augmented reality presentation
TRANSCRIPT
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 1
PEPSI Video
AR Video Pepsi Max - https://www.youtube.com/watch?v=Go9rf9GmYpM
Augmented and Virtual Reality
AUGMENTED AND VIRTUAL REALITY PRESENTATION
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 2
Greg GarveyDirector, Game Design & Development
Chair, Visual & Performing Arts
Quinnipiac University
Hamden, Connecticut
Ted Dinsmore
Managing Partner
New Haven, Connecticut
Pune, India
Ron Burgess
Unity Developer
New Haven, Connecticut
Pune, India
Augmented and Virtual Reality
TYPES OF LAYERED REALITY
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 3
Virtual RealityVirtual reality (VR) replaces your whole worldview with a simulation, usually by immersing the user in computer simulated
multimedia.
Augmented RealityAugmented reality is any sort of computer-based system that overlays data on top of your current view of the (physical)
world, while continuing to let you see the world around you. The real-world elements are augmented (or supplemented)
by computer-generated sensory input such as sound, video, graphics or GPS data.
Mixed RealityMixed reality is a form of augmented reality that is somewhere between VR and AR. Mixed reality augments
the physical world with virtual objects that aim to look as if they are really placed within that world. It locks their
position according to real world objects (e.g. placing a virtual cat onto a real world table and having it remain
there in augmented reality while the user walks around their house).
Augmented and Virtual Reality
RELATIONAL VIEWS
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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PHYSICAL WORLD VIRTUAL REALITY
MIXED REALITY
Information
overlaying
physical view
AUGMENTED REALITY
Augmented and Virtual Reality
BLENDING OF PHYSICAL AND VIRTUAL WORLDS - MIXED REALITY
6Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen
Augmented and Virtual Reality
AR/MR/VR COMPARISON
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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Augmented
Reality
Mixed
Reality
Virtual
Reality
Augments the real world with helpful
information
Blends holograms with your real world
Can transport you to a virtual world
Replaces the real world
Augmented and Virtual Reality
CONSUMER ELECTRONICS SHOW
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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CES 2016
The Consumer Electronics Show (CES) held in Las Vegas each January is the
yearly showcase for consumer devices, apps and services that will make their
way into consumers' hands during the coming year.
Virtual and Augmented Reality Is the Next Big Thing!
Gartner Research, Inc.
Augmented and Virtual Reality
VIRTUAL REALITY
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore,
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Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore, SphereGen 10
VR Video Marriott Travel VR with added effects short video https://www.youtube.com/watch?v=i6yMqXLnpN4
Augmented and Virtual Reality
AUGMENTED REALITY
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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Augmented and Virtual Reality
MIXED REALITY
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore, SphereGen 13
MR Video Bridge video https://www.youtube.com/watch?v=Iys8yo0sjYg
Augmented and Virtual Reality
HISTORY 1800’S
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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1838 : The stereoscope (Charles Wheatstone) 1849 : The lenticular stereoscope (David Brewster)
Augmented and Virtual Reality
HISTORY 1800’S
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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1861 : The Holmes Stereoscope (Oliver Wendell Holmes Sr.)
Augmented and Virtual Reality
HISTORY 1900’S
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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The first references to the
concept of virtual reality came
from science fiction.
Stanley G. Weinbaum’s
1935 short story "Pygmalion's
Spectacles" describes a goggle-
based virtual reality system with
holographic recording of
fictional experiences, including
smell and touch.
Augmented and Virtual Reality
HISTORY 1900’S
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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View Master, a stereoscopic visual
simulator, was introduced in 1939.
Augmented and Virtual Reality
HISTORY 1900’S
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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Morton Helig’s Sensorama was released in the
1950s. His next invention was the Telesphere Mask
(patented 1960) and was the first example of a
head-mounted display
(HMD)
Augmented and Virtual Reality
HISTORY 1900’S
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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1965 – The Ultimate display by Ivan Sutherland
Simulate reality to the point where one could not tell the difference from actual reality.
•A virtual world viewed through a HMD and appeared realistic through augmented 3D sound and tactile feedback.
•Computer hardware to create the virtual word and maintain it in real time.
•The ability users to interact with objects in the virtual world in a realistic way
“The ultimate display would, of course, be a room within which the computer can control the existence of matter. A
chair displayed in such a room would be good enough to sit in. Handcuffs displayed in such a room would be
confining, and a bullet displayed in such a room would be fatal. With appropriate programming such a display could
literally be the Wonderland into which Alice walked.” – Ivan Sutherland
Augmented and Virtual Reality
HISTORY 1900’S
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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In 1968, Evans & Sutherland helped develop the first virtual reality head mounted display system,
which was known as the "Sword of Damocles."
