Main assumptions
Computer-generated simulation virtual reality,
the environment is fully digital
Usage
3D modelling
Augmented
Main assumptions
Any interaction with the physical object
Usage
Mixed
Main assumptions
69%
Worldwide spending on AR/VR solutions will be led by the commercial sectors, which will see its combined share of overall spending grow from 64.5% in 2019 to more than 80% in 2022.
AR/VR spending to
jump 69% in 2019 – IDC
$1.60/$1.56///
$1.54Billion
top 4
in 2019
USACHINAJA
PANEUROPE
Cumulated five-year annual growth rate inching closer to 70% from 2017 through 2022
The industries that are expected to spend the most on AR/VR in 2019 include personal and consumer services ($1.6 billion), retail ($1.56 billion), and discrete manufacturing ($1.54 billion).
Consumer spending volume will determine three of the four largest AR/VR use cases in 2019: virtual reality games ($4.0 billion), video/feature viewing ($2.0 billion),
and augmented reality games ($616 million).
The only commercial use case to crack the top 4 in 2019 will be training ($1.8 billion), but two other commercial applications – online retail showcasing ($558 million)
and industrial maintenance ($413 million) – will become firmly established.
On a geographic basis, the United States will deliver the largest AR/VR spending total in 2019 ($6.6 billion), followed by China ($6.0 billion). Japan ($1.76 billion) and Western Europe ($1.74 billion) will be the next two largest regions in 2019,
but Western Europe will move into the third position in 2020.
ARCore penetration from 100 million to 250milion in 2018a
1901
Earliest reference to AR was made by L. Frank Baum in his novel
“The Master Key”, where he wrote about a gift called the ‘Character Marker'
1961
Morton Heilig presents the Sensorama Machine,
the world’s first virtual reality (VR) machine
1966
US Air Force tests the first flight simulator
1968
Ivan Sutherland develops the first head-mounted display system called ‘The Sword of Damocles’
1974
Computer Artist and Researcher, Myron Krueger, presents Videoplace an ‘artificial reality’ lab with interactive environment
1984
Jaron Lanier creates dataglove and VR glasses
1990
Boeing Researcher and Tom Caudell introduces the term
‘augmented reality’ to describe the combination of virtual
graphics and physical display
1992
Louis Rosenberg develops the first fully immersive
AR system called Virtual Fixtures
1994
Premiere of ‘Dancing in Cyberspace’
(the first AR theatre production)
2019
First 5G networks launched. Further development
will greatly reduce mobile devices latency
1997
Developers at Columbia University create
The Touring Machine - the first outdoor AR system
2044
VR world is displayed by beaming light
via laser emitters directly into users' eyes
1999
Nasa presents their usage of augmented reality
2000
Premiere of ARQuake - the world’s first outdoor
AR game
2008
AR starts being used for commercial purposes
(BMW magazine ad)
2009
FLARToolKit is introduced and AR content
can be displayed in a web browser
2012
Google Glass presentation
2014
Samsung introduces its Samsung Gear VR
which works alongside its smartphones
2015
HTC and Valve Corporation announces
their own VR headset called HTC Vive
2016
Pokemon GO premiere (with 45 million daily users)
2017
Google and Apple introduces ARCore and ARKit
for their developers
Usage
Any interaction with the physical object
A spectrum of virtual reality and the real world / real world
with digital information overlay
Possible interaction with the physical and virtual world
Numbers
* www.idc.com
* techcrunch.com
Error
First 5G networks launched. Further development
will greatly reduce mobile devices latency
•
•
Everything that is being seen is generated by a computer
•
Employee training
Training/simulation exercises
Entertainment - thanks to the fact that it can transport
its user to the virtual world
Video - 360 video capabilities
Gaming - full 3D simulation
•
•
•
Virtual objects stick to the real world / real world remains
main to the experience, enhanced by virtual objects
•
•
Sightseeing
Medical
Military
Navigation
•
•
•
•
•
Sometimes called AR 2.0
Virtual objects on the physical world
A spectrum of VR and physical world
Real and virtual world are intertwined
•
•
•
•
•
Sightseeing
Medical
Military
Navigation
•
•
•
•
•
Virtual
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