hybrid-realities: merging real and virtual worlds to create unique experiences

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Hybrid-Realities: Merging Real And Virtual Worlds To Create Unique Experiences Version 0.1 May 23, 2016 Nils Pokel Digital Innovation Strategist Auckland Museum 23 - 24 May 2016, Skycity Convention Centre, Auckland @nilscreates #NZCUSTOMER

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Page 1: Hybrid-Realities: Merging real and virtual worlds to create unique experiences

Hybrid-Realities: Merging Real And Virtual Worlds To Create Unique Experiences

Version 0.1

May 23, 2016

Nils PokelDigital Innovation Strategist Auckland Museum

23 - 24 May 2016, Skycity Convention Centre, Auckland

@nilscreates #NZCUSTOMER

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Nils Pokel Digital Innovation Strategist Auckland Museum

[email protected] @nilscreates

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Auckland War Memorial Museum

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Adul

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Visitors were most likely to be from Auckland

Auckland visitors were most likely to live centrally

25% International

67% Auckland

74%

9% Domestic

18%

8%

Who were our visitors?

2014/2015Onsite Visitor Profile

As is typical, visitors were most likely to be female

32%

68%

Aucklanders were far more likely to visit with children

14/15 09/10

25% International

9% Domestic

67% Auckland

There was a year-on-year increase in older visitors

Central

South

West

North

39%

50+

30–49

20–29

15–19

Years

13/14

43%

Auckland visitation hasincreased over time

12% 29%

International

46%

Auckland Domestic

These insights are drawn from the Visitor Profile Survey (VPS): a systematic in-house survey monitoring the characteristics of Auckland Museum ADULT visitors, visit behaviour and satisfaction with experience. During the 14/15 financial year, 1,104 visitors participated, giving the data an error margin of +/- 2.95% at the 95% confidence interval.

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What we’ll cover‣ Terms & Tech: VR, AR, MR… ‣ Future: where things are headed ‣ Value: Making it meaningful ‣ Approach: How the Museum does it

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Terms & Tech: VR, AR, MR

Disclaimer: I don’t know it all…

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Virtual Reality (VR)

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Image: wikipedia commonsGoogle Cardboard

Image: SamsungSamsung Gear VR

Image: OculusOculus Rift

Image: HTC ViveHTC Vive

HMDs

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DefinitionVirtual reality (VR) is a computer technology that replicates an environment, real or imagined, and simulates a user's physical presence and environment to allow for user interaction.

https://en.wikipedia.org/wiki/Virtual_reality

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Properties of VR‣ VR is immersive ‣ VR is about transporting users ‣ VR is usually a single user experience

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Applications for VR‣ Gaming ‣ Video ‣ Education ‣ Theme parks ‣ Other (non-entertainment)

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Augmented Reality (AR)

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DefinitionAugmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics. https://en.wikipedia.org/wiki/Augmented_reality

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Image: BlipparMarker / Computer Vision based AR

Image: bmwblogBMW Drive Assist Head-Up Displays

Image: Google GlassGoogle GLASS

Image: beautyreportbybL’Oreal Makeup Genius: Magic Mirror / feature tracking AR

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Properties of AR‣ AR adds information to a real object ‣ AR is about the ‘here and now’ ‣ AR can be a shared experience ‣ AR is triggered by markers

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Applications for AR‣ Mobile companion apps ‣ Entertainment ‣ Advertising ‣ Navigation ‣ …and dozens more

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Mixed Reality (MR)

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DefinitionMixed reality (MR) is the merging of real and virtual worlds to produce new environments and visualisations where physical and digital objects co-exist and interact in real time.

https://en.wikipedia.org/wiki/Mixed_reality

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Image: Magic LeapMagic Leap (Patent concept)

Image: MicrosoftHoloLens

Image: MetaMeta

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Properties of MR‣ MR ‘extends’ AR ‣ MR matches the geometric

properties of real objects & space ‣ MR does not require markers ‣ Interaction with real space affects

virtual space

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Applications for MR‣ Gaming ‣ Eduction ‣ Telepresencing ‣ Truth is: we ain’t seen nothin’ yet!

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Future: What’s Coming

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Image: Disney / LucasfilmUse of Holograms in Star Wars (1977)

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Image: 20th Century FoxAR in Minority Report (2002)

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Image: 20th Century FoxAugmented Reality in Avatar (2009)

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Image: Paramount Domestic TelevisionHoloDeck in Star Trek: Next Generation (1992 - 94)

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Source: Gartner (August 2015)Hype Cycle for Emerging Technologies

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Source: Microsoft via GizmodoMicrosoft HoloLens: Project Xray (2015)

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Image: wikipedia commonsMagic Leap Demo (2015)

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Source: Microsoft Research Microsoft Holoportation (2016)

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2014 Facebook acquires Oculus for $2B ‘We’re getting ready for the platforms of tomorrow, Oculus has the chance to create the most social platform ever, and change the way we work, play and communicate.’ Mark Zuckerberg

Image: erectronics

Image: Digi-Capital via techcrunch

2016 Magic Leap valuated at $4.5B ‘We are really accelerating everything.’ CEO Rony Abovitz

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Image: Digi-Capital via uploadvr

AR / VR Market Projection 2020

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Making it Meaningful

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Digital information is all around us - only we can’t see it. Yet.

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These technologies come with a responsibility

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The ‘empathy machine’ has to work both ways

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Source: Keiichi Matsuda via YouTubeHyper-Reality

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In it just for the money? Not good enough.

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Image: Digi-Capital via uploadvr

AR / VR Market Projection 2020

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Source: Gartner (August 2015)Hype Cycle for Emerging Technologies

This is where to look to

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Ask yourself these key questions:

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What can this technology add to the project that can’t be achieved in any other way?

# 1

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Does it add value to our visitors’ lives?

# 2

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What if we didn’t..?

# 3

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Source: Auckland Museum via YouTubeMoana-My Ocean AR experience (2013)

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Image: Mark Smith / Auckland MuseumGallipoli in Minecraft exhibition (2015)

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Key Take Aways

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VR and AR are real game changers.

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Technology for technology’s sake will always lead to failure.

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Adding real value is key to cut through the noise.

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Image: Auckland Museum

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Thank You

[email protected] @nilscreates