Augmented And Virtual - Deloitte

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Augmented and virtual reality go to workAugmented and virtualreality go to workSeeing business through a different lensThe future of mobile is tilting increasingly toward wearables, especially asaugmented reality and virtual reality solutions hit the market. Long theobjects of sci-fi fascination, the looming potential of AR and VR technologieslies in the enterprise with capabilities that could potentially reshape businessprocesses, or fundamentally recast customer experiences. While theconsumer world waits for the dominant AR and VR players to emerge, theenterprise can fast-track adoption – and begin the process of fundamentallyreimagining how work gets done.Until recently, augmented reality andvirtual reality (AR and VR) technologieshave served primarily as inspiration forfiction writers and Hollywood special-effectsteams. Yet increasingly, both are finding morepractical application in the enterprise. Andwhile the hype surrounding each – particularlyin the realms of entertainment and gaming– makes for good headlines, the real story inthe coming months will likely be AR and VR’sdisruptive potential to recast long-standingbusiness processes and tasks while opening adoor to fundamentally new experiences.VR makes it possible for users to immersethemselves in manufactured surroundingsthat depict actual places or imaginaryworlds. Meanwhile, AR overlays contextualinformation on the immediate physicalenvironments users see before their eyes, thusblending digital components and experienceswith real life. Both allow us to deploytechnology in ways that would have beenpreviously infeasible or even impossible.The transition from client-server andweb-based technologies to mobile has beentransformative, partly because it has made itpossible to deploy solutions at the actual pointwhere business takes place and decisions aremade. It also represented a long-overdue movetoward more simple, intuitive interactions:Point-click-tab-type gave way to touch-swipetalk. AR and VR take this a step further byoffering experiences built around naturalmodes of interaction such as posture, gesture,and gaze, thus shifting attention from a glassscreen in our hands to the real or simulatedworld around us.Already, the disruptive impact of AR andVR is being felt across consumer technologiesas dozens of new products enter the market.More broadly, AR and VR are introducingnew opportunities to transform the enterprise,21

Tech Trends 2016: Innovating in the digital eraparticularly in the areas of communicationand collaboration, training and simulation,and field and customer service, as well as inthe reinvention of employee and customerexperiences. Device costs continue todecline, standards are being defined, and appecosystems are beginning to emerge. Thecombination of these influences – along witha spate of high-profile acquisitions that areshining klieg lights on AR and VR possibilities– may represent a tipping point for AR andVR’s business and technical implications – and,more importantly, for how we rethink the roleof the individual in the workplace.The process of rethinking begins byunderstanding the affordance of new interfacesand interactions, and their impact on businessprocess and legacy enterprise technology.Through this world view, the ways in whichcompanies exchange data, execute tasks, shareculture, and build the core of the businesschange dramatically.A job with a viewMomentum around virtual and augmentedreality grows with each new deployment. Inparticular, noncommercial prototypes aresparking curiosity across a wide spectrum ofapplications. For example, the Los AngelesPhilharmonic immerses audiences in theworld of Beethoven.1 The British Museuminvites visitors into a Bronze Age roundhousecontaining both real and virtual artifacts ofthe period.2 Psychologists at the Universityof Louisville are creating exposure therapiesto help phobia patients confront and learn tocontain their fears.3 Filmmakers are craftingfirst-person POV documentaries that placeFigure 1. The evolution of interactionshortened chains of commandAugmented and virtual reality help accelerate thecoalescence of users with their device-poweredexperience of the world, improving the fidelity ofintention, increasing efficiency, and driving rt screensintuitive interactionIntermediate devices interact withinterfaces; virtually all input occursthrough a mouse or keyboard.Screens manipulated based onenvironment facilitate direct physicalor spoken interaction with displays.Devices respond to ambient cuesand intentional movements to createempathetic, personalised oodgaze

