6.10.2016 Service support technologies first part go through Virtual Reality, Virtual Prototyping, Component of a Virtual Prototype, Top 5 Virtual Reality Gadget of the Future, Virtual Market Potential.
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IN140703 service support technologies 6.10.2016
1. IN140703 Service Support
Technologies 6.10.2016
Pirita Ihamäki Phd. Mc.S.
pirita.ihamaki@samk.fi
Satakunta University of Applied Sciences, Unit Rauma
2. Content
• Virtual Reality – Presence and
Telepresensesence
• Virtual Reality Definition
• Vitual Prototyping
• Component of a Virtual Prototype
• 10 Key Sectors using Virtual
Reality Technologies
• Top 5 Virtual Reality Gadgets of
the Future
• Virtual Market Potential
• Virtual Reality Applications
• Workshop
Satakunta University of Applied Sciences, Unit Rauma
3. Virtual Reality – Presence and
Telepresesence
• The key to defining virtual reality in terms of human experience rather
than technological hardware is the concept of presence.
• Presence can be thought of as the experience of one’s physical
environment; does not refer to one’s surroundings as they exist in the
physical world, but to the perception of those surroundings as mediated
by both automatic and controlled mental processes (Gibson, 1979):
”Presence is defined as the sense of being in an environment.”
• The term “telepresence” can be used to describe the precedence of the
latter experience in favor of the former; that is, telepresence is the
extent to which one feels present in the mediated environment, rather
than in the immediate physical environment. ”Telepresence is defined as
the experience of presence in an environment by means of a
communication medium”.
Satakunta University of Applied Sciences, Unit Rauma
4. Virtual Reality Definition
• Virtual Reality is electronic simulations of
environments experienced via head mounted eye
goggles and wired clothing enabling the end user to
interact in realistic three-dimensional situations.
(Coates, 1992)
• Virtual Reality is an alternate world filled with
computer-generated images that respond to human
movements. These simulated environments are
usually visited with the aid of an expensive data suit
which features stereophonic video goggles and fiber-
optic data gloves. (Greenbaum, 1992)
Satakunta University of Applied Sciences, Unit Rauma
5. Virtual Reality Definition
• The terms virtual worlds, virtual cockpits, and
virtual workstations were used to describe a
specific project. In 1989, Jaron Lanier, CEO of VPL,
coined the term virtual reality to bring all of the
virtual projects under a single rubric. The term
therefore typically refers to three-dimensional
realities implemented with stereo viewing
goggles and reality gloves. (Krueger, 1991, p. xiii)
Satakunta University of Applied Sciences, Unit Rauma
6. Virtual Prototyping
• “Virtual Prototyping (VP) is a relatively new
technology which involves the use of Virtual
• Reality (VR) and other computer technologies to
create digital prototypes.” (Gowda et al. 1999)
• “By virtual prototyping, we refer to the process of
simulating the user, the product, and their
combined (physical) interaction in software
through the different stages of product design,
and the quantitative performance analysis of the
product.” (Song et al. 1999)
Satakunta University of Applied Sciences, Unit Rauma
7. Virtual Prototyping
• “Virtual prototype, or a digital mock-up, is a
computer simulation of a physical product that
can be presented, analyzed, and tested from
concerned product life-cycle aspects such as
design/engineering, manufacturing, service, and
recycling as if on a really physical model. The
construction and testing of a virtual prototype is
called virtual prototyping (VP).” (Wang 2002)
Satakunta University of Applied Sciences, Unit Rauma
8. Components of a Virtual Prototype
Satakunta University of Applied Sciences, Unit Rauma
9. Component of a Virtual Prototype
• Perhaps various interrelated models are built to
virtually present, analyze and test a product.
• The user interface serves as the integration
component that coordinates the behavior of
models and provides useful information for the
system user.
• Depending on applications, a virtual prototype
may only include a subset of these components.
Satakunta University of Applied Sciences, Unit Rauma
10.
11. 10 Key sectors using virtual reality
technologies
1. Sport
Sports broadcasters want to get fans as close as possible to the action.
VR has the potential to offer the same viewpoint as the players.
