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1Luminary Labs | June 2017
in pursuit of
REALITY
Kate Machtiger & Michelle ShevinLuminary Labs | June 2017
2Luminary Labs | June 2017Luminary Labs | June 2017
Since the earliest cave paintings,
humans have tried to represent their
reality.
3Luminary Labs | June 2017Luminary Labs | June 2017
With each new tool, the accuracy of
this representation has improved:
seeing believingexperiencing
4Luminary Labs | June 2017Luminary Labs | June 2017
So, where are we today?
5Luminary Labs | June 2017Luminary Labs | June 2017
First, the basics
6Luminary Labs | June 2017Luminary Labs | June 2017
What are AR and VR?
7Luminary Labs | June 2017Luminary Labs | June 2017
Reality
The real world.
8Luminary Labs | June 2017Luminary Labs | June 2017
Augmented reality
A blending of virtual and real life, allowing users
to interact with virtual elements in the real world
(also known as mixed reality).
9Luminary Labs | June 2017Luminary Labs | June 2017
Virtual reality
A fabricated, immersive virtual world, isolated
from the real world.
10Luminary Labs | June 2017Luminary Labs | June 2017
The virtual and augmented reality
market is growing.
11Luminary Labs | June 2017Luminary Labs | June 2017
2016 revenue: $6 billion
2020 revenue: $143 billion*
*per IDC estimates
Hardware, software, third-party applications, consulting services, and integration services.
12Luminary Labs | June 2017Luminary Labs | June 2017
Many will tell you our virtual
future is here...
13Luminary Labs | June 2017Luminary Labs | June 2017
QUARTZ
VOGUE UK
BUSINESS INSIDER
THE GUARDIAN
FRESH BUSINESS THINKING
14Luminary Labs | June 2017Luminary Labs | June 2017
Others are not so sure...
15Luminary Labs | June 2017Luminary Labs | June 2017
PATENTLY APPLE
NEW YORK TIMES
THE VERGE
WALL STREET JOURNAL
RE/CODE
16Luminary Labs | June 2017Luminary Labs | June 2017
So where are we really?
17Luminary Labs | June 2017Luminary Labs | June 2017
Early adoption
Wide adoption
We are here
Holdout adoption
18Luminary Labs | June 2017
When will we hit the tipping point?
19Luminary Labs | June 2017
When the technology facilitates not
just experience, but true belief:
seeing believingexperiencing
20Luminary Labs | June 2017
How soon will it
happen?
History offers
clues.
21Luminary Labs | June 2017
Seeing
22Luminary Labs | June 2017
Early environments stretched the
imagination through the eyes.
23Luminary Labs | June 2017 Image: Wikimedia
1780s
Panorama paintings drew patrons into a round room where they were
surrounded by a floor-to-ceiling, 360-degree scene.
Art imitates life
24Luminary Labs | June 2017 Image: Wikimedia
The eyes play tricks
Dioramas allowed the audience to stay in one place while the scenery moved
in front of them. Lighting effects simulated movement and the passage of time.
1820s
25Luminary Labs | June 2017
Seeing
Experiencing
26Luminary Labs | June 2017
New contraptions affronted the
senses, but barriers between
virtual and real remained.
27Luminary Labs | June 2017 Image: Wikimedia
What’s your vector, Victor?
As new modes of transportation proliferated, simulators emerged as training
tools. Valves and pumps offered airplane pilots realistic dashboard readings,
while model cars measured drivers’ reaction times.
1920s
28Luminary Labs | June 2017 Image: Wikimedia
Watch n’ sniff
The Sensorama offered a new
paradigm of “realism” in
entertainment, bringing sight,
sound, smell, and temperature
together to create an entirely
artificial immersive experience.
However, the project failed to
capture the interest of the
movie industry, and ceased
before it could reach the
masses.
1950s
29Luminary Labs | June 2017 Image: Wikimedia
Hooked on a feeling
The first head-mounted display,
Ivan Sutherland’s “sword of
Damocles” hung precariously
from the ceiling. The contraption
allowed the visuals—a floating
cube within a wireframe room—
to shift with head movements.
1960s
30Luminary Labs | June 2017 Image: Wikimedia
Body language
Computer scientist Jaron Lanier
founded VPL, the first business to
sell VR products. Their motion-
tracking gloves and data suits
offered a way to interact with
virtual elements through
movements and gestures.
1980s
31Luminary Labs | June 2017 Image: Dr. Waldern/Virtuality Group - Dr. Jonathan D. Waldern
Let the games begin
The first major commercial VR
devices, Virtuality headsets, joysticks,
and gloves used magnetic tracking to
simulate movements within a gaming
environment, offering a new level of
3D immersion for techies and arcade
goers.
