  
announcement	
  of	
  Project	
  Glass	
  
§  Two	
  main	
  technologies	
  exist;	
  (1)	
  Head-­‐
Mounted	
  Displays	
  (HMD)	
  and	
  (2)	
  Virtual	
  
Re<nal	
  Displays	
  (VRD)	
  
§  HMD	
  is	
  poised	
  to	
  drive	
  market	
  growth	
  first	
  

§  $5Bn+	
  addressable	
  market	
  size	
  in	
  2016	
  based	
  
on	
  aggregate	
  research	
  and	
  key	
  segments	
  
§  95%	
  expected	
  CAGR	
  2011	
  -­‐	
  2017	
  
§  1%	
  end-­‐consumer	
  penetra<on	
  rate	
  by	
  2017	
  
§  Sports	
  &	
  Fitness	
  is	
  the	
  most	
  a`rac<ve	
  
segment	
  based	
  on	
  adop<on,	
  barriers	
  to	
  entry	
  
and	
  addressable	
  market	
  size	
  
§  Key	
  growth	
  drivers	
  are	
  ease-­‐of-­‐use,	
  design	
  and	
  
price	
  point	
  

Hardware	
  &	
  So?ware	
  Integra<on	
  

Key	
  Risks	
  &	
  Threats	
  to	
  Adop<on	
  

§  The	
  interac<on	
  between	
  so?ware	
  (plaBorm)	
  
and	
  hardware	
  (glasses)	
  providers	
  will	
  
determine	
  the	
  prevailing	
  technological	
  
standard	
  
§  Automo<ve	
  corporates	
  are	
  advised	
  to	
  place	
  
many	
  small	
  bets	
  on	
  several	
  technologies,	
  
so?ware	
  and	
  hardware,	
  and	
  closely	
  follow	
  
trends	
  and	
  user	
  uptake	
  

§  Compe<ng	
  subs<tute	
  technologies	
  may	
  
provide	
  a	
  fragmented	
  market	
  and	
  hinder	
  rapid	
  
mass-­‐market	
  adop<on	
  
§  More	
  conspicuous	
  and	
  obtrusive	
  than	
  other	
  
wearable	
  technology	
  	
  
§  Poten<al	
  regulatory	
  risks	
  and	
  	
  security	
  &	
  
integrity	
  concerns	
  could	
  reinforce	
  cultural	
  
barriers	
  to	
  mass-­‐adop<on	
  

Source:	
  Juniper	
  Research	
  (2010),	
  ResearchAndMarkets	
  (2011),	
  BI	
  Intelligence	
  (2013)	
  

1	
  
Market	
  –	
  Trends	
  &	
  Developments	
  
Google	
  	
  Rela<ve	
  Search	
  Trends	
  –	
  January	
  2012	
  to	
  August	
  2013	
  
Wearable	
  technology	
  

Smartwatch*	
  

Augment*	
  real*	
  glass*	
  

Google	
  glass	
  

Highlights:	
  
§  This	
  shows	
  normalized	
  rela<ve	
  number	
  of	
  searches	
  compared	
  to	
  the	
  total	
  number	
  of	
  searches	
  worldwide	
  on	
  Google	
  
§  Google	
  Glass	
  clearly	
  drives	
  the	
  search	
  sta<s<cs,	
  while	
  “Augment*	
  real*	
  glass*”	
  is	
  negligible	
  
§  Nonetheless,	
  AR	
  glasses	
  are	
  slowly	
  coming	
  into	
  the	
  spotlight	
  of	
  the	
  mass-­‐consumer	
  markets	
  

Augmented	
  Reality	
  Total	
  Market	
  Size	
  	
  

Compe<ng	
  Technologies	
  &	
  Subs<tutes	
  

§  Juniper	
  Research	
  es<mates	
  that	
  the	
  AR	
  mobile	
  
applica<on	
  market	
  will	
  reach	
  $1.5Bb	
  in	
  2016	
  
§  Business	
  Insider	
  Intelligence	
  aggressively	
  es<mates	
  
Google	
  glass	
  sales	
  to	
  exceed	
  $11Bn	
  in	
  2018	
  
§  ResearchAndMarkets	
  predicts	
  overall	
  AR	
  market	
  of	
  
$5.2Bn	
  by	
  2017	
  

§  Mul<ple	
  near-­‐to-­‐eye	
  technologies	
  are	
  being	
  developed	
  
with	
  different	
  levels	
  of	
  immersion	
  and	
  applica<on	
  to	
  
glasses,	
  and	
  may	
  broadly	
  be	
  categorized	
  into	
  (1)	
  HMD	
  
and	
  (2)	
  VRD	
  
§  Subs<tutes,	
  such	
  as	
  HUD	
  or	
  audio	
  enabled	
  (e.g.	
  Siri)	
  
have	
  so	
  far	
  seen	
  broader	
  market	
  adop<on	
  

Source:	
  Juniper	
  Research	
  (2010),	
  ResearchAndMarkets	
  (2011),	
  BI	
  Intelligence	
  (2013),	
  Google	
  Trends	
  (2013)	
  

