Whether Augmented, Mixed and Virtual Reality?

23/03/2020

XR is a term which has become more prominent in the last few years. It encapsulates virtual, augmented, and mixed reality topics. The definition of each of these has become saturated in the past decade, with companies using their own definitions for each to describe their products. The new IDTechEx Report, “Augmented, Mixed and Virtual Reality 2020-2030”, distils this range of terms and products, compares the technologies used in them, and produces a market forecast for the next decade.

The report discusses 83 different companies and 175 products in VR (virtual reality), AR (augmented reality) and MR (mixed reality) markets. This article specifically discusses the findings on the virtual reality market.

Virtual reality (VR) involves creating a simulated environment which a user can perceive as real. This is achieved by stimulating the various senses with appropriate signals. This is most commonly visual (via displays and optics) and auditory (via headphones or speakers) signals, but also increasingly involves efforts around haptic (touch) sensations. The generation of realistic virtual environments requires the generation of appropriate stimuli and systems to direct how the stimuli should change, whether automatically or due to user interaction. As such, this relies on a variety of components and systems including displays, optics, sensors, communication and processing, delivered via both hardware and associated software to generate this environment. 

There are three main groups of VR headset – PC VR, Standalone VR and Smartphone VR.  PC VR has a user interface & display worn on the body, but the computing and power are offloaded to the external computer. This is where most of the commercial hardware revenue is made today. Standalone VR is a dedicated standalone device (no tethering) with all required computing and components on board. Finally, smartphone/mobile VR uses the smartphone processor, display and sensors used to power VR experience, with only a very cheap accessory necessary to convert to VR. The report discusses the revenue split for these three sectors in full, and an example image is shown in the figure on right.

The report discusses the likelihood of a shift in the devices used by consumers, for example from a PC VR to a standalone VR headset. This is because it would provide greater freedom of movement and accessibility for different use cases. One example of a standalone VR product is the Oculus Quest device, released in 2019. This was one of the first devices to be standalone for a gaming purpose, and it has all the heat management and processing systems on the headset itself. Oculus is one of the big players in the VR market, and have a range of products, some of which are shown in the table and images below.

These headsets provide a range of experiences for the user, at different price points. After being founded in 2012, Oculus was bought by Facebook for $2.3bn in 2014, it has continued to grow and produce VR products for a range of markets. Details of the growth of the VR market are included in the report for a range of companies, and their different use cases. The overall market is expected to grow, as shown in this plot below.

The full image is available in the report

VR, AR & MR, as with nearly any technology area, must build on what has come before. The existing wave of interest, investment and progress in the space has been built on top of the technology which has been developed in other areas, for example from the smartphone. Many components in VR, AR & MR headsets, from the displays used, to the sensor integration (from IMUs, to 3D imaging and cameras, and more) to the batteries and power management, and so on, all directly built on the components which were invested so heavily in around the smartphone. This technology is heavily invested, targeting the future potential of XR headsets. This report provides a complete overview of the companies, technologies and products in augmented, virtual and mixed reality, allowing the reader to gain a deeper understanding of this exciting technology.

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Augmented and mixed reality: what is it, and where is it going?

10/03/2020

XR is a term that has become more prominent in the last few years. It encapsulates virtual, augmented, and mixed reality topics. The definition of each of these has become saturated in the past decade, with companies using their own definitions for each to describe their products. The new IDTechEx Report, “Augmented, Mixed and Virtual Reality 2020-2030”, distils this range of terms and products, compares the technologies used in them, and produces a forecast for the market next decade. This premium article discusses AR (augmented reality) and MR (mixed reality) in more detail.

The report discusses 83 different companies and 175 products in VR (virtual reality), AR (augmented reality) and MR (mixed reality) markets. This promotional article specifically discusses the findings from this report of the augmented and mixed reality markets.

Augmented Reality (AR) and Mixed Reality (MR) are two technologies which have become more prominent in the past ten years. AR is the use of computer technology to superimpose digital objects and data on top of a real-world environment. MR is similar to AR, but the digital objects interact spatially with the real-world objects, rather than being superimposed as “floating images” on top of the real-world objects. AR and MR are also closely related to VR. There is a cross-over in application and technology, as some VR headsets simulate the real space and then add in extra artificial content for the user in VR. But for this article, AR and MR products are considered those which allow the user in some way to directly see the real-world around them. The main target sectors of AR and MR appear to be in industry and enterprise markets. With high costs of individual products, there appears to be less penetration into a consumer space.