1990s
32Luminary Labs | June 2017 Image: Flickr user jdlasica
I am therefore iPod
The MyVu capitalized on video’s newfound portability, allowing users to watch
iPod videos projected in front of their eyes. It roughly simulated the experience
of watching a large-screen TV.
2006
33Luminary Labs | June 2017 Image: Wikimedia
Glass houses
Projecting an interactive display in front of the eyes, Google Glass supported
tasks like taking photos or checking messages. But the product failed to gain
traction with users and privacy fears scared away the public.
2013
34Luminary Labs | June 2017
Seeing
Experiencing
Believing
35Luminary Labs | June 2017
A range of technologies begin to
convince people of the validity
of alternate realities.
36Luminary Labs | June 2017 Image: Wikimedia
Was it all a dream?
Second Life’s avatar-driven experience went beyond pure entertainment,
letting people craft alternate lives in a full-fledged virtual world. With its own
currency, brands, and social interactions, Second Life came to supplant reality
for engrossed users.
1990s – 2000s
37Luminary Labs | June 2017 Image: Flickr user Rafael Valentim
Hype machines
The Oculus Rift ushered in a new era of VR hype with a step change in
headset technology. Through motion tracking and powerful image displays
optimized for human eyes, the device allowed users to lose themselves in a
nearly-realistic 3D world.
2014 – 2015
38Luminary Labs | June 2017 Image: Flickr user woodleywonderworks
On the road to Viridian City
Global AR phenomenon Pokémon
Go sent millions of smartphone
users in pursuit of virtual characters
superimposed onto real places. Its
popularity offered a glimpse into the
market potential for engaging AR
experiences.
2016
39Luminary Labs | June 2017
Form follows function
As we develop the power to make virtual experiences more believable, it’s time
to go beyond entertainment and serve real needs. One early effort in this area is
the EdSim Challenge, which seeks VR/AR simulations that will prepare
America’s students for the future workforce.
2017
40Luminary Labs | June 2017
What needs to happen
to make the hype real?
41Luminary Labs | June 2017
5 crucial VR improvements are
on the horizon.
42Luminary Labs | June 2017
Less nausea
Better blending of “virtual” and “real” will help
combat motion sickness. Even adding a virtual
“nose” has been shown to make a big
difference.
43Luminary Labs | June 2017
Lower costs
High-quality VR headsets still cost hundreds of
dollars. But over the next few years, Tractica
estimates that prices will decline 15% per year.
$
44Luminary Labs | June 2017
More portability
Today’s devices are often tethered or bulky.
Lighter mobile devices with better resolution
and battery life will generate new use cases
and improve the value proposition.
45Luminary Labs | June 2017
Addition of social elements
Most experiences are currently solitary. Social
capabilities will uncover new applications for
VR/AR and encourage more prolonged use.
46Luminary Labs | June 2017
Better exploration of safety
Wearing an isolating headset can come with
risks (e.g., walking into walls, tripping over
tethers, losing your balance). Furthermore,
scientists have yet to fully explore how VR
experiences affect mental development.
47Luminary Labs | June 2017
What does this mean
for business leaders?
48Luminary Labs | June 2017
A few questions to ask yourself...
Can today’s technology address a real problem in
my company?
Is my team or company strategy early-adopter or
wait-and-see?
What would the technology need to look like
before I invest?
49Luminary Labs | June 2017
Sign up here for the Lab Report
Monthly sensemaking for the future-ready executive.
Follow us
@LuminaryLabs
50Luminary Labs | June 2017

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In Pursuit of Reality

  • 1. 1Luminary Labs | June 2017 in pursuit of REALITY Kate Machtiger & Michelle ShevinLuminary Labs | June 2017
  • 2. 2Luminary Labs | June 2017Luminary Labs | June 2017 Since the earliest cave paintings, humans have tried to represent their reality.
  • 3. 3Luminary Labs | June 2017Luminary Labs | June 2017 With each new tool, the accuracy of this representation has improved: seeing believingexperiencing
  • 4. 4Luminary Labs | June 2017Luminary Labs | June 2017 So, where are we today?
  • 5. 5Luminary Labs | June 2017Luminary Labs | June 2017 First, the basics
  • 6. 6Luminary Labs | June 2017Luminary Labs | June 2017 What are AR and VR?
  • 7. 7Luminary Labs | June 2017Luminary Labs | June 2017 Reality The real world.
  • 8. 8Luminary Labs | June 2017Luminary Labs | June 2017 Augmented reality A blending of virtual and real life, allowing users to interact with virtual elements in the real world (also known as mixed reality).