2	
  
Market	
  –	
  Key	
  Customer	
  Segments	
  
Fast	
  

Rate	
  of	
  Adop3on	
  
Marke3ng	
  &	
  Retail	
  

Traveling	
  &	
  Tourism	
  

High	
  

Barriers	
  to	
  Entry	
  

Low	
  

Sport	
  &	
  Fitness	
  

Slow	
  

Market	
  size:	
  $3Bn+*	
  by	
  2018	
  
Use	
  cases:	
  
§  Sports	
  &	
  Exercise	
  progress	
  
tracking	
  &	
  professional	
  sports	
  

Automo3ve	
  &	
  Manufacturing	
  

Market	
  size:	
  $500M+*	
  by	
  2017	
  
Use	
  cases:	
  
§  Visualize	
  key	
  dashboard	
  items	
  
§  Maintenance	
  &	
  repair	
  assistance	
  

Market	
  size:	
  $1.5Bn	
  by	
  2015	
  
Use	
  cases:	
  
§  Personalized	
  ‘offline’	
  marke<ng	
  
§  Assist	
  High	
  St.	
  sales	
  personnel	
  

Market	
  size:	
  $100M+*	
  by	
  2017	
  	
  
Use	
  cases:	
  
§  Direct	
  environment	
  interac<on	
  
with	
  loca<ons	
  and	
  notable	
  sights	
  

Educa3on	
  

Military	
  &	
  Security	
  Firms	
  

Market	
  size:	
  $1Bn+*	
  by	
  2016	
  
Use	
  cases:	
  
§  Crowd	
  control,	
  Intel	
  updates	
  
§  Target	
  iden<fica<on	
  &	
  objec<ves	
  	
  

Market	
  size:	
  <$50M*	
  by	
  2017	
  
Use	
  cases:	
  
§  Interac<ve	
  learning	
  
§  Head-­‐up	
  notes	
  for	
  teachers	
  

Key	
  takeaways:	
  
§  This	
  matrix	
  breaks	
  key	
  customer	
  segments	
  into	
  6	
  main	
  categories,	
  ranked	
  by	
  qualita<vely	
  and	
  historical	
  probable	
  rate	
  of	
  
adop<on	
  and	
  barriers	
  to	
  entry.	
  Arrow	
  direc<on	
  indicates	
  increasing	
  a`rac<veness	
  
§  An	
  a`rac<ve	
  customer	
  segment	
  is	
  one	
  with	
  rela<vely	
  low	
  barriers	
  to	
  entry	
  and	
  a	
  fast	
  rate	
  of	
  adop<on.	
  Example	
  brands	
  
above	
  are	
  category	
  leaders	
  in	
  their	
  respec<ve	
  fields	
  and	
  poten<ally	
  strategic	
  partners	
  for	
  driving	
  end-­‐consumer	
  adop<on	
  	
  
§  Corporate	
  segments	
  are	
  not	
  directly	
  split	
  from	
  ul<mate	
  end-­‐users,	
  although	
  Automo<ve	
  &	
  Manufacturing	
  together	
  with	
  
Military	
  &	
  Security	
  segments	
  are	
  likely	
  to	
  have	
  largest	
  end-­‐user	
  exposure	
  toward	
  a	
  corporate	
  environment	
  
Source:	
  Own	
  matrix	
  design,	
  ResearchAndMarkets	
  (2011),	
  BI	
  Intelligence	
  (2013),	
  NMC	
  (2012),	
  Juniper	
  Research	
  (2010)	
  

3	
  
Compe33on	
  –	
  Products	
  
Product	
  
Producer	
  
Key	
  Features	
  
(as	
  described	
  by	
  
producer)	
  

§  GlassUp	
  S.R.L-­‐CL	
  
§ 
§ 
§ 
§ 
§ 

Receive	
  only	
  
Incoming	
  emails	
  
Text	
  messages	
  
Tweets	
  
Facebook	
  updates	
  

§  Google,	
  Inc	
  
§ 
§ 
§ 
§ 

Travel	
  direc<ons	
  
Photo/Video	
  Rec.	
  
Phone,	
  tex<ng	
  
Translate	
  foreign	
  
languages	
  

§  Meta	
  SpaceGlasses	
  

§  Vuzix	
  Corp.	
  

§  Gesture	
  recogni<on	
  
§  Dual	
  cameras	
  
§  Full	
  scale	
  3D	
  
augmented	
  
projec<ons	
  

§  Na<ve,	
  HMD	
  &	
  
smarphone	
  coopera<ve	
  
mode	
  
§  Receive	
  texts,	
  video	
  &	
  
email	
  

§  Requires	
  Android,	
  
iOS	
  smartphone	
  
§  Bluetooth	
  

§  Bluetooth	
  
§  Recommended:	
  
Android	
  or	
  iOS	
  
Smartphone	
  

§  Windows	
  PC	
  
§  Unity	
  3D	
  for	
  app	
  
development	
  

§  Runs	
  on	
  Android	
  
§  Spa<al	
  &	
  Posi<onal	
  
awareness	
  
§  Supports	
  iOS	
  

Price	
  (USD)	
  

§  $399	
  

§  $1,500	
  (Developers)	
  

§  $667	
  (Developers)	
  

§  Rumoured	
  $500	
  

Launch	
  date	
  

§  Feb	
  2014	
  

§  Late	
  ‘13	
  –	
  Early	
  ‘14	
  

§  Aug	
  2013	
  

§  Late	
  2013	
  

Notes	
  

Key	
  takeaways:	
  