Augmented and virtual reality go to workviewers in the middle of a Syrian refugee campor an African village beset by Ebola.4Meanwhile, businesses are taking the sametechnology and interaction paradigms to newheights across many industries, includingconstruction, health care, and manufacturing.For example: Communication and collaboration:Virtual reality and augmented realitymay soon accomplish what static and flatmediums for knowledge exchange failedto do: Replace real, one-to-one humaninteractions. AR and VR both offer ITopportunities to change how the businessand its employees report and shareinformation and take action. Marketingmanagers are already using AR to viewretail shelf inventory and sales data.Engineering teams across the globe aredeploying VR to collaborate in real timeto test and refine a single design. What’smore, virtual reality is transforming simpleproductivity tools like videoconferencingand live chats, enabling immersive faceto-face interactions that feature real facialexpressions, physical gestures, and subtlenonverbal cues that are replicated inreal time. Training and simulation: AR and VR willmake it possible for IT to play an activerole in retooling high-cost training andsimulation environments, many of whichexist to rehearse critical scenarios withoutthe risk of real-world consequences. Forexample, manufacturers can replicatemaintenance and repair scenarios in virtualenvironments. In fact, by creating parallelprocesses that leverage remote controlsand robotics, they may be able to removeemployees from dangerous, real-worldanalogs altogether. Executive teams areusing simulated high-resolution stages torehearse and refine their presentation skills.In the construction industry, commercialdevelopers can now walk through complete,full-scale computer-rendered structures– getting a sense of the width of a hallwayor the impact of detailed design decisions –before touching shovel to dirt. Field and customer service: It is the ITdepartment’s responsibility to determinehow AR and VR will be used in tandemwith existing and other emergingtechnologies. Therefore, CIOs can leadefforts to redefine how field and customerservice workers approach their jobs. Forexample, deploying augmented interfacesthat pair with connected devices, sensingobjects, and relational data can delivertask-specific information to workers in thefield in context and on demand. Augmentedsolutions can overlay a jet engine’s servicehours, component temperature, and servicepanel details into an aircraft mechanic’sfield of vision. Likewise, virtual solutionscan immerse customer service agents incollaborative scenarios featuring perceptiveconversations and problem-solving.Remote experts can see what field repssee and provide guidance as they performmaintenance or mechanical tasks. Thinkof a sportscaster explaining a replay withdiagrams superimposed on the screen; thesame technique can be used as an overlay tothe field rep’s view of the task at hand. Customer experience and interactivemarketing: AR and VR offer potentialnew ways to interact with products andservices. Moreover, they offer companiesopportunities to raise awareness, promotefeatures, and inspire desire for their suitesof goods. Travel, hospitality, and leisurefirms are offering immersive, interactivesamplings of cruises or hotel stays thatallow potential guests to explore propertiesand preview amenities virtually. Some ofthese samplings go so far as to use windmachines and olfactory stimulants toreplicate not just the sights, but also thesounds and smells one might experienceduring a day at the beach.23

Tech Trends 2016: Innovating in the digital eraShifting focusDesigning user experiences for immersiveenvironments is a fundamentally differentprocess from creating experiences for flatscreens. Immersive environments leveragecues derived from ambient sounds or a simpleglance to drive both intentional and reflexivemovements. In both AR and VR, the clicks andswipes that animate flat screen experiences arereplaced by spoken words, gestures, fidgeting,grabbing, pushing, a nod, or even a blink.Consider the notion of focus. Naturally,people have notoriously short attention spans.In the context of computing devices, we havedealt with this by shrinking, reflecting, andcurving the displays. But in the context ofbehavioral interaction and productivity, focusbecomes a different obstacle altogether. Invirtual or augmented environments, whathappens to objects when a user looks at themis as important as what the other objects aredoing even when the user is not looking atthem. A gaze becomes the new hover state,directing user intent and presenting optionsnot previously visible. Likewise, a gesture24(for example, the snap of a finger or theblink of an eye) could be used to change theperception of both time and scale, pausingor stopping time, accelerating outcomes, oreven changing the position and relationshipof objects not bound by physical realities. Thiscreates an opportunity for the enterprise todesign environments that offer empathetic,personalised responses. For example, in avirtual environment, an avatar could act asa performance coach that analyses the bodylanguage and speech patterns of individualemployees to help them enhance theirpresentation skills.Through AR and VR, organisationscan create environments that can react tochanges in posture, mood, and attention. Forexample, dynamically reordering how tasks arepresented to account for a user who is sleepy ordistressed can change the relationship betweentechnology, behaviours, and outcomes, andcompensate for a higher cognitive load indecision making. This, in effect, puts theenterprise at the core of human-centereddesign: design emphasising comfort, health,safety, happiness, productivity, and growth.