Bookmaker William Hill is developing a VR project called Get in the
Race. Customers can bet on and experience a live horse race from the
jockey’s perspective in a 3D virtual world. The William Hill head of
innovation Crispin Nieboer reveals Get in the Race will work on Oculus
Rift and Google Cardboard. “We use GPS data from trackers in the
saddles to recreate the race as live using 3D graphics which are scaled
to the real dimensions of the race track,” he says. “VR applications
create the illusion that the user is an active participant in what is
happening.”
Satakunta University of Applied Sciences, Unit Rauma
12. 10 Key sectors using virtual reality
technologies
NHL ice-hockey in the United States has run VR trials,
streaming a live LA Kings versus San Jose Sharks game.
Glamorgan Cricket Club is working with Avaya to offer fans a
VR service, with a choice of more than 50 camera angles.
Michael Temple at Glamorgan says: “These could include
views from the crease or the umpire’s hat, even a player’s
shirt. So if a spectator wanted to see what the view was like
for the wicket keeper when a particular player was batting,
they could tap on the camera angle and have a look.”
https://www.youtube.com/watch?time_continue=8&v=cud-
m7DbT6w
Satakunta University of Applied Sciences, Unit Rauma
13. 10 Key sectors using virtual reality
technologies
2. City Planning
• Getting planning permission can be a nightmare. Digital consultancy
Wagstaffs is aiming to lubricate the planning process with VR. It has
created a 3D digital model of central London called VUCITY.
Planners, architects and developers can explore a project as if it
were real. Jason Hawthorne, managing director of Wagstaffs, says:
“It covers nearly 100 square kilometres of central London, from
Earls Court to ExCeL up to Old Street and down to Battersea. By
embedding real-time Transport for London camera feeds into our
model, we are connecting with our city in a way we have never
before. In terms of planning new buildings, using our city model we
can overlay sight lines, transport links and sunlight paths to help
planners understand proposals in context.”
• https://vimeo.com/142529386
Satakunta University of Applied Sciences, Unit Rauma
14. 10 Key sectors using virtual reality
technologies
3. Sub-sea
• In the movie Avatar, soldiers operated bodies via remote control in
order to explore an inhospitable new world. The same logic is being
used for underwater exploration. Underwater archaeologist Michel
L’Hour used VR to explore the wreck of The Lune, a three-mast ship
of the French royal fleet of Louis XIV. The wreck is 90m deep off
Toulon. A simulation, created with Dassault Systèmes, allowed the
team to “examine” the scene.
• The long-term goal is to create fully functional robot avatars, which
can be controlled through VR as if the human was on location. The
applications are huge. Sub-sea archaeologists estimate there are
200,000 sites off the coast of France to investigate and three million
worldwide. The oil and gas sector as well as salvage already use
remotely operated vehicles. VR will introduce a new level of
awareness and control.
Satakunta University of Applied Sciences, Unit Rauma
15. 10 Key sectors using virtual reality
technologies
4. Engineering
Atkins uses Unity 3D, a design platform usually
associated with games. Oculus Rift is the headset
of choice with Google Cardboard as a cheap
alternative when showing designs to clients. Mr
Tissington adds: “Using VR with stakeholders to
help them understand the design and its impact
on them can save massive amounts in iterative
design reviews. It could cut down 20 per cent of
the time we spend checking and manually going
through our designs one by one.”
Satakunta University of Applied Sciences, Unit Rauma
17. 10 Key sectors using virtual reality
technologies
5. Mental healthcare
The Royal College of Physicians has identified mental
healthcare as the single biggest failing of the NHS. Any
contribution by VR will be warmly welcomed. Plextek
Consulting has been researching use cases of VR in mental
health. Collette Johnson, medical business development
manager at Plextek, says: “VR will help in niche situations
where traditional therapy is a struggle for particular
patients. It would also help with patients who want to be
treated at home or by specialists, or are not located
geographically nearby.”
Satakunta University of Applied Sciences, Unit Rauma
18.