§  Key	
  drivers	
  for	
  adop<on	
  are	
  ease-­‐of-­‐use,	
  applica<on	
  access,	
  price	
  and	
  level	
  of	
  obtrusiveness	
  
§  Google	
  Glass	
  and	
  GlassUp	
  are	
  closest	
  to	
  final	
  produc<on	
  and	
  market	
  themselves	
  more	
  heavily	
  toward	
  
end-­‐consumers,	
  than	
  Meta	
  and	
  Vuzix	
  do	
  
§  The	
  price	
  range	
  is	
  wide,	
  indica<ng	
  that	
  the	
  producers	
  aim	
  to	
  a	
  certain	
  extent	
  for	
  different	
  customer	
  
segments	
  and	
  usage	
  
§  No	
  Augmented	
  Reality	
  glasses	
  product	
  has	
  yet	
  successfully	
  penetrated	
  the	
  mass-­‐consumer	
  markets	
  
§  Other	
  poten<al	
  Augmented	
  Reality	
  glasses	
  producers	
  to	
  look	
  for	
  are	
  Recon	
  Instruments,	
  	
  Innovega	
  and	
  
Lumus-­‐Op<cal	
  
Source:	
  Company	
  websites,	
  Showcase	
  material,	
  Huffington	
  Post	
  (2013),	
  Business	
  Insider	
  (2013),	
  TechCrunch	
  (2013)	
  

4	
  
Compe33on	
  –	
  Value	
  Chain	
  
Frame	
  Design	
  

Electronics	
  (Hardware)	
  
(Luxovca)	
  

(Luxovca)	
  

(Kering)	
  

Op3cs	
  
Key	
  takeaways:	
  
§  The	
  above	
  matrix	
  illustrates	
  the	
  value	
  chain	
  as	
  it	
  is	
  expected	
  to	
  evolve	
  in	
  
the	
  coming	
  3	
  to	
  5	
  year	
  period	
  
§  Frame	
  design	
  firms	
  will	
  play	
  a	
  key	
  role	
  in	
  overcoming	
  the	
  obtrusive	
  and	
  
conspicuous	
  look	
  of	
  current	
  AR	
  glasses	
  
§  PlaBorm	
  providers	
  will	
  have	
  to	
  drive	
  developer	
  interest,	
  and	
  subsequent	
  
mass-­‐adop<on	
  will	
  most	
  likely	
  follow	
  from	
  range	
  and	
  breadth	
  of	
  apps	
  
§  Google,	
  with	
  its	
  Project	
  Glass,	
  is	
  expected	
  to	
  drive	
  early	
  adop<on	
  and	
  
indicate	
  rela<ve	
  importance	
  and	
  balance	
  between	
  providing	
  plaBorms	
  
and	
  unobtrusive	
  finished	
  hardware	
  

PlaPorms	
  &	
  SDKs	
  
Omnipresent	
  Corporates	
  

Expected	
  to	
  be	
  heavily	
  ver<cally	
  integrated	
  

Source:	
  Own	
  assessment	
  of	
  potenOal	
  value	
  chain	
  &	
  based	
  on	
  recent	
  investments	
  by	
  large	
  corporates	
  

5	
  
Impact	
  –	
  Automo3ve	
  Industry	
  
Broad	
  Industry	
  Implica<ons	
  

Leveraging	
  for	
  the	
  In-­‐Car	
  Experience	
  

§  Both	
  Automo<ve	
  manufacturers	
  and	
  industry	
  
suppliers	
  stand	
  to	
  gain	
  from	
  connec<ng	
  AR	
  
glasses	
  with	
  the	
  current	
  in-­‐car	
  experience,	
  for	
  
both	
  drivers	
  and	
  passengers	
  

§  Main	
  focus	
  will	
  likely	
  lie	
  with	
  the	
  driving	
  
experience	
  as	
  the	
  market	
  growth	
  and	
  scales	
  
–	
  Easy	
  to	
  use	
  support	
  applica<ons	
  
–	
  Proac<vely	
  warn	
  drivers	
  of	
  poten<al	
  
adverse	
  driving	
  condi<ons	
  
§  Passengers	
  will	
  also	
  be	
  a	
  poten<al	
  source	
  of	
  
revenues	
  and	
  immersion	
  
–	
  In-­‐car	
  entertainment	
  systems	
  may	
  also	
  be	
  
experienced	
  through	
  AR	
  glasses,	
  providing	
  
3-­‐4	
  more	
  people	
  with	
  addi<onal	
  use	
  cases	
  	
  

§  Manufacturers	
  stand	
  to	
  possibly	
  gain	
  cost	
  
reduc<ons	
  if	
  AR	
  glasses	
  can	
  provide	
  drivers	
  
with	
  essen<al	
  func<ons	
  currently	
  supplied	
  by	
  
the	
  dashboard,	
  including	
  speedometer,	
  travel	
  
routes,	
  traffic	
  informa<on	
  and	
  car	
  vital	
  signs	
  
§  Suppliers	
  may	
  see	
  a	
  substan<al	
  source	
  of	
  
revenues	
  being	
  threatened	
  from	
  AR	
  glasses	
  
suppor<ng	
  vital	
  driver	
  func<onality	
  and	
  will	
  
have	
  to	
  diversify	
  revenue	
  streams	
  into	
  heavier	
  
so?ware	
  &	
  hardware	
  integra<on	
  to	
  mi<gate	
  
this	
  risk	
  	
  
§  AR	
  glasses	
  also	
  stand	
  to	
  aid	
  manufacturing	
  
facili<es	
  by	
  providing	
  key	
  informa<on	
  to	
  
workers,	
  minimizing	
  human	
  error	
  and	
  
improving	
  efficiency,	
  much	
  the	
  same	
  way	
  the	
  
iPad	
  is	
  currently	
  penetra<ng	
  produc<on	
  floors	
  
Source:	
  MBX	
  Systems	
  (2011),	
  Computerworld	
  (2011),	
  	
  