Augmented and Virtual Reality
HISTORY 1900’S
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1969 – Artificial Reality
In 1969 Myron Krueger a virtual reality
Pioneer, developed a series of experiences
which he termed “artificial reality.”
He developed VIDEOPLACE, computer
generated environments that responded
to the people in it.
1980 – 3D Video Game
Battlezone, an arcade video game from 1980,
used 3D vector graphics to immerse the player in a VR world. (Atari).
Greg Garvey, Game Design & Development, Quinnipiac University and Ted Dinsmore, SphereGen
Augmented and Virtual Reality
HISTORY 1900’S
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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1987 Jaron Lanier, founder of the visual
programming lab (VPL), coined (or
according to some popularized) the
term “virtual reality”. Through his
company VPL research Jaron
developed a range of virtual reality
gear including the Dataglove (along
with Tom Zimmerman) and the
EyePhone head mounted display. They
were the first company to sell Virtual
Reality goggles (EyePhone 1 $9400;
EyePhone HRX $49,000) and gloves
($9000). A major development in the
area of virtual reality haptics.
Augmented and Virtual Reality
HISTORY 1900’S
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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Circa 1989, A VPL Research DataSuit, a full-body outfit with
sensors for measuring the movement of arms, legs, and trunk.
Displayed at the Nissho Iwai showroom in Tokyo
In 1992 the Lawnmower Man
movie introduced the concept of
virtual reality to a wider audience.
It was in part based on the
founder of Virtual Reality Jaron
Lanier and his early laboratory
days. Jaron was played by Pierce
Brosnan, a scientist who used
virtual reality therapy on a
mentally disabled patient.
Augmented and Virtual Reality
HISTORY 1900’S
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In 1999 the Wachowski siblings’ film
The Matrix hits theatres. The film features
characters that are living in a fully simulated
world, with many completely unaware that
they do not live in the real world.
Greg Garvey, Game Design & Development, Quinnipiac University and Ted Dinsmore, SphereGen
Beginning in 1980 Steve Mann is the founding father of ‘wearable
computing.’ He invented the smartwatch videophone, high dynamic
range imaging (now used in every camera), the Eye Tap Digital Eye
Glass beating Google by 30 years. He is Chief Scientist at Meta which
is bringing affordable AR glasses to the mass market.
Augmented and Virtual Reality
RECENT PRODUCT TIMELINE
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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2013
• Car Manufactures start to use Augmented Reality as the new age vehicle service manuals
2014
• Google announces shipment of Goggle Glasses, thus, starting the trend of wearable AR
• Magic Leap announces the largest AR investment to date, $50 million
• Facebook makes 2 Billion dollar bet on Oculus -
2015
• Augmented and Virtual Reality investment reaches $700 million
2016
• Augmented and Virtual Reality investment reaches $1.1 billion
• Mixed Reality Microsoft Hololens developer kit and Meta2 developer kit available to consumers
Augmented and Virtual Reality
VR PRODUCTS DEBUTED in 2014
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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Oculus Rift
Electronic Contact Lenses
Google Glass
Augmented and Virtual Reality
OTHER VR PRODUCTS
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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Playstation
The HTC Vive headset is a
product of HTC and Valvefor
gamers who use the Steam
gaming platform.
Samsung Gear
Google Cardboard
Google DayDream
COMPARISON
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Augmented and Virtual Reality
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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Augmented and Virtual Reality
HOW VR IS USED IN BUSINESS TODAY
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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Travel/Hotel/RestaurantsConsumers can experience the feeling of “being there” . Hike on a mountain, walk in a hotel room, sit at a restaurant bar
• Marriott
• Georama
Medical Use
• Exposure therapy Psychiatrists at the University of Louisville are using VR to help patients deal with fears of things like flying and claustrophobia.
• Treatment for PTSD Clinics and hospitals are using virtual reality simulations of warfare akin to Iraq and Afghanistan to help veterans who are, in many ways,
continually reliving the traumatic events they experienced. In a safe and controlled environment, they can learn how to deal with instances
that might otherwise be triggers to behavior that could be destructive to themselves and others.
• Pain managementDistraction therapy via virtual reality could help them get a handle on that pain
• Surgical training Stanford University, has a surgery simulator that even includes haptic feedback for those doing the training.
• Social cognition training for young adults with autism Professors at the University of Texas, Dallas created a training program to help kids with autism work on social skills. It uses brain imaging and
brain wave monitoring, and essentially puts kids in situations like job interviews or blind dates using avatars.