19. 10 Key sectors using virtual reality
technologies
6. Advertising
Eco-woodland holiday attraction Center Parcs used VR to show
guests what to expect of its newest site in Woburn Forest,
Bedfordshire. Marketing agency psLIVE created a VR experience
to showcase the site. Michael Brown of psLIVE says: “Using
Oculus Rift, we gave customers a 360-degree experience which
transported them to the zip wire and high ropes course through
footage filmed at the new Woburn Forest village. VR gave them a
taste of what they could expect from a visit to Center Parcs in
fun, enjoyable and tactile way.”
https://www.youtube.com/watch?v=FSfkE4emoBE
Satakunta University of Applied Sciences, Unit Rauma
20. 10 Key sectors using virtual reality
technologies
7. Executive meetings
Video-conferencing is decade’s old. The
move to VR is logical and ought to be a big
leap forward. It will change the whole
dynamic of board meetings. VR meetings
will work in a different way entirely to 2D
or real-world situations.
Satakunta University of Applied Sciences, Unit Rauma
21. 10 Key sectors using virtual reality
technologies
8. Tourism
In the future, we can expect VR holidays, such as The Void theme
park in Utah, where visitors become fighters in an alien war,
running through a gigantic maze. There will be VR rollercoasters
and VR-friendly hotels. The tourism industry is currently using VR
for the more mundane purpose of showcasing real-world
offerings. In January, Quantas airline launched a three-month
trial with Samsung Gear VR to give the customers tours of
lounges and cabins worldwide. Quantas also partnered with
Australian Northern Territory tourism board to create VR
experiences based on the state’s main attractions.
https://www.youtube.com/watch?v=JGL8CC7n43g
Satakunta University of Applied Sciences, Unit Rauma
22. 10 Key sectors using virtual reality
technologies
9. Security
In this age of terror, security is a serious concern
for all sorts of venues. VR gives architects,
security planners and event managers a unique
way to assess threats. Naturally, solid analysis
needs accurate models, which is why national
map-maker Ordnance Survey is in demand by VR
companies.
Satakunta University of Applied Sciences, Unit Rauma
23. 10 Key sectors using virtual reality
technologies
10. Alternate living
Jonathan Tustain, co-founder of Freefly VR, is producing escapist
VR worlds to reduce stress. With partner Pixelwhipt, he
developed DotCalm, a virtual bedroom set in a futuristic
skyscraper. A hypnotic voice narrates soothing stories to draw
the user into a dissociated state. DotCalm is viewable on Google
Cardboard via YouTube. Mr Tustain says: “Most people hear
virtual reality and think of fast-paced gaming, but VR offers
something far more enticing and therapeutic. Our product is
providing users with a sense of calm, peace and sensory tingles
to reduce stress and induce sleep.” Virtual spas, rural retreats
and other exotic locations are under development. Escapism will
be a mainstay of virtual reality.
Satakunta University of Applied Sciences, Unit Rauma
24. Top 5 Virtual Reality gadgets of the
future
• https://www.youtube.com/watch?v=9yplHQh
aVXU
25. Virtual Reality Market Potential
• Getting users to experience VR technology firsthand, and therefore
truly understand its potential, remains a challenge, but the
emergence of low-cost mobile VR solutions is helping.
• Even so, some industry participants strongly believe that anything
requiring the user to wear a cumbersome device will ultimately fail.
The stakes are high given the huge amount of money invested in
the industry by some of the world’s biggest companies.
• Consequently, industry players continue fine-tuning their products
so as not to muddy the water for all involved. Tractica believes that
these efforts will bear fruit in the coming years, and that combined
revenue for HMDs, VR accessories, and VR content will increase
from $108.8 million in 2014 to $21.8 billion worldwide by 2020,
with a compound annual growth rate (CAGR) of 142%.
Satakunta University of Applied Sciences, Unit Rauma
26. Virtual Reality Market Potential
• This Tractica report provides a comprehensive analysis of
the market dynamics, technology issues, and competitive
landscape for consumer VR hardware and content.
• The report features global market forecasts for annual unit
shipments and associated revenue during the period from
2014 through 2020, segmented by five world regions.
• HMDs is segmented into three product types: PC-based
devices, console-based devices, and mobile VR headsets.