Key	
  Considera<ons	
  for	
  Automo<ve	
  Companies	
  
§  Minimising	
  AR	
  glass	
  obtrusiveness	
  and	
  
enabling	
  func<onal	
  so?ware	
  will	
  stand	
  to	
  
help	
  mi<gate	
  safety	
  risks,	
  regula<on	
  and	
  
legisla<on	
  concerns	
  
§  Auto	
  companies	
  must	
  take	
  into	
  considera<on	
  
the	
  long-­‐term	
  implica<ons	
  of	
  choosing	
  one	
  
technology	
  over	
  another,	
  especially	
  in	
  terms	
  
of	
  so?ware	
  &	
  hardware	
  integra<on	
  as	
  the	
  
Augmented	
  Reality	
  market	
  for	
  in-­‐car	
  
experiences	
  is	
  s<ll	
  nascent	
  
6	
  
Conclusion	
  
AR	
  Glasses	
  Are	
  Here	
  to	
  Stay	
  
§  All	
  market	
  research	
  indicates	
  that	
  the	
  total	
  
Augmented	
  Reality	
  market	
  is	
  set	
  to	
  grow	
  
rapidly	
  in	
  coming	
  years	
  
§  $5Bn+	
  addressable	
  market	
  size	
  in	
  2016	
  
§  1%	
  popula<on	
  penetra<on	
  rate	
  by	
  2017	
  
§  AR	
  glasses	
  are	
  poised	
  to	
  poten<ally	
  fit	
  well	
  
into	
  a	
  growing	
  wearable	
  technologies	
  market	
  
if	
  key	
  players	
  focus	
  on	
  ease-­‐of-­‐use,	
  plaBorm	
  
integra<on	
  and	
  minimizing	
  obtrusiveness	
  

Source:	
  Google,	
  Project	
  Glass	
  (2013)	
  

Corporates	
  Will	
  Drive	
  Mass-­‐Adop<on	
  

Moving	
  Forward	
  –	
  What’s	
  Next?	
  

§  Large	
  corporates,	
  on	
  both	
  the	
  so?ware	
  and	
  
hardware	
  side,	
  will	
  drive	
  exposure	
  toward	
  
end-­‐users	
  and	
  ul<mately	
  mass-­‐adop<on	
  
§  Google,	
  Qualcomm,	
  Apple	
  &	
  Microso?	
  will	
  
push	
  for	
  building	
  integrated	
  plaBorm	
  solu<ons	
  
with	
  exis<ng	
  so?ware	
  ecosystems	
  
§  Automo<ve	
  companies	
  are	
  well-­‐posi<oned	
  to	
  
place	
  many	
  small	
  bets	
  and	
  see	
  how	
  the	
  
offerings	
  in	
  the	
  market	
  play	
  out	
  

§  No	
  device	
  has	
  yet	
  successfully	
  penetrated	
  
consumer	
  markets,	
  but	
  many	
  new	
  glasses	
  are	
  
set	
  to	
  be	
  launched	
  late	
  2013	
  –	
  early	
  2014	
  
§  2014	
  will	
  be	
  a	
  decisive	
  year	
  for	
  wearable	
  
technology	
  
§  Mul<ple	
  compe<ng	
  plaBorms	
  and	
  
technologies	
  will	
  drive	
  use	
  case	
  applica<ons	
  
§  Fragmenta<on	
  could	
  hinder	
  mass-­‐adop<on	
  
and	
  create	
  a	
  wait-­‐and-­‐see	
  scenario	
  
7	
  
References	
  &	
  Further	
  Reading	
  
1) 
2) 
3) 
4) 
5) 
6) 
7) 
8) 
9) 
10) 
11) 
12) 
13) 
14) 

Juniper	
  Research.	
  Mobile	
  Augmented	
  Reality	
  A`racts	
  Leading	
  Brands	
  as	
  Juniper	
  Research	
  forecasts	
  $1.5	
  billion	
  revenue	
  stream	
  by	
  
2015.	
  February	
  2011.	
  h`p://juniperresearch.com/viewpressrelease.php?pr=225	
  	
  
ResearchAndMarkets.	
  Global	
  Augmented	
  Reality	
  (AR)	
  Market	
  Forecast	
  by	
  Product	
  (HMD,	
  HUD,	
  Tablet	
  PC,	
  Smartphone)	
  for	
  
Gaming,	
  AutomoOve,	
  Medical,	
  AdverOsement,	
  Defense,	
  E-­‐learning	
  &	
  GPS	
  applicaOons	
  (2011	
  –	
  2016).	
  December	
  2011.
h`p://www.researchandmarkets.com/reports/1963197/global_augmented_reality_ar_market_forecast_by	
  	