  • 9. 9Luminary Labs | June 2017Luminary Labs | June 2017 Virtual reality A fabricated, immersive virtual world, isolated from the real world.
  • 10. 10Luminary Labs | June 2017Luminary Labs | June 2017 The virtual and augmented reality market is growing.
  • 11. 11Luminary Labs | June 2017Luminary Labs | June 2017 2016 revenue: $6 billion 2020 revenue: $143 billion* *per IDC estimates Hardware, software, third-party applications, consulting services, and integration services.
  • 12. 12Luminary Labs | June 2017Luminary Labs | June 2017 Many will tell you our virtual future is here...
  • 13. 13Luminary Labs | June 2017Luminary Labs | June 2017 QUARTZ VOGUE UK BUSINESS INSIDER THE GUARDIAN FRESH BUSINESS THINKING
  • 14. 14Luminary Labs | June 2017Luminary Labs | June 2017 Others are not so sure...
  • 15. 15Luminary Labs | June 2017Luminary Labs | June 2017 PATENTLY APPLE NEW YORK TIMES THE VERGE WALL STREET JOURNAL RE/CODE
  • 16. 16Luminary Labs | June 2017Luminary Labs | June 2017 So where are we really?
  • 17. 17Luminary Labs | June 2017Luminary Labs | June 2017 Early adoption Wide adoption We are here Holdout adoption
  • 18. 18Luminary Labs | June 2017 When will we hit the tipping point?
  • 19. 19Luminary Labs | June 2017 When the technology facilitates not just experience, but true belief: seeing believingexperiencing
  • 20. 20Luminary Labs | June 2017 How soon will it happen? History offers clues.
  • 21. 21Luminary Labs | June 2017 Seeing
  • 22. 22Luminary Labs | June 2017 Early environments stretched the imagination through the eyes.
  • 23. 23Luminary Labs | June 2017 Image: Wikimedia 1780s Panorama paintings drew patrons into a round room where they were surrounded by a floor-to-ceiling, 360-degree scene. Art imitates life
  • 24. 24Luminary Labs | June 2017 Image: Wikimedia The eyes play tricks Dioramas allowed the audience to stay in one place while the scenery moved in front of them. Lighting effects simulated movement and the passage of time. 1820s
  • 25. 25Luminary Labs | June 2017 Seeing Experiencing
  • 26. 26Luminary Labs | June 2017 New contraptions affronted the senses, but barriers between virtual and real remained.
  • 27. 27Luminary Labs | June 2017 Image: Wikimedia What’s your vector, Victor? As new modes of transportation proliferated, simulators emerged as training tools. Valves and pumps offered airplane pilots realistic dashboard readings, while model cars measured drivers’ reaction times. 1920s
  • 28. 28Luminary Labs | June 2017 Image: Wikimedia Watch n’ sniff The Sensorama offered a new paradigm of “realism” in entertainment, bringing sight, sound, smell, and temperature together to create an entirely artificial immersive experience. However, the project failed to capture the interest of the movie industry, and ceased before it could reach the masses. 1950s
  • 29. 29Luminary Labs | June 2017 Image: Wikimedia Hooked on a feeling The first head-mounted display, Ivan Sutherland’s “sword of Damocles” hung precariously from the ceiling. The contraption allowed the visuals—a floating cube within a wireframe room— to shift with head movements. 1960s
  • 30. 30Luminary Labs | June 2017 Image: Wikimedia Body language Computer scientist Jaron Lanier founded VPL, the first business to sell VR products. Their motion- tracking gloves and data suits offered a way to interact with virtual elements through movements and gestures. 1980s
  • 31. 31Luminary Labs | June 2017 Image: Dr. Waldern/Virtuality Group - Dr. Jonathan D. Waldern Let the games begin The first major commercial VR devices, Virtuality headsets, joysticks, and gloves used magnetic tracking to simulate movements within a gaming environment, offering a new level of 3D immersion for techies and arcade goers. 1990s
  • 32. 32Luminary Labs | June 2017 Image: Flickr user jdlasica I am therefore iPod The MyVu capitalized on video’s newfound portability, allowing users to watch iPod videos projected in front of their eyes. It roughly simulated the experience of watching a large-screen TV. 2006
  • 33. 33Luminary Labs | June 2017 Image: Wikimedia Glass houses Projecting an interactive display in front of the eyes, Google Glass supported tasks like taking photos or checking messages. But the product failed to gain traction with users and privacy fears scared away the public. 2013
  • 34. 34Luminary Labs | June 2017 Seeing Experiencing Believing
  • 35. 35Luminary Labs | June 2017 A range of technologies begin to convince people of the validity of alternate realities.
