The Making of an Ambient World: The Future of XR is Now › media › documents › files ›...

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The Making of an Ambient World: The Future of XR is Now Hugo Swart Head of XR Business Qualcomm Technologies, Inc. @qualcomm May 31, 2018 Augmented World Expo

Transcript of The Making of an Ambient World: The Future of XR is Now › media › documents › files ›...

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The Making of anAmbient World:The Future of XR is NowHugo Swart

Head of XR Business

Qualcomm Technologies, Inc.

@qualcommMay 31, 2018 Augmented World Expo

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XR is thenext mobile computingplatform

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Healthcare

Marketing &advertising

Retail

Engineering

Military

Education

Industrial &manufacturing

EntertainmentEmergency response

XR is thenext mobile computingplatform

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The past, the present and the future of XR devices

Last 5 years Next 10+ yearsPresent Next 2 years

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• Target-based

• GPS/Compass mapping

Past XR usein education

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• Eye, head andhand tracking

• Inside/out motion tracking (6DoF)

• Low latency connectivity

• 3D audio

• 4K graphics

• AI

Present XR use in education

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• Room scale mobilehead tracking

• Image and Object Recognition

• Plane Detection

• Immersive 3D Audio

• Scene depth understanding

Present XR usein education

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• Whole body tracking

• Object occlusion

• Scene understanding

• Common illumination

• AI

• 5G

Future XR usein education

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• Natural interaction UI

• AI

• World motion tracking

Future XR usein education

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Ambient computing No wearable devices

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Heterogeneous computing is fundamentalfor power-efficient processing of all this

Technology lays the foundationConvergence of multiple touchpoints

Immersion

• AI for advancedcognitive processing

• Local and cloudmachine learning

• Security and privacy

• Pioneering 5G technologies

• Connectivity convergence

• Visuals

• Audio

• Interaction

• 6-DoF VIO

Artificial Intelligence Connectivity

• SLAM

• 3D reconstruction

• Object detection& recognition

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Devices

How do we make this happen?

HMD AcceleratorProgram (HAP)

ISV

Components

ODM

IHV

Ref Design,SDKs &Tools

KPIVR SDK

Profiles

AdvancedAlgorithms

3DAudio

Foveated rendering

SceneUnder-

standing

Eyetracking

6DoF

Handtracking

SoftwarePlatform

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Smartphone VR Smartphone AR

Standalone VR Standalone AR

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Introducing the first dedicated XR platform

Interactions

Audio

Visual Art

ific

ial In

telli

ge

nce

High quality XR experiences for mainstream audiences#SnapdragonXR1

Designed for XR

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Today’s technology is layingfoundation for tomorrow’s world

Call to arms for XR marketacceleration: cooperation is key

XR is thenext mobilecomputingplatform

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Follow us on:

For more information, visit us at:

www.qualcomm.com & www.qualcomm.com/blog

Thank you!

Nothing in these materials is an offer to sell any of the

components or devices referenced herein.

©2018 Qualcomm Technologies, Inc. and/or its affiliated

companies. All Rights Reserved.

Qualcomm is a trademark of Qualcomm Incorporated,

registered in the United States and other countries. Other

products and brand names may be trademarks or registered

trademarks of their respective owners.

References in this presentation to “Qualcomm” may mean Qualcomm

Incorporated, Qualcomm Technologies, Inc., and/or other subsidiaries

or business units within the Qualcomm corporate structure, as

applicable. Qualcomm Incorporated includes Qualcomm’s licensing

business, QTL, and the vast majority of its patent portfolio. Qualcomm

Technologies, Inc., a wholly-owned subsidiary of Qualcomm

Incorporated, operates, along with its subsidiaries, substantially all of

Qualcomm’s engineering, research and development functions, and

substantially all of its product and services businesses, including its

semiconductor business, QCT.