  
ResearchAndMarkets.	
  Augmented	
  Reality	
  &	
  Virtual	
  Reality	
  Market	
  by	
  Technology,	
  Sensor	
  &	
  Components,	
  ApplicaOons	
  &	
  
Geography	
  (2013	
  –	
  2018).	
  July	
  2013.h`p://www.researchandmarkets.com/research/8xb9x6/augmented_reality	
  	
  
ResearchAndMarkets.	
  OpportuniOes	
  for	
  Augmented	
  Reality:	
  2013	
  –	
  2022.	
  February	
  2013.
h`p://www.researchandmarkets.com/reports/2517391/opportuni<es_for_augmented_reality_20132022	
  
Ashish	
  Badyal.	
  Augmented	
  Reality	
  and	
  Business.	
  January	
  2013.
h`p://www.slideshare.net/ashua12/business-­‐perspec<ve-­‐augmented-­‐reality	
  
BI	
  Intelligence.	
  Google	
  Glass	
  Will	
  Be	
  An	
  $11Bn	
  Market	
  By	
  2018.	
  May	
  2013.
h`p://www.businessinsider.com/google-­‐glass-­‐11-­‐billion-­‐market-­‐by-­‐2018-­‐2013-­‐5	
  	
  
IMS	
  Research.	
  Wearable	
  Technology	
  Market	
  to	
  Exceed	
  $6	
  Billion	
  by	
  2016.	
  August	
  2012.
h`p://imsresearch.com/press-­‐release/Wearable_Technology_Market_to_Exceed_6_Billion_by_2016	
  	
  
Mind	
  Commerce.	
  Augmented	
  Reality	
  in	
  the	
  Ba`lefield	
  2012	
  –	
  2016.	
  July	
  2012
`p://www.mindcommerce.com/Publica<ons/AR_Ba`efield_2012-­‐2016.php	
  	
  
Gary	
  Hayes.	
  Augmented	
  Reality:	
  Widespread	
  AdopOon	
  and	
  Barriers	
  to	
  Entry.	
  July	
  2010.
h`p://www.slideshare.net/hayesg31/augmented-­‐reality-­‐barriers-­‐drivers-­‐for-­‐widespread-­‐adop<on	
  
David	
  Stein.	
  Trend	
  Assessment	
  –	
  Augmented	
  Reality.	
  April	
  2012.
h`p://www.slideshare.net/MrDavidStein/trend-­‐assessment-­‐augmented-­‐reality	
  	
  
SIIA	
  Report.	
  U.S.	
  EducaOon	
  Technology	
  Industry	
  Market:	
  PreK-­‐12.	
  2011.
h`p://www.siia.net/index.php?op<on=com_docman&task=doc_view&gid=3886&Itemid=318	
  
IBIS	
  World.	
  Museums	
  Market	
  Research	
  Report.	
  July	
  2013.h`p://www.ibisworld.com/industry/default.aspx?indid=1640	
  
Haydn	
  Shaughnessy.	
  Why	
  Google	
  Glass	
  Will	
  Not	
  Be	
  Another	
  iPhone.	
  June	
  2013.
h`p://www.forbes.com/sites/haydnshaughnessy/2013/06/25/why-­‐google-­‐glass-­‐will-­‐not-­‐be-­‐another-­‐iphone	
  
Ping	
  Jintao.	
  Vuzix	
  Smart	
  Glasses	
  vs	
  Google	
  Glass.	
  March	
  2013.
h`p://www.smartglassesnews.org/vuzix-­‐m100-­‐smart-­‐glasses-­‐vs-­‐google-­‐glass/	
  	
  

Note:	
  for	
  some	
  market	
  size	
  figures,	
  both	
  a	
  prudence	
  approach	
  and	
  actual	
  es<ma<on	
  analysis	
  have	
  been	
  performed	
  to	
  scale	
  back	
  what	
  I	
  
consider	
  to	
  be	
  too	
  aggressive	
  es<mates	
  from	
  the	
  referenced	
  sources.	
  These	
  numbers	
  are	
  indicated	
  with	
  *	
  in	
  the	
  slides	
  

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Augmented Reality Glasses - Market Overview - Automotive Perspective