  • 36. 36Luminary Labs | June 2017 Image: Wikimedia Was it all a dream? Second Life’s avatar-driven experience went beyond pure entertainment, letting people craft alternate lives in a full-fledged virtual world. With its own currency, brands, and social interactions, Second Life came to supplant reality for engrossed users. 1990s – 2000s
  • 37. 37Luminary Labs | June 2017 Image: Flickr user Rafael Valentim Hype machines The Oculus Rift ushered in a new era of VR hype with a step change in headset technology. Through motion tracking and powerful image displays optimized for human eyes, the device allowed users to lose themselves in a nearly-realistic 3D world. 2014 – 2015
  • 38. 38Luminary Labs | June 2017 Image: Flickr user woodleywonderworks On the road to Viridian City Global AR phenomenon Pokémon Go sent millions of smartphone users in pursuit of virtual characters superimposed onto real places. Its popularity offered a glimpse into the market potential for engaging AR experiences. 2016
  • 39. 39Luminary Labs | June 2017 Form follows function As we develop the power to make virtual experiences more believable, it’s time to go beyond entertainment and serve real needs. One early effort in this area is the EdSim Challenge, which seeks VR/AR simulations that will prepare America’s students for the future workforce. 2017
  • 40. 40Luminary Labs | June 2017 What needs to happen to make the hype real?
  • 41. 41Luminary Labs | June 2017 5 crucial VR improvements are on the horizon.
  • 42. 42Luminary Labs | June 2017 Less nausea Better blending of “virtual” and “real” will help combat motion sickness. Even adding a virtual “nose” has been shown to make a big difference.
  • 43. 43Luminary Labs | June 2017 Lower costs High-quality VR headsets still cost hundreds of dollars. But over the next few years, Tractica estimates that prices will decline 15% per year. $
  • 44. 44Luminary Labs | June 2017 More portability Today’s devices are often tethered or bulky. Lighter mobile devices with better resolution and battery life will generate new use cases and improve the value proposition.
  • 45. 45Luminary Labs | June 2017 Addition of social elements Most experiences are currently solitary. Social capabilities will uncover new applications for VR/AR and encourage more prolonged use.
  • 46. 46Luminary Labs | June 2017 Better exploration of safety Wearing an isolating headset can come with risks (e.g., walking into walls, tripping over tethers, losing your balance). Furthermore, scientists have yet to fully explore how VR experiences affect mental development.
  • 47. 47Luminary Labs | June 2017 What does this mean for business leaders?
  • 48. 48Luminary Labs | June 2017 A few questions to ask yourself... Can today’s technology address a real problem in my company? Is my team or company strategy early-adopter or wait-and-see? What would the technology need to look like before I invest?
  • 49. 49Luminary Labs | June 2017 Sign up here for the Lab Report Monthly sensemaking for the future-ready executive. Follow us @LuminaryLabs
  • 50. 50Luminary Labs | June 2017

Hinweis der Redaktion