Augmented and Virtual Reality
HOW VR IS USED IN BUSINESS TODAY
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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Training/Education
• Skilled trades Virtual reality training means money doesn't have to be spent on materials to practice on, and the trainees can repeat the task as many
times as they need to
• Space
Improving the quality of life and mental health of astronauts on longer term missions. Virtual Space Station, which would be "a set of
interactive behavioral health training and treatment programs”
• Military and law enforcement Training of trauma medics for battle. Other military uses are simulations that can help train how to deal with IEDs — and simulations like
those can can be repeated and mistakes learned from.
Other areas:
Advertising
Education
Architecture
Entertainment
Art
Augmented and Virtual Reality
ISSUES WITH VR
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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1. The Technology Is Out of ReachLess than one percent of the 1.43 billion computers in the world have the graphical capabilities
needed for VR, according to the research company Gartner
2. Getting Non-Gamers to Commit
3. Consumers remain “priced out” of the VR market, leaving it to early adopters, enthusiasts, and
hardcore gamers.
4. Potential Health Effects
•Seizures, Loss of awareness
•Eye strain, altered, blurred, or double vision
•Dizziness, Disorientation, Lightheadedness
•Impaired balance, Impaired hand-eye coordination
•Nausea, Fatigue, Other symptoms similar to motion sickness
•Asked about discomfort or motion sickness side effects experienced during VR use, Devs related that
•Even Game Developers reported Discomfort
PHYSICAL REALITY
VIRTUAL REALITY
DESKTOP
PERFORMANCE
MOBILE
PERFORMANCE
T E T H E R E D
O P A Q U E
S E E - T H R O U G H
P O R T A B L E
32Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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Augmented and Virtual Reality
VIRTUAL REALITY HEADSETS vs AUGMENTED/MIXED REALITY HEADSETS
Augmented and Virtual Reality
AUGMENTED REALITY PRODUCTS – RETINAL DISPLAY
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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Meta 2Raised a second round of funding of $50 million
for its augmented reality headset. June 2016
Avegant Glyph Uses the back of your eyeballs as a screen, the device uses a combination of
optical parts to project images directly onto your retina.
Augmented and Virtual Reality
AUGMENTED REALITY PRODUCTS
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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AR firm Magic Leap raised $793.5 million from Alibaba Group and other investors. February 2016
June 2016 Magic Leap has been issued a patent for a AR headset,
which looks like a skull cap with a set of glasses attached
Augmented and Virtual Reality
MIXED REALITY PRODUCTS
35Greg Garvey, Game Design & Development, Quinnipiac University and Ted Dinsmore SphereGen
DAQRI Smart Helmet Ambient AR (workplace AR)
Augmented and Virtual Reality
MIXED REALITY PRODUCTS
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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Gaze VoiceGesture
Ways to Interact
Augmented and Virtual Reality
MIXED REALITY HOLOLENS
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Augmented and Virtual Reality
HOW AR/MR IS USED IN BUSINESS TODAY
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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Augmented and Virtual Reality
HOW AR/MR IS USED IN BUSINESS TODAY
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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CONSTRUCTION• 3D Building and Viewing -• Interactive blueprints come together and interact, • allowing 3D viewing. Collaboration between designers• and construction Managers
INTERIOR DESIGN• Virtual furniture app
Interior applications work by digitally adding virtual furniture to the real space available in the room. Allows customers to virtually fit furniture in their homes before ordering.
Snap Shop app - on the IphoneRemodel your kitchen Ikea and Lowes
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore, SphereGen 41
Lowes Kitchen Video
Augmented and Virtual Reality
HOW AR/MR IS USED IN BUSINESS TODAY
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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INDUSTRY/MANUFACTURING
• Performing InspectionsJapan Airlines teamed with the Nomura Research Institute to create apps to help perform inspections of planes.