AR and MR products are being used in a variety of settings. One way they are being used is to solve a problem called “the skills gap” This describes the large portion of the skilled workforce who are expected to retire in the next ten years, leading to a loss of the knowledge and skills from this workforce. This knowledge needs to be passed on to new, unskilled, employees. Some companies propose that AR/VR technology can fill this skills gap and pass on this knowledge. This was one of the key areas discussed at some events IDTechEx analysts attended in 2019, in researching for this report.

AR use in manufacturing and remote assistance has also grown in the past 10 years, leading to some AR companies targeting primarily enterprise spaces over a consumer space. Although there have been fewer direct need or problem cases which AR can solve for a consumer market, smartphone AR can provide an excellent starting point for technology-driven generations to create, develop, and use an XR enabled smartphone for entertainment, marketing and advertising purposes. One example of smartphone AR mentioned in the report is IKEA place. This is an application where a user can put a piece of IKEA furniture in their room to compare against their current furniture. It allows users a window into how AR can be used to supplement their environment and can be used in day to day activities such as purchasing and visualising products bought from an internet marketplace.

AR and MR companies historically have typically received higher funding per round than VR – e.g. Magic Leap which has had $2.6Bn in funding since its launch in 2017, but only released a creator’s edition of its headset in 2019. AR and MR products tend to be more expensive than VR products, as they are marketed to niche use cases. These are discussed in greater detail in the report, for example the below plot which shows this tendency for AR/MR products to be more expensive than VR products.
The report compares both augmented and mixed reality products and splits them into three categories: PC AR/MR, Standalone AR/MR and Smartphone/mobile AR/MR. PC products which need a physical PC attachment, standalone products which do not require a PC, and smartphone products – those which use a smartphone’s capabilities to implement the immersive experience. Standalone AR/MR have had more distinct product types in the past decade, and this influences the decisions made when forecasting the future decade to come.

The report predicts an AR/MR market worth over $20Bn in 2030, displaying the high interest around this technology. This report also provides a complete overview of the companies, technologies and products in augmented, virtual and mixed reality, allowing the reader to gain a deeper understanding of this exciting technology.

In conclusion, VR, AR & MR, as with nearly any technology area, must build on what has come before. This technology is heavily invested, targeting the future potential of XR headsets. “Augmented, Mixed and Virtual Reality 2020-2030” provides a complete overview of the companies, technologies and products in augmented, virtual and mixed reality, allowing the reader to gain a deeper understanding of this exciting technology.


The world of virtual commissioning.

15/06/2018
Robert Glass, global food and beverage communications manager at ABB explores the concept of virtual commissioning and how system testing can benefit the food industry.

In 1895, pioneer of astronautic theory, Konstantin Tsiolkovsky, developed the concept of the space elevator, a transportation system that would allow vehicles to travel along a cable from the Earth’s surface directly into space. While early incarnations have proven unsuccessful, scientists are still virtually testing new concepts.

Industry 4.0 continues to open up new opportunities across food and beverage manufacturing. In particular, these technologies help improve manufacturing flexibility and the speed and cost at which manufacturers are able to adapt their production to new product variations. Virtual commissioning is one of these key technologies.

What is virtual commissioning?
Virtual commissioning is the creation of a digital replica of a physical manufacturing environment. For example, a robotic picking and packing cell can be modeled on a computer, along with its automation control systems, which include robotic control systems, PLCs, variable speed drives, motors, and even safety products. This “virtual” model of the robot cell can be modified according to the new process requirements and product specifications. Once the model is programmed, every step of that cell’s operation can be tested and verified in the virtual world. If there are changes that are needed in the process automation or robot movement, these can be made on the same computer, allowing the robot to be reprogrammed, orchanges made to the variable speed drives and PLC programming. The ABB Ability™ RobotStudio is one tool that enables this type of virtual commissioning.