VR accessories like gamepads and other VR-specific
controllers, hand tracking devices, locomotion devices, and
gaming vests and suits are also quantitatively analyzed.
• The content market is split into gaming, television, movies
and music, social VR, tourism, and sports and fitness.
Satakunta University of Applied Sciences, Unit Rauma
27. Virtual Reality Applications
Training
Trainers, according to Kagan, will use virtual reality extensively.
"Whether training soldiers in a combat field or sales reps at the customer
location, virtual reality provides the ability to enter the world to train and get
better, without ever leaving your office," he said. "This would let every
company be able to train every person, more often than ever. This would
make every company more competitive."
Soldiers, for instance, would be able to train in a virtual middle eastern village
or in a snowy, remote environment without leaving their American base.
Financial managers would be able to train using a virtual office environment,
so they could practice good communication and leadership skills.
Satakunta University of Applied Sciences, Unit Rauma
28. Virtual Reality Applications
Less business travel
Today, when most workers need to attend an important meeting -- whether it
is in another corporate location or at a client's office -- they head to the
airport, work their way through security and endure a plain ride, sometimes
squeezed in that dreaded middle a seat.
Of course, some people use videoconferencing, but it is not widespread. The
experience still isn't quite like being in the same room and sitting down face-
to-face with colleagues or clients.
A virtual reality meeting could make it seem like a manager is in an actual
face-to-face meeting when he or she is actually alone in the office.
"Will this replace business travel? Nope, but it will reduce business travel as
long as companies use it well," said Kagan.
Satakunta University of Applied Sciences, Unit Rauma
29. Virtual Reality Applications
Healthcare
Virtual reality has multiple applications for
healthcare. One use, which is actually not brand
new, is the use of VR in therapy. For example,
psychiatrists at the University of Louisville use VR in
cognitive behavior therapy to treat patients with
the social anxieties or phobias of things like flying,
public speaking, or heights. The controlled
environment allows doctors to expose their patients
to simulations and direct them to how to cope with
how they are feeling.
Satakunta University of Applied Sciences, Unit Rauma
30. Virtual Reality Applications
Entertainment
Entertainment will likely be one of the first and strongest examples of
the change virtual reality will bring to the industry, and gaming is one
of the most obvious uses. There are other apps, though, like Oculus
Cinema, that allow users to watch a movie with a deserted movie
theater all to themselves. The movie theater industry is, undoubtedly,
stoked.
The loud music and throngs of rowdy fans aren't your cup of tea, keep
an eye out for immersive VR concert experiences. Users can hover
near Paul McCartney's piano on stage, or just near the speakers (minus
the hearing loss) while he performs "Live and Let Die" in his VR app.
Coldplay also released a similar VR experience at the end of 2014.
https://www.youtube.com/watch?v=cML814JD09g
31. Virtual Reality Applications
Education
Training will be a major use for VR — there is potential for
everyone from mechanics to surgeons. For younger
students though, virtual reality in the classroom could
mean virtual field trips, immersive games, and even uses
for children with special needs.
In Ireland, a school in the town of Broughal used
OpenSim to recreate Clonmacnoise, which is the ruins of
an old monastery, surrounded by a cemetery. It took two
weeks to build, but then using Oculus they were able to
explore the site.
Satakunta University of Applied Sciences, Unit Rauma
33. Virtual Reality Applications
Military and law enforcement
Recently, the British government has the announcement
that it would incorporate Oculus Rift into its training of
trauma medics for battle. Other military uses are
simulations that can help train how to concerned with
IEDs — and simulations like those can can be repeated
and mistakes learned from.
Pima County in Arizona uses a 300-degree one, 5-screen,
setup to train officers on how to react in certain
situations. The scenarios, which include a man with a
gun, or woman with a knife and a child, can produce
multiple outcomes depending on how the officer reacts.
Satakunta University of Applied Sciences, Unit Rauma
35. Group Work
Satakunta University of Applied Sciences, Unit Rauma
• Divide for groups of 5 people.
• Design Virtual Reality Application, which not
yet be exists, than describe and present your
Virtual Reality service with others (Power
Point, 5 slide).
• ”The flow of ideas from one field into another
often takes curious and ambivalent paths”.