Virtual Reality and Augmented Reality · Education Virtual Reality and Augmented Reality offers...

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Virtual Reality and Augmented Reality

PREVIOUS STUDIES

The use of predictive analytics, user

behavior analytics, or certain other

advanced data analytics methods

that extract value from data.

Big Data

A field of computer science that

gives computers the ability to learn

without being explicitly programmed.

When a machine mimics "cognitive"

functions that humans associate with

other human minds, such as

"learning" and "problem solving"

Artificial IntelligenceMachine Learning

Transport & Automotive Internet & Security Financial & ERP

Applications(verticals)

PartnersBIG DATA, MACHINE LEARNING & AI INSPIRATIONAL MAP – WEST SWEDEN 2018

Research & Education Incubators & ArenasService

Life Science Other verticals

Johan Hogsved, johan@hawco.se

PREVIOUS STUDIES

The interconnection via the Internet of computing

devices embedded in everyday objects, enabling

them to send and receive data.

Internet of things

The state of being protected against the criminal

or unauthorized use of electronic data, or the

measures taken to achieve this.

Cyber Security

Pa

rtn

ers

Pla

tfo

rms

&E

na

ble

rs

SW & Security

Ap

plic

atio

ns

(Ve

rtic

als

)

Personal VehiclesHome Enterprise Industrial

Internet

IncubatorsService Research

ConnectivityTelecom

3G 4G 5G LoRaWAN

Internet of Things Landscape – West Sweden 2017

Ap

plic

atio

ns

(ve

rtic

als

)P

art

ne

rsCYBERSECURITY - Who’s Who in West Sweden 2018

Information Security Security

Research & Education Incubators & ArenasServices

IoT & Automotive Public Sector

WHAT IS VIRTUAL REALITY?

VIRTUAL REALITY IS REPLACING THE PHYSICAL WORLD STIMULUS SUCH AS

LIGHT, SOUND, TASTE, TOUCH, AND EVEN SMELL WITH A COMPUTER GENERATED

SENSATIONS

HISTORY OF VIRTUAL REALITY

IT ALL STARTED IN 1950’S

MORTON HEILIG BUILT A

SINGLE USER CONSOLE

CALLED SENSORAMA.

THIS DEVICE ENABLED THE

USER TO WATCH TV IN THREE

DIMENSIONAL WAYS.

1961, PHILCO

CORPORATION

CREATED THE

FIRST HMD, THE

”HEADSIGHT”.

HISTORY OF VIRTUAL REALITY

IT ALL STARTED IN 1950’S

HISTORY OF VIRTUAL REALITY

IT ALL STARTED IN 1950’S

THE THREE TYPES OFVIRTUAL REALITY

Non-immersive reality

It is non–immersive reality because the viewer does not get fully immersed in the reality

this device produces.

Fully immersive reality

It should be able to adjust the person’s experience. The viewer would have a head-

mounted display (HMD) and would also put on sensory gloves. To achieve the fully

immersed virtual reality, the device will make use of two monitors and a sound system.

Augmented reality

Interactive experience of a real-world environment where the objects that reside in the

real-world are "augmented" by computer-generated perceptual information.

THEN WHAT IS AUGMENTED REALITY?

AR IS LIVE DIRECT OR COMPOSITE VIEW OF A PHYSICAL, REAL-WORLD

ENVIRONMENT SUPERIMPOSED WITH VIRTUAL ELEMENTS, WHICH

HAVE AUGMENTED (ENHANCED) BY COMPUTER-GENERATED SENSORY INPUT

SUCH AS SOUND, VIDEO, GRAPHICS OR GPS DATA.

Forecast augmented (AR) and virtual reality (VR) market size

worldwide from 2016 to 2022 (In billions)

https://www.statista.com/

Forecast distribution of the augmented and mixed reality market worldwide in 2022

https://www.statista.com/

ENTERTAINMENT & GAMING

RESEARCH & EDUCATION LIFE SCIENCE

BUSINESS REGION GÖTEBORG VIRTUAL REALITY & AUGMMENTED REALITY COMAPNY LANDSCAPE

AUTOMOTIVE

CONSULTING

AUTOMATION

HOUSING & CONSTRUCTION DIGITAL PRODUCTIONINCUBATORS & ARENAS

ENABLERS

Alexander Fransson HAW&CO

LIFE SCIENCE

AUTOMOTIVE

RESEARCH & EDUCATION

AUTOMATION

GAMING

DIGITAL PRODUCTION

CONSULTING

BUSINESS EDUCATIONENGINEERING

& DESIGNMEDICAL ENTERTAINMENT

Incubators

&

Arenas

Internet

&

Secuity

Automotive

Consulting

Life

Science

Research &

Education

Virtual Reality and Augmented Reality offers great potential for

teaching, learning and interventions.

Evolving technology

Research teams are needed to ensure that end-users needs

and priorities are met.

Rapid growth in the region.

Found in almost every vertical.

High competence within the sector.

All actors are not world leading in VR/AR–

but use it to improve their

current business

Boiling market with eager actors.

KEY FINDINGS

FOR FURTHER INFORMATION, PLEASE CONTACT