  1. https://www.flickr.com/photos/f7oor/564669765
  2. Bull by Wayne Tyler Sall, US
  3. Eye By il Capitano Hand By Maico Amorim, BR Double Head By corpus delicti, GR
  4. Box By Rockicon, ID
  5. Bird By Iconic Box By Rockicon, ID
  6. Bird By Iconic Cloud By NOPIXEL, UZ
  7. http://www.idc.com/getdoc.jsp?containerId=prUS42331217
  8. Combine with next?
  9. Headline sources: http://www.vogue.co.uk/article/vogue-investigates-vr-will-the-virtual-ever-replace-the-reality https://qz.com/812653/heres-how-augmented-reality-is-opening-up-a-world-of-business-opportunity/ https://www.theguardian.com/technology/2016/sep/20/virtual-becomes-reality-as-oculus-rift-arrives-in-the-uk http://www.businessinsider.com/ignition-2016-virtual-reality-is-here-2016-3 http://www.freshbusinessthinking.com/virtual-reality-and-augmented-reality-this-is-no-hype/ https://www.nytimes.com/2017/02/03/arts/design/virtual-reality-has-arrived-in-the-art-world-now-what.html?_r=0
  10. Headline sources: https://www.nytimes.com/2017/01/08/business/sticker-shock-and-maybe-nausea-hamper-sales-of-virtual-reality-gear.html http://www.theverge.com/2017/2/8/14550488/best-buy-oculus-rift-vr-demo-station-closure https://www.wsj.com/articles/pricey-virtual-reality-headsets-slow-to-catch-on-1487077201 http://money.cnn.com/2017/02/14/technology/magic-leap-lawsuit-sexism/ https://www.recode.net/2016/12/9/13896482/recode-daily-magic-leap-augmented-reality-hype http://www.patentlyapple.com/patently-apple/2016/12/market-analysts-find-the-current-vrar-headset-hype-is-failing-to-resonate-with-consumers.html
  11. Probability curve by Davo Sime from the Noun Project https://www.technologyreview.com/s/427787/are-smart-phones-spreading-faster-than-any-technology-in-human-history/
  12. Eye By il Capitano Hand By Maico Amorim, BR Double Head By corpus delicti, GR
  13. Eye By il Capitano
  14. Image source: https://en.wikipedia.org/wiki/Panorama#/media/File:Panorama_of_London_Barker.jpg http://www.scotsman.com/heritage/people-places/lost-edinburgh-calton-hill-and-the-invention-of-the-panorama-1-4032338
  15. Image source: https://en.wikipedia.org/wiki/Louis_Daguerre#/media/File:Diorama_diagram.jpg https://en.wikipedia.org/wiki/Louis_Daguerre
  16. Eye By il Capitano Hand By Maico Amorim, BR
  17. Image source: https://en.wikipedia.org/wiki/Flight_simulator#/media/File:LinkTrainerSeymourIndiana.jpg https://en.wikipedia.org/wiki/Link_Trainer http://www.workforce.com/2012/01/04/playing-it-safe-a-look-at-workplace-safety-during-the-roaring-20s-and-now/
  18. Image source: https://upload.wikimedia.org/wikipedia/commons/thumb/d/dc/Sensorama-morton-heilig-virtual-reality-headset.jpg/468px-Sensorama-morton-heilig-virtual-reality-headset.jpg
  19. Image source: http://2.bp.blogspot.com/-OdDU3BXLASc/UZIIbydn_HI/AAAAAAAAaZ0/ToTMHQuz-Iw/s1600/vr_goggles.jpg (labeled for reuse) https://en.wikipedia.org/wiki/The_Sword_of_Damocles_(virtual_reality)
  20. Image source: https://en.wikipedia.org/wiki/VPL_Research#/media/File:VPL_DataSuit_1.jpg https://commons.wikimedia.org/wiki/File:VPL_DataSuit_2.jpg https://en.wikipedia.org/wiki/VPL_Research http://www.theverge.com/a/virtual-reality/oral_history
  21. Image source: https://en.wikipedia.org/wiki/Virtuality_(gaming)#/media/File:Virtuality_marketing_page.jpg
  22. Image source: https://www.flickr.com/photos/jdlasica/85158470/ https://en.wikipedia.org/wiki/MyVu http://www.pcmag.com/slideshow_viewer/0,3253,l=236332&a=236330&po=5,00.asp
  23. Image source: https://en.wikipedia.org/wiki/Google_Glass#/media/File:A_Google_Glass_wearer.jpgs
  24. Eye By il Capitano Hand By Maico Amorim, BR Double Head By corpus delicti, GR
  25. Image source: https://en.wikipedia.org/wiki/Second_Life#/media/File:Second_Life_11th_Birthday_Live_Drax_Files_Radio_Hour.jpg
  26. Image source: https://www.flickr.com/photos/50848856@N02/17104341326 https://en.wikipedia.org/wiki/Oculus_Rift
  27. Image source: https://www.flickr.com/photos/wwworks/29581056736/in/photolist-M4YDzA-RnLia9-sbY9i4-KbYqsX-Pvo79m-JNmwjL-Ja7gwT-J2iZgm-QKTCTq-JNZTCL-JZEm8m-RPKpPj-JRiGEz-qeE93E-JiLXAr-JNyrkA-HY42No-QPfAv2-Sw4N6w-QBxBUH-S4fNXr-JjK9ts-F3eC8f-51CYwr-Kdwrok-JSPTdx-Kf882y-51H3aL-51Hbcs-JJ7VeA-51Hf5j-K2629r-51H3vd-51H3ky-K8LfgJ-51CRcD-Km6i5-QX4bYC-5eSAVK-mDMqLB-JVzehn-KoMFVY-51CXng-KfEyB4-KoMWhd-J3YaBD-RgQZEw-RMPs1s-QyULVf-51HdBs
  28. Worry By Magicon, HU http://www.livescience.com/54478-why-vr-makes-you-sick.html https://www.wired.com/2015/04/reduce-vr-sickness-just-add-virtual-nose/
  29. http://fortune.com/2016/01/21/200-million-vr-headsets-2020/
  30. Briefcase by iconsphere from the Noun Project
  31. Collaborate By Nick Bluth, US