• Designing cars and manufacturing partsCompanies able to design and view cars in 3D (Volvo). Multiple people from different locations can work on the same virtual object in real time.Virtual showrooms, consumers able to view cars inside and out in 3D
• Interactive RepairTool Kits and Manuals Virtual tool kits and instruction manuals to allow repair, used by BMW and Volkswagen. virtual guidance in real time for engineer to work with field technician in fixing equipment malfunctions
• TrainingRecord holographic session to make a training video. Trainee can walk around the process to get 360 view. Cuts down on classroom training expenses
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore, SphereGen 43
Japan airlines video
Augmented and Virtual Reality
HOW AR/MR IS USED IN BUSINESS TODAY
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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HEALTH CARE
• Training
Accuvein – imposing vein pathways on patient’s arm to determine vessels for drawing blood
• Education
Medical Schools using 3D modeling to teach anatomy, eventually replacing the use of cadavers
Case Western Reserve – Holo Anatomy -Stanford medical SchoolCarniege Mellon – Medical Simulation
• Hospitals
Using AR/MR in surgery; 3D viewers for image screening
Duke Neuro Surgery -Assisted Back Surgery –Dicom 3D viewer for Breast Cancer - MIT
Augmented and Virtual Reality
HOW AR/MR IS USED IN BUSINESS TODAY
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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EDUCATION• Aurasma app example
Textbook images become 3D/holographic to enable manipulation and better comprehension, charts and graphs come to lifeVirtual lab safety instructor and instructionsVirtual Guidance when working on homeworkColoring pictures which then come to life to be used in an interactive storyboardTeaching Sign language – vocabulary flashcards show video of how to sign
ADVERTISING/MARKETING• AR Business Cards Codes on the card can be scanned to enable viewing of 3D or 360 videos of relevant products
• Product Scan codes can enable consumer to view 3D image of product, instruction manuals
• Virtual Experiences can be used to sell products
• ALIVE ONESCAN app facilitates online shopping based on image scan of product, either live or from print. App supplies consumer with available purchase options and prices
SCIENTIFIC RESEARCH• NASA Scientists virtually placed on Mars next to Mars rover and able to have 360 view of Mars environment
TRAVEL• Virtual Reference Guides
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Nasa Video
Augmented and Virtual Reality
HOW AR/MR IS USED IN BUSINESS TODAY
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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RETAIL - Beauty and Fashion • Makeup
Augmented Reality makeup mirror takes an image of ashopper’s face and tries on various cosmetics, so the buyer
will see how they would look with the makeup on. Shisedo Japan
• Virtual Dressing Room
Enables user to virtually try on clothes and accessories before purchasing
Zugara, TrialKart, fxmirror, Kinect mirror
RETAIL – Product Placement• Virtual app to view product placement in physical space to see how it fits before ordering display
REAL ESTATE • Place virtual houses/buildings in physical space to view what structure will look like on site, sales assistant – puts houses in a spot and
allows change of colors• Using open floor plan in building, virtually design offices to see how you could use the • Virtual tours of homes and neighborhoods
Augmented and Virtual Reality
MIXED REALITY DEMO
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore,
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MEDICAL EDUCATION
TEACHING HEART ANATOMY
Augmented and Virtual Reality
CHALLENGES BEFORE AR IS READY FOR MASS CONSUMERS
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore,
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• Hero device (i.e. an Apple-quality device, whether made by Apple or someone else)
• All Day Battery Life
• Mobile Connectivity
• App Ecosystem
• Telco Cross-subsidization
• Everyday use AR app still doesn’t exist
Augmented and Virtual Reality
AUGEMENTED REALITY vs VIRTUAL REALITY
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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IS AR BETTER than VR?
"A CONCENTRATED FOCUS ON IMPROVING HMD FUNCTIONALITY,
UNENCUMBERING THE USER,
AND PROVIDING MEANINGFUL EXPERIENCES
WILL GIVE AR/VR A REAL SHOT AT STICKING AROUND”
Apple is “high on AR in the long run…continue to invest a lot in this…AR can be huge.”
Apple’s Tim Cook response to Pokémon GO
Augmented and Virtual Reality
LOOKING AHEAD
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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The lion’s share of Game developers think the VR/AR industry is trending towards mobile AR/VR — and just AR
specifically.
The dominant immersive reality technology in five years, mobile vs. PC/Console VR/AR,
33 percent of respondents said mobile.
31 percent said PC/Console,
17 percent said PC/Console and mobile VR/AR tech would be equally popular in five years’ time.
8 percent said neither would be important
12 percent admitted they didn’t know.
Looking ahead even further — 20 years, to be exact — we asked respondents whether they thought VR or AR
would be the dominant immersive reality technology.
43 percent said AR
21 percent figured VR and AR tech would be equally popular
19 percent predicted VR would prove more popular
12 percent said they didn’t know
5 percent said neither VR nor AR would be important in 20 years.
Augmented and Virtual Reality
AR/MR USE CASE PROJECTION
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 53
Augmented and Virtual Reality
LOOKING AHEAD
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 54
Augmented and Virtual Reality
IMPACT OF AUGMENTED REALITY ON RETAIL
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
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“40% would be willing to pay more for a product
if they could experience it through augmented reality”
http://www.augment.com/blog/augmented-reality-changed-online-shopping-infographic/
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 56
Augmented and Virtual Reality
CONTACT INFORMATION
Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore
SphereGen57
Greg GarveyDirector, Game Design & Development
Chair, Visual & Performing Arts
Quinnipiac University
Hamden, Connecticut
203-582-8389
http://qu-gdd.squarespace.com
Ted Dinsmore and Ron BurgessSphereGen Technologies, LLC
Managing Partner
760 Chapel St
New Haven, Connecticut
203-507-2651
www.spheregen.com