  • 1. –  Augmented  Reality  Glasses  –   Automo3ve  Perspec3ve   Market  Research  Report   Author:  Hugo  Nordell   Date:  August  11,  2013-­‐  
  • 2. Execu3ve  Summary   Augmented  Glasses  Overview   Market  Overview     §  Augmented  Reality  (AR)  blends  computer-­‐ generated  sensory  input  with  the  real  world   §  AR  glasses  have  come  into  mainstream  media   focus  over  the  past  year  following  Google’s   announcement  of  Project  Glass   §  Two  main  technologies  exist;  (1)  Head-­‐ Mounted  Displays  (HMD)  and  (2)  Virtual   Re<nal  Displays  (VRD)   §  HMD  is  poised  to  drive  market  growth  first   §  $5Bn+  addressable  market  size  in  2016  based   on  aggregate  research  and  key  segments   §  95%  expected  CAGR  2011  -­‐  2017   §  1%  end-­‐consumer  penetra<on  rate  by  2017   §  Sports  &  Fitness  is  the  most  a`rac<ve   segment  based  on  adop<on,  barriers  to  entry   and  addressable  market  size   §  Key  growth  drivers  are  ease-­‐of-­‐use,  design  and   price  point   Hardware  &  So?ware  Integra<on   Key  Risks  &  Threats  to  Adop<on   §  The  interac<on  between  so?ware  (plaBorm)   and  hardware  (glasses)  providers  will   determine  the  prevailing  technological   standard   §  Automo<ve  corporates  are  advised  to  place   many  small  bets  on  several  technologies,   so?ware  and  hardware,  and  closely  follow   trends  and  user  uptake   §  Compe<ng  subs<tute  technologies  may   provide  a  fragmented  market  and  hinder  rapid   mass-­‐market  adop<on   §  More  conspicuous  and  obtrusive  than  other   wearable  technology     §  Poten<al  regulatory  risks  and    security  &   integrity  concerns  could  reinforce  cultural   barriers  to  mass-­‐adop<on   Source:  Juniper  Research  (2010),  ResearchAndMarkets  (2011),  BI  Intelligence  (2013)   1  
  • 3. Market  –  Trends  &  Developments   Google    Rela<ve  Search  Trends  –  January  2012  to  August  2013   Wearable  technology   Smartwatch*   Augment*  real*  glass*   Google  glass   Highlights:   §  This  shows  normalized  rela<ve  number  of  searches  compared  to  the  total  number  of  searches  worldwide  on  Google   §  Google  Glass  clearly  drives  the  search  sta<s<cs,  while  “Augment*  real*  glass*”  is  negligible   §  Nonetheless,  AR  glasses  are  slowly  coming  into  the  spotlight  of  the  mass-­‐consumer  markets   Augmented  Reality  Total  Market  Size     Compe<ng  Technologies  &  Subs<tutes   §  Juniper  Research  es<mates  that  the  AR  mobile   applica<on  market  will  reach  $1.5Bb  in  2016   §  Business  Insider  Intelligence  aggressively  es<mates   Google  glass  sales  to  exceed  $11Bn  in  2018   §  ResearchAndMarkets  predicts  overall  AR  market  of   $5.2Bn  by  2017   §  Mul<ple  near-­‐to-­‐eye  technologies  are  being  developed   with  different  levels  of  immersion  and  applica<on  to   glasses,  and  may  broadly  be  categorized  into  (1)  HMD   and  (2)  VRD   §  Subs<tutes,  such  as  HUD  or  audio  enabled  (e.g.  Siri)   have  so  far  seen  broader  market  adop<on   Source:  Juniper  Research  (2010),  ResearchAndMarkets  (2011),  BI  Intelligence  (2013),  Google  Trends  (2013)   2  
  • 4. Market  –  Key  Customer  Segments   Fast   Rate  of  Adop3on   Marke3ng  &  Retail   Traveling  &  Tourism   High   Barriers  to  Entry   Low   Sport  &  Fitness   Slow   Market  size:  $3Bn+*  by  2018   Use  cases:   §  Sports  &  Exercise  progress   tracking  &  professional  sports   Automo3ve  &  Manufacturing   Market  size:  $500M+*  by  2017   Use  cases:   §  Visualize  key  dashboard  items   §  Maintenance  &  repair  assistance   Market  size:  $1.5Bn  by  2015   Use  cases:   §  Personalized  ‘offline’  marke<ng   §  Assist  High  St.  sales  personnel   Market  size:  $100M+*  by  2017     Use  cases:   §  Direct  environment  interac<on   with  loca<ons  and  notable  sights   Educa3on   Military  &  Security  Firms   Market  size:  $1Bn+*  by  2016   Use  cases:   §  Crowd  control,  Intel  updates   §  Target  iden<fica<on  &  objec<ves     Market  size:  <$50M*  by  2017   Use  cases:   §  Interac<ve  learning   §  Head-­‐up  notes  for  teachers   Key  takeaways:   §  This  matrix  breaks  key  customer  segments  into  6  main  categories,  ranked  by  qualita<vely  and  historical  probable  rate  of   adop<on  and  barriers  to  entry.  Arrow  direc<on  indicates  increasing  a`rac<veness   §  An  a`rac<ve  customer  segment  is  one  with  rela<vely  low  barriers  to  entry  and  a  fast  rate  of  adop<on.  Example  brands   above  are  category  leaders  in  their  respec<ve  fields  and  poten<ally  strategic  partners  for  driving  end-­‐consumer  adop<on     §  Corporate  segments  are  not  directly  split  from  ul<mate  end-­‐users,  although  Automo<ve  &  Manufacturing  together  with   Military  &  Security  segments  are  likely  to  have  largest  end-­‐user  exposure  toward  a  corporate  environment   Source:  Own  matrix  design,  ResearchAndMarkets  (2011),  BI  Intelligence  (2013),  NMC  (2012),  Juniper  Research  (2010)   3  
