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Hybrid-Realities: Merging Real And Virtual
Worlds To Create Unique Experiences
Version 0.1
May 23, 2016
Nils Pokel
Digital Innovation Strategist
Auckland Museum
23 - 24 May 2016, Skycity Convention Centre, Auckland
@nilscreates
#NZCUSTOMER
Nils Pokel
Digital Innovation Strategist
Auckland Museum
npokel@aucklandmuseum.com
@nilscreates
Auckland
War Memorial
Museum
Adultvistors
Adultsandchildren
Visitors were most likely to
be from Auckland
Auckland visitors were
most likely to live centrally
25% International
67% Auckland
74%
9% Domestic
18%
8%
Who were our visitors?
2014/2015
Onsite Visitor Profile
As is typical, visitors
were most likely to
be female
32%
68%
Aucklanders were far more likely
to visit with children
14/1509/10
25% International
9% Domestic
67% Auckland
There was a
year-on-year increase
in older visitors
Central
South
West
North
39%
50+
30–49
20–29
15–19
Years
13/14
43%
Auckland visitation has
increased over time
12%29%
International
46%
Auckland Domestic
These insights are drawn from the Visitor Profile Survey (VPS): a systematic in-house survey monitoring the characteristics of Auckland Museum ADULT visitors, visit behaviour and satisfaction with experience.
During the 14/15 financial year, 1,104 visitors participated, giving the data an error margin of +/- 2.95% at the 95% confidence interval.
What we’ll cover
‣ Terms & Tech: VR, AR, MR…
‣ Future: where things are headed
‣ Value: Making it meaningful
‣ Approach: How the Museum does it
Terms & Tech: VR, AR, MR
Disclaimer: I don’t know it all…
Virtual Reality (VR)
Image: wikipedia commons
Google Cardboard
Image: Samsung
Samsung Gear VR
Image: Oculus
Oculus Rift
Image: HTC Vive
HTC Vive
HMDs
Definition
Virtual reality (VR) is a computer technology that
replicates an environment, real or imagined, and
simulates a user's physical presence and
environment to allow for user interaction.
https://en.wikipedia.org/wiki/Virtual_reality
Properties of VR
‣ VR is immersive
‣ VR is about transporting users
‣ VR is usually a single user experience
Applications for VR
‣ Gaming
‣ Video
‣ Education
‣ Theme parks
‣ Other (non-entertainment)
Augmented Reality (AR)
Definition
Augmented reality (AR) is a live direct or indirect
view of a physical, real-world environment whose
elements are augmented (or supplemented) by
computer-generated sensory input such as sound,
video, graphics. https://en.wikipedia.org/wiki/Augmented_reality
Image: Blippar
Marker / Computer Vision based AR
Image: bmwblog
BMW Drive Assist Head-Up Displays
Image: Google Glass
Google GLASS
Image: beautyreportbyb
L’Oreal Makeup Genius: Magic Mirror / feature tracking AR
Properties of AR
‣ AR adds information to a real object
‣ AR is about the ‘here and now’
‣ AR can be a shared experience
‣ AR is triggered by markers
Applications for AR
‣ Mobile companion apps
‣ Entertainment
‣ Advertising
‣ Navigation
‣ …and dozens more
Mixed Reality (MR)
Definition
Mixed reality (MR) is the merging of real and
virtual worlds to produce new environments and
visualisations where physical and digital objects
co-exist and interact in real time.
https://en.wikipedia.org/wiki/Mixed_reality
Image: Magic Leap
Magic Leap (Patent concept)
Image: Microsoft
HoloLens
Image: Meta
Meta
Properties of MR
‣ MR ‘extends’ AR
‣ MR matches the geometric
properties of real objects & space
‣ MR does not require markers
‣ Interaction with real space affects
virtual space
Applications for MR
‣ Gaming
‣ Eduction
‣ Telepresencing
‣ Truth is: we ain’t seen nothin’ yet!
Future: What’s Coming
Image: Disney / Lucasfilm
Use of Holograms in Star Wars (1977)
Image: 20th Century Fox
AR in Minority Report (2002)
Image: 20th Century Fox
Augmented Reality in Avatar (2009)
Image: Paramount Domestic Television
HoloDeck in Star Trek: Next Generation (1992 - 94)
Source: Gartner (August 2015)
Hype Cycle for Emerging Technologies
Source: Microsoft via Gizmodo
Microsoft HoloLens: Project Xray (2015)
Image: wikipedia commons
Magic Leap Demo (2015)
Source: Microsoft Research
Microsoft Holoportation (2016)
2014
Facebook acquires Oculus for $2B
‘We’re getting ready for the platforms of tomorrow, Oculus has the
chance to create the most social platform ever, and change the
way we work, play and communicate.’
Mark Zuckerberg
Image: erectronics
Image: Digi-Capital via techcrunch
2016
Magic Leap valuated at $4.5B
‘We are really accelerating everything.’
CEO Rony Abovitz
Image: Digi-Capital via uploadvr
AR / VR Market Projection 2020
Making it Meaningful
Digital information is all around
us - only we can’t see it. Yet.
These technologies come
with a responsibility
Source: The Guardian
The Guardian’s 6x9 VR experience
The ‘empathy machine’
has to work both ways
Source: Keiichi Matsuda via YouTube
Hyper-Reality
In it just for the money?
Not good enough.
Image: Digi-Capital via uploadvr
AR / VR Market Projection 2020
Source: Gartner (August 2015)
Hype Cycle for Emerging Technologies
This is where
to look to
Ask yourself these key
questions:
What can this technology add to
the project that can’t be achieved
in any other way?
# 1
Does it add value to
our visitors’ lives?
# 2
What if we didn’t..?
# 3
Source: Auckland Museum via YouTube
Moana-My Ocean AR experience (2013)
Image: Mark Smith / Auckland Museum
Gallipoli in Minecraft exhibition (2015)
Key Take Aways
VR and AR are real
game changers.
Technology for technology’s
sake will always lead to failure.
Adding real value is key
to cut through the noise.
Image: Auckland Museum
Thank You
npokel@aucklandmuseum.com
@nilscreates

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Hybrid-Realities: Merging real and virtual worlds to create unique experiences