Once reprogrammed, the system is tested again and if it passes, it’s ready for physical deployment. This is where the real benefits become tangible. By using virtual commissioning to program and test ahead of time, less process downtime is required and manufacturers can reduce the changeover risks.

Automation programming and software errors in a system can be incredibly difficult and costly to rectify, particularly if they are found later on in the production process. Research by Austrian software testing frim Tricentis, estimated that software bugs, glitches and security failures cost businesses across the world $1.1 trillion.

To achieve the full potential of virtual commissioning, the simulation must be integrated across the entire plant process, including both the planning and engineering phase. Known as simulation-based engineering, this step is integral for the installation of reliable systems. The use of simulations in a plant is not a new concept, in fact virtual commissioning has been researched for more than a decade.

The benefits
The implementation of virtual commissioning brings with it a number of benefits. The ‘try before you buy’ concept allows plant managers to model and test the behavior of a line before making any physical changes. This saves time as the user can program the system’s automation while testing and fixing errors. The use of a digital model can also reduce risk when changing or adding processes.

One company which has seen significant improvements in production since investing in virtual commissioning is Comau, a supplier of automotive body and powertrain manufacturing and assembly technologies. Comau’s head of engineering and automation systems, Franceso Matergia, said: “We were able to reprogram 200 robots in just three days using virtual commissioning as opposed to roughly 10 weekends had the work been done on the factory floor.”

Just as you wouldn’t build a space elevator without meticulous planning and years of small scale prototyping, it’s very cost and time beneficial to build and test in a virtual environment where you can find the bugs and discover the unforeseen challenges and mitigate them without added downtime or loss of production. It’s much better to discover that bug while on the ground versus at 100,000 feet midway between the surface of the earth and that penthouse in space.

@ABBgroupnews #PAuto @StoneJunctionPR

VR means low design costs.

27/11/2017

Jonathan Wilkins, marketing director at EU Automation discusses how virtual reality (VR) can be used to improve the design engineering process.

In 1899, Wilbur and Orville Wright, the inventors of the aeroplane, put their first model to flight. They faced several problems, including insufficient lift and deviation from the intended direction. Following a trial flight in 1901, Wilbur said to Orville that man would not fly in a thousand years. Since this occasion, good design has dispelled Wilbur’s theory.

The history of VR
With the invention of computer-aided design (CAD) in 1961, on-screen models could be explored in 3D, unlike with manual drafting. This made it easier for design engineers to visualise concepts before passing their design on for manufacturing.

From there, the technology continued to develop, until we reached cave automatic virtual environment (CAVE). This consisted of cube-like spaces with images projected onto the walls, floor and ceiling. Automotive and aerospace engineers could use CAVE to experience being inside the vehicle, without having to generate a physical prototype.

The latest advancements have introduced VR headsets, also known as head-mounted displays (HMDs) and haptic gloves. They enable users to visualise, touch and feel a virtual version of their design at a lower cost than CAVE technology would allow.

Benefitting design engineers
VR was first used in design engineering by the automotive and aerospace sectors to quickly generate product prototypes for a small cost.

Using the latest technologies, these prototypes can be visualised in real space and from different angles. Engineers can walk and interact with them, and can even make changes to the design from inside the model. This makes it possible to gain a deeper understanding of how the product works and improve the design before it is passed on for manufacturing.

Design engineers can also use VR to identify issues with a product and rectify them before a physical prototype is made. This saves time and money, but also avoids any potential problems that might arise for the end-customer, if the product is manufactured without a design error being rectified.

To study specific parts of a product and understand how it operates in greater detail, engineers often deconstruct prototypes. With physical models, this can be challenging and often leads to several prototypes being made. However, with VR they can be easily pulled apart, manipulated and returned to the original design.

The ergonomics of a product can also be analysed using VR. Decisions can then be made in the early stages of product development to ensure the final product is of the best possible standard.

Furthermore, engineers can use VR to determine whether it will be feasible and affordable to manufacture a product and to plan the manufacturing protocol. This streamlines the product development process and reduces the wasting of materials and time often made with failed manufacturing attempts.

Had VR been available in 1899, the Wright brothers would not have faced so many problems designing the world’s first aeroplane and the outcome would have been achieved much more quickly. Just imagine the designs that VR could help make a reality in the future.