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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

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Page 1: Augmented Reality presentation

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

Page 2: Augmented Reality presentation

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

[email protected]

Ron Burgess

Unity Developer

New Haven, Connecticut

Pune, India

[email protected]

Page 3: Augmented Reality presentation

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).

Page 4: Augmented Reality presentation

Augmented and Virtual Reality

RELATIONAL VIEWS

Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore

SphereGen5

PHYSICAL WORLD VIRTUAL REALITY

MIXED REALITY

Information

overlaying

physical view

AUGMENTED REALITY

Page 5: Augmented Reality presentation

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

Page 6: Augmented Reality presentation

Augmented and Virtual Reality

AR/MR/VR COMPARISON

Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore

SphereGen7

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

Page 7: Augmented Reality presentation

Augmented and Virtual Reality

CONSUMER ELECTRONICS SHOW

Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore

SphereGen8

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.

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Augmented and Virtual Reality

VIRTUAL REALITY

Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore,

SphereGen9

Page 9: Augmented Reality presentation

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

Page 10: Augmented Reality presentation

Augmented and Virtual Reality

AUGMENTED REALITY

Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore

SphereGen11

Page 11: Augmented Reality presentation

Augmented and Virtual Reality

MIXED REALITY

Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore

SphereGen12

Page 12: Augmented Reality presentation

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

Page 13: Augmented Reality presentation

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)

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Augmented and Virtual Reality

HISTORY 1800’S

Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore

SphereGen15

1861 : The Holmes Stereoscope (Oliver Wendell Holmes Sr.)

Page 15: Augmented Reality presentation

Augmented and Virtual Reality

HISTORY 1900’S

Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore

SphereGen16

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.

Page 16: Augmented Reality presentation

Augmented and Virtual Reality

HISTORY 1900’S

Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore

SphereGen17

View Master, a stereoscopic visual

simulator, was introduced in 1939.

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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)

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Augmented and Virtual Reality

HISTORY 1900’S

Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore

SphereGen19

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

Page 19: Augmented Reality presentation

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."

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Augmented and Virtual Reality

HISTORY 1900’S

21

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

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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.

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Augmented and Virtual Reality

HISTORY 1900’S

Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore

SphereGen23

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.

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Augmented and Virtual Reality

HISTORY 1900’S

24

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.

Page 24: Augmented Reality presentation

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

Page 25: Augmented Reality presentation

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

Page 26: Augmented Reality presentation

Augmented and Virtual Reality

OTHER VR PRODUCTS

Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore

SphereGen27

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

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COMPARISON

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Augmented and Virtual Reality

Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore

SphereGen

Page 28: Augmented Reality presentation

Augmented and Virtual Reality

HOW VR IS USED IN BUSINESS TODAY

Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore

SphereGen29

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.

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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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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

Page 30: Augmented Reality presentation

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

Page 31: Augmented Reality presentation

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

SphereGen

Augmented and Virtual Reality

VIRTUAL REALITY HEADSETS vs AUGMENTED/MIXED REALITY HEADSETS

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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.

Page 33: Augmented Reality presentation

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

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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)

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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

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Augmented and Virtual Reality

MIXED REALITY HOLOLENS

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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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

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Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore, SphereGen 41

Lowes Kitchen Video

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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

SphereGen42

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

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Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore, SphereGen 43

Japan airlines video

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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

SphereGen44

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

Page 44: Augmented Reality presentation

Augmented and Virtual Reality

HOW AR/MR IS USED IN BUSINESS TODAY

Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore

SphereGen45

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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Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore, SphereGen 46

Nasa Video

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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

SphereGen47

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

Page 47: Augmented Reality presentation

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

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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

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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

Page 50: Augmented Reality presentation

Augmented and Virtual Reality

LOOKING AHEAD

Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore

SphereGen51

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.

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Augmented and Virtual Reality

AR/MR USE CASE PROJECTION

Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 53

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Augmented and Virtual Reality

LOOKING AHEAD

Prof. Greg Garvey, Game Design and Development, Quinnipiac University and Ted Dinsmore SphereGen 54

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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”

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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

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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

[email protected]

203-582-8389

http://qu-gdd.squarespace.com

Ted Dinsmore and Ron BurgessSphereGen Technologies, LLC

Managing Partner

760 Chapel St

New Haven, Connecticut

[email protected]

203-507-2651

www.spheregen.com