  • 5. Compe33on  –  Products   Product   Producer   Key  Features   (as  described  by   producer)   §  GlassUp  S.R.L-­‐CL   §  §  §  §  §  Receive  only   Incoming  emails   Text  messages   Tweets   Facebook  updates   §  Google,  Inc   §  §  §  §  Travel  direc<ons   Photo/Video  Rec.   Phone,  tex<ng   Translate  foreign   languages   §  Meta  SpaceGlasses   §  Vuzix  Corp.   §  Gesture  recogni<on   §  Dual  cameras   §  Full  scale  3D   augmented   projec<ons   §  Na<ve,  HMD  &   smarphone  coopera<ve   mode   §  Receive  texts,  video  &   email   §  Requires  Android,   iOS  smartphone   §  Bluetooth   §  Bluetooth   §  Recommended:   Android  or  iOS   Smartphone   §  Windows  PC   §  Unity  3D  for  app   development   §  Runs  on  Android   §  Spa<al  &  Posi<onal   awareness   §  Supports  iOS   Price  (USD)   §  $399   §  $1,500  (Developers)   §  $667  (Developers)   §  Rumoured  $500   Launch  date   §  Feb  2014   §  Late  ‘13  –  Early  ‘14   §  Aug  2013   §  Late  2013   Notes   Key  takeaways:   §  Key  drivers  for  adop<on  are  ease-­‐of-­‐use,  applica<on  access,  price  and  level  of  obtrusiveness   §  Google  Glass  and  GlassUp  are  closest  to  final  produc<on  and  market  themselves  more  heavily  toward   end-­‐consumers,  than  Meta  and  Vuzix  do   §  The  price  range  is  wide,  indica<ng  that  the  producers  aim  to  a  certain  extent  for  different  customer   segments  and  usage   §  No  Augmented  Reality  glasses  product  has  yet  successfully  penetrated  the  mass-­‐consumer  markets   §  Other  poten<al  Augmented  Reality  glasses  producers  to  look  for  are  Recon  Instruments,    Innovega  and   Lumus-­‐Op<cal   Source:  Company  websites,  Showcase  material,  Huffington  Post  (2013),  Business  Insider  (2013),  TechCrunch  (2013)   4  
  • 6. Compe33on  –  Value  Chain   Frame  Design   Electronics  (Hardware)   (Luxovca)   (Luxovca)   (Kering)   Op3cs   Key  takeaways:   §  The  above  matrix  illustrates  the  value  chain  as  it  is  expected  to  evolve  in   the  coming  3  to  5  year  period   §  Frame  design  firms  will  play  a  key  role  in  overcoming  the  obtrusive  and   conspicuous  look  of  current  AR  glasses   §  PlaBorm  providers  will  have  to  drive  developer  interest,  and  subsequent   mass-­‐adop<on  will  most  likely  follow  from  range  and  breadth  of  apps   §  Google,  with  its  Project  Glass,  is  expected  to  drive  early  adop<on  and   indicate  rela<ve  importance  and  balance  between  providing  plaBorms   and  unobtrusive  finished  hardware   PlaPorms  &  SDKs   Omnipresent  Corporates   Expected  to  be  heavily  ver<cally  integrated   Source:  Own  assessment  of  potenOal  value  chain  &  based  on  recent  investments  by  large  corporates   5  
  • 7. Impact  –  Automo3ve  Industry   Broad  Industry  Implica<ons   Leveraging  for  the  In-­‐Car  Experience   §  Both  Automo<ve  manufacturers  and  industry   suppliers  stand  to  gain  from  connec<ng  AR   glasses  with  the  current  in-­‐car  experience,  for   both  drivers  and  passengers   §  Main  focus  will  likely  lie  with  the  driving   experience  as  the  market  growth  and  scales   –  Easy  to  use  support  applica<ons   –  Proac<vely  warn  drivers  of  poten<al   adverse  driving  condi<ons   §  Passengers  will  also  be  a  poten<al  source  of   revenues  and  immersion   –  In-­‐car  entertainment  systems  may  also  be   experienced  through  AR  glasses,  providing   3-­‐4  more  people  with  addi<onal  use  cases     §  Manufacturers  stand  to  possibly  gain  cost   reduc<ons  if  AR  glasses  can  provide  drivers   with  essen<al  func<ons  currently  supplied  by   the  dashboard,  including  speedometer,  travel   routes,  traffic  informa<on  and  car  vital  signs   §  Suppliers  may  see  a  substan<al  source  of   revenues  being  threatened  from  AR  glasses   suppor<ng  vital  driver  func<onality  and  will   have  to  diversify  revenue  streams  into  heavier   so?ware  &  hardware  integra<on  to  mi<gate   this  risk     §  AR  glasses  also  stand  to  aid  manufacturing   facili<es  by  providing  key  informa<on  to   workers,  minimizing  human  error  and   improving  efficiency,  much  the  same  way  the   iPad  is  currently  penetra<ng  produc<on  floors   Source:  MBX  Systems  (2011),  Computerworld  (2011),     Key  Considera<ons  for  Automo<ve  Companies   §  Minimising  AR  glass  obtrusiveness  and   enabling  func<onal  so?ware  will  stand  to   help  mi<gate  safety  risks,  regula<on  and   legisla<on  concerns   §  Auto  companies  must  take  into  considera<on   the  long-­‐term  implica<ons  of  choosing  one   technology  over  another,  especially  in  terms   of  so?ware  &  hardware  integra<on  as  the   Augmented  Reality  market  for  in-­‐car   experiences  is  s<ll  nascent   6  
