Post on 24-Jun-2020
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
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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