Augmented and virtual reality go to workLessons from the front linesThe AR/VR consumermarket heats upAR in construction: The nextbest thing to building thereOver the next 18 to 22 months, we expectto see augmented reality and virtual realitytechnologies transition from the sciencefiction ether to the more earthly, practicalrealms of business and government. However,enthusiasts will not have to wait for soliduse cases to emerge before they can begin toenjoy AR and VR at home. The consumer AR/VR market is heating up as offerings fromSamsung, Microsoft, Facebook Google, HTC,Motorola, Sony, and other leading technologybrands near completion. Likewise, start-upssuch as MagicLeap, Lensar, and NantMobile,among others, plan to launch their owncompelling offerings in the near future.Early use cases are focusing on familiarconsumer scenarios: gaming, videoentertainment (Hollywood, adult, andother programming), and social media/collaboration. Meanwhile, new productcategories are emerging that focus primarilyon the technology footprint required to makethe virtual or augmented realities tick. Somesolutions require a high-end PC to function;some use a smartphone as the processing core.Many are tethered to batteries, controls, orcontrol units, while others are truly wireless.Several benefit from baked-in or, in somecases, locked-in development partners tohelp expand the breadth and utility of theplatform. Others are either nascent plays orhave closed-garden content models. Regardlessof the approaches, expect to hear more aboutconsumer augmented reality and virtualreality devices in the coming months. Existingproducts will evolve. New product categorieswill emerge. Welcome to the future.In a remote corner of west Texas, a fieldtechnician wearing a geotagged helmetequipped with AR technology gazes up ata 270-foot-tall telecom tower. Using handgestures, he pulls a data overlay into his field ofvision containing the technical and design datahe will need to perform a thorough equipmentreview on this tower.Connecting field workers to data in thisway is one of many potential uses globalengineering and construction company Black& Veatch envisions for AR technologiesin the near future, says Dan Kieny, B&V’ssenior vice president and CIO. “In our morethan 100 years of building critical humaninfrastructure, we have seen a lot of technologyadvancements, and AR has a compellingvalue proposition in our industry rightnow. We are looking at AR applications thatprovide individual operators with data theyneed to perform specific construction andmaintenance tasks remotely.”Wearables are nothing new in theconstruction industry. Workers in the fieldregularly don protective goggles, vests, andhelmets, along with tool belts and other itemsthat help them perform specific tasks. Smartwearables, such as augmented and virtualreality tools, therefore, represent a naturalprogression. Black & Veatch is currentlyexploring applications of AR technologies suchas helping to train unskilled labour remotelyto perform highly technical tasks; providingmobile monitoring capabilities that displaysystem-status details in real time; and usingsmart helmets that are geotagged to providelocation-relevant information to field workers.The company is also looking for waysin which VR tools can be utilised to createimmersive environments, providing visibility25