  • 8. Conclusion   AR  Glasses  Are  Here  to  Stay   §  All  market  research  indicates  that  the  total   Augmented  Reality  market  is  set  to  grow   rapidly  in  coming  years   §  $5Bn+  addressable  market  size  in  2016   §  1%  popula<on  penetra<on  rate  by  2017   §  AR  glasses  are  poised  to  poten<ally  fit  well   into  a  growing  wearable  technologies  market   if  key  players  focus  on  ease-­‐of-­‐use,  plaBorm   integra<on  and  minimizing  obtrusiveness   Source:  Google,  Project  Glass  (2013)   Corporates  Will  Drive  Mass-­‐Adop<on   Moving  Forward  –  What’s  Next?   §  Large  corporates,  on  both  the  so?ware  and   hardware  side,  will  drive  exposure  toward   end-­‐users  and  ul<mately  mass-­‐adop<on   §  Google,  Qualcomm,  Apple  &  Microso?  will   push  for  building  integrated  plaBorm  solu<ons   with  exis<ng  so?ware  ecosystems   §  Automo<ve  companies  are  well-­‐posi<oned  to   place  many  small  bets  and  see  how  the   offerings  in  the  market  play  out   §  No  device  has  yet  successfully  penetrated   consumer  markets,  but  many  new  glasses  are   set  to  be  launched  late  2013  –  early  2014   §  2014  will  be  a  decisive  year  for  wearable   technology   §  Mul<ple  compe<ng  plaBorms  and   technologies  will  drive  use  case  applica<ons   §  Fragmenta<on  could  hinder  mass-­‐adop<on   and  create  a  wait-­‐and-­‐see  scenario   7  
  • 9. References  &  Further  Reading   1)  2)  3)  4)  5)  6)  7)  8)  9)  10)  11)  12)  13)  14)  Juniper  Research.  Mobile  Augmented  Reality  A`racts  Leading  Brands  as  Juniper  Research  forecasts  $1.5  billion  revenue  stream  by   2015.  February  2011.  h`p://juniperresearch.com/viewpressrelease.php?pr=225     ResearchAndMarkets.  Global  Augmented  Reality  (AR)  Market  Forecast  by  Product  (HMD,  HUD,  Tablet  PC,  Smartphone)  for   Gaming,  AutomoOve,  Medical,  AdverOsement,  Defense,  E-­‐learning  &  GPS  applicaOons  (2011  –  2016).  December  2011. h`p://www.researchandmarkets.com/reports/1963197/global_augmented_reality_ar_market_forecast_by     ResearchAndMarkets.  Augmented  Reality  &  Virtual  Reality  Market  by  Technology,  Sensor  &  Components,  ApplicaOons  &   Geography  (2013  –  2018).  July  2013.h`p://www.researchandmarkets.com/research/8xb9x6/augmented_reality     ResearchAndMarkets.  OpportuniOes  for  Augmented  Reality:  2013  –  2022.  February  2013. h`p://www.researchandmarkets.com/reports/2517391/opportuni<es_for_augmented_reality_20132022   Ashish  Badyal.  Augmented  Reality  and  Business.  January  2013. h`p://www.slideshare.net/ashua12/business-­‐perspec<ve-­‐augmented-­‐reality   BI  Intelligence.  Google  Glass  Will  Be  An  $11Bn  Market  By  2018.  May  2013. h`p://www.businessinsider.com/google-­‐glass-­‐11-­‐billion-­‐market-­‐by-­‐2018-­‐2013-­‐5     IMS  Research.  Wearable  Technology  Market  to  Exceed  $6  Billion  by  2016.  August  2012. h`p://imsresearch.com/press-­‐release/Wearable_Technology_Market_to_Exceed_6_Billion_by_2016     Mind  Commerce.  Augmented  Reality  in  the  Ba`lefield  2012  –  2016.  July  2012 `p://www.mindcommerce.com/Publica<ons/AR_Ba`efield_2012-­‐2016.php     Gary  Hayes.  Augmented  Reality:  Widespread  AdopOon  and  Barriers  to  Entry.  July  2010. h`p://www.slideshare.net/hayesg31/augmented-­‐reality-­‐barriers-­‐drivers-­‐for-­‐widespread-­‐adop<on   David  Stein.  Trend  Assessment  –  Augmented  Reality.  April  2012. h`p://www.slideshare.net/MrDavidStein/trend-­‐assessment-­‐augmented-­‐reality     SIIA  Report.  U.S.  EducaOon  Technology  Industry  Market:  PreK-­‐12.  2011. h`p://www.siia.net/index.php?op<on=com_docman&task=doc_view&gid=3886&Itemid=318   IBIS  World.  Museums  Market  Research  Report.  July  2013.h`p://www.ibisworld.com/industry/default.aspx?indid=1640   Haydn  Shaughnessy.  Why  Google  Glass  Will  Not  Be  Another  iPhone.  June  2013. h`p://www.forbes.com/sites/haydnshaughnessy/2013/06/25/why-­‐google-­‐glass-­‐will-­‐not-­‐be-­‐another-­‐iphone   Ping  Jintao.  Vuzix  Smart  Glasses  vs  Google  Glass.  March  2013. h`p://www.smartglassesnews.org/vuzix-­‐m100-­‐smart-­‐glasses-­‐vs-­‐google-­‐glass/     Note:  for  some  market  size  figures,  both  a  prudence  approach  and  actual  es<ma<on  analysis  have  been  performed  to  scale  back  what  I   consider  to  be  too  aggressive  es<mates  from  the  referenced  sources.  These  numbers  are  indicated  with  *  in  the  slides