Tech Trends 2016: Innovating in the digital erato large-scale designs. This capability couldmake it possible for owners and operatorsto vet design decisions and consider theoperational implications to layout, equipmentplacement, and other factors that impactmaintenance. Longer term, artificialintelligence and machine learning can helpBlack & Veatch refine the information thatfield workers receive, and enhance the ARinterface between people and data.Behind the scenes, Black & Veatch isalready laying the foundation for these andother scenarios. For example, it is deployingsensor and beacon technologies at constructionsites to provide a backdrop of tool, supply,and personnel data. Efforts are under wayto capture and contextualise these new datasources for use in AR and VR experiences, aswell as to enable exploration and analysis ofhidden trends and business implications. “Datawill never be fully structured, and that’s OK,”says Kieny, emphasising the shift in focus fromaggregation and stewardship to harnessingincreasingly dynamic data to enhance humaninteraction in a number of ways. Theseinclude creating more intuitive interfaces withsystems and data, and enabling more engagingdialogues with customers and partners.According to Black & Veatch CTO BradHardin, the company is initially focusingon AR opportunities. He also sees eventualopportunities to use VR technology in areaslike remote robotic welding and providingsecurity training simulations for powerplants and other vulnerable infrastructure.“In exploring opportunities to use smartwearables, we are ultimately trying to createmore value for the company and our clients,”says Hardin. “But we are also trying to disruptour business model before we get disrupted.”5Can virtual reality helpdeliver the goods?Even as automation increasingly disruptslong-established operational models26throughout the parcel delivery industry,the process of sorting packages for deliveryworldwide remains labour-intensive. At oneglobal package-delivery company, trainingworkers to operate and maintain massivepieces of sorting equipment that can be halfa football field long traditionally requiredflying them to remote training centers wherethey would receive several weeks of intensiveinstruction. The problem with this approachis that many workers don’t retain learnedskills unless they use them regularly. In ahigh-velocity performance environmentin which equipment must run at top speed24/7, the inability to address all mechanicalproblems quickly and efficiently can cost thecompany dearly.The organisation is currently prototyping a3D simulation solution that has been designedto be leveraged via VR to provide virtualisedworker training on an ongoing basis, in anylocation. In this solution, workers wearingVR headsets would be immersed in a virtual3D production environment that featuressimulated versions of equipment in use. Atraining program, using both visuals andsound, would take users step by step throughdetailed maintenance and repair processes.The company envisions several ways inwhich the VR training solution could bedeployed. In addition to providing just-intime instruction on how to perform specificmaintenance and repair tasks, it couldalso embed 3D simulations into mid-levele-learning programs for experienced workers.So, for example, a user might click on aprompt to bring up a new page that includesa 3D simulation depicting how to complete aspecific task. The company could also createVR training courses in which new hires couldlearn five basic tasks in a virtual environment.When they complete those five tasks, they canadvance to the next five, and so on, until theycomplete an entire entry-level course.

Augmented and virtual reality go to workMY TAKECHRIS MILKCo-founder and directorVrse and Vrse.worksAt Vrse and its sister company, Vrse.works, wecreate fully immersive 360º video and VR cinematicexperiences. But really, we tell stories. And everystory should (and does) dictate how it’s to be told.Naturally, we’re staying up to date on all the newadvancements in technology and the great workother people in the field are doing. But we can’t waitaround until all the bumps are smoothed out, andneither should you.Virtual reality as an artistic medium – and, increasingly,as a tool for innovation in business, health care, andother areas – is in its first growth spurt, and we’reproud to be adding to the innovations. We createand pioneer a lot of the technology we use, andevery progressive iteration is inspired by a storytellingchoice. We like to take on challenges and findcreative solutions. That’s how cinema got from theproscenium wide shot to where the art form is today.Mistakes tell us as much as successes about the futureof VR.Our first foray into VR was the Sound and Visionexperience I did with Beck a few years back. Wewanted to reimagine the concert and createsomething organic and inclusive. Traditional concertsare a battle: The audience faces one way, theband another; sound clashes in the middle. Videocaptured this brilliantly for years, but we wanted totry a different shape – the circle. The concert-goingexperience is so round and immersive that we neededto try our hands at a new technology if we weregoing to effectively capture Beck and the musicians’magic. The event was being billed as an experimentin immersion, so my ultimate goal was to captureand preserve the moment for a later broadcast inVR. This was more than three years ago, though,and VR mostly only existed in research labs. Luckily,this was right around the time that Palmer Luckeyand the guys at Oculus were making waves, so westarted a conversation. The result is what the viewerexperiences in Sound and Vision: fully immersive 360ºvirtual reality, captured from various perspectives,painting the full portrait of the experience and notjust tightly squeezed snippets.“.We want to keep reevaluatinghow people experience familiarstories.“I’ve always been interested in the intersectionbetween emotion and technology. Studying people’sexperiences while inside VR gave me the confidenceand curiosity to bring like minds to Vrse. We’vefound that VR, when

augmented reality and virtual reality solutions hit the market. Long the objects of sci-fi fascination, the looming potential of AR and VR technologies . Designing user experiences for immersive environments is a fundamentally different process from creating experiences for flat screens. Immersive environments leverage

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