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The Future of Shopping:
Virtual, Mixed, and
Augmented Reality
David Nickens
Head of Emerging
Technology at
Ferguson Ventures
The Road to Immersive Commerce
The Future of Shopping: Virtual, Mixed, and Augmented Reality
Dave Nickens
Knower of XR Commerce Things
2
Who you?
➔ Technology Geek
➔ Product Leader & Team Builder
➔ 20 Years of Tech Innovation Experience
➔ Award Winning App Builder (build.com)
@DaveNickens
linkedin.com/in/dnickens
crunchbase.com/person/dave-nickens
24
CIO Review
May 2018
Retail - CIO Outlook
September 2018
25
Speaking Engagements
Podcast
Immersive Commerce
Immersive commerce or iCommerce is an extension of E-commerce that focuses on improving customer
experience by using advanced digital technology to create virtual smart stores from existing brick and mortar
locations.
Rather than an iteration of traditional eCommerce,[1][2][3][4] iCommerce is a form of online shopping that
blends physical elements of traditional stores (i.e. rows, shelves, racks, counters, etc.) with digital elements of
traditional eCommerce web sites (i.e. mobile commerce, electronic funds transfer, supply chain management,
digital marketing, online transaction processing, electronic data interchange, inventory management systems,
automated data collection systems and CRM). Immersive commerce platforms give consumers the ability to
browse and shop aisles of a virtual store using any online device.
Customers can view three-dimensional images of all products within a retailer's SKU inventory. For retailers,
iCommerce seeks to provide omni-channel touchpoint data from the customer, including from social media,
allowing retailers to continually optimize their offers in real time. It also provides retailers with an increased
ability to market their brands and provides co-branding opportunities with suppliers.
26
Yea, but what IS Immersive Commerce?
Location
Product
Data
Immersive Commerce
Digitally Enriched Experience
Digital Twin
aka 3D Model
27
User Device
Device
Software
Yea, but what is Immersive
Commerce?
28
Physical + Digital
using Metadata or
a 3D Digital Twin
to Enhance the
experience.
So, What is a Digital Twin?
Digital twin refers to a digital replica of physical assets (physical twin), processes, people, places,
systems and devices that can be used for various purposes.[1] The digital representation provides both
the elements and the dynamics of how an Internet of things device operates and lives throughout its life
cycle.[2]
Digital twins integrate artificial intelligence, machine learning and software analytics with spatial network
graphs[3] to create living digital simulation models that update and change as their physical counterparts
change.
In various industrial sectors, twins are being used to optimize the operation and maintenance of physical
assets, systems and manufacturing processes.[4] They are a formative technology for the Industrial
Internet of things, where physical objects can live and interact with other machines and people virtually.[5]
In the context of the Internet of things, they are also referred as "cyberobjects", or "digital avatars"[6].
A digital representation of a
physical counterpart….aka 3D
Model.
29
Home Shopping
30
Yea, but what is it?
XR Augmented
Reality
Virtual
Reality
Mixed
Reality
31
Physical & Digital Co-existence
Fully Simulated Environment Real World Objects are Changed
or overlaid with Data
Augmented (AR) - Physical Retail
32
Augmented (AR) - Home Shopping
33
Mixed (MR) - Physical Retail
34
Rakuten Blog - How mixed reality could spice up bricks-and-mortar shopping (10/2017)
Virtual (VR) - Home Shopping
35
AR/MR - Who are the players?
Vuzix is at $47.9M after 6 rounds of funding including Intel Capital after 2013 Start.
36
AR/MR - Who are the players?
Magic Leap’s AR Headset now available for $2,295 after $2.3
billion from big names like JPMorgan, Google, Alibaba and AT&T.
2011 Start.
37
AR/MR - Who were the players? ;-)
38
AR/MR - Who wants to be a player?
Mark Zuckerberg said at F8 2017 that AR glasses were 5 to 7 years away.
Facebook’s head of AR Ficus Kirkpatrick told TC in Oct ‘18 - “We are building hardware products.
We’re going forward on this . . . We want to see those glasses come into reality, and I think we want to
play our part in helping to bring them there.”
39
In-Store @ Walmart
40
“...point it at the products on the shelf you want to compare. As you move the
phone between one item and the other, the product tile at the bottom of the screen
will update with information, including the product name, price and star rating
across however many reviews it has received on Walmart.com.”
VIDEO
The Road to Immersive Commerce
41
Are you willing to put this
technology on your face?
Magic Leap + AT&T 5G
42
Would you buy a $2,300 TV
Headset solution?
What if this Headwear =
New screen for all
computing, shopping, and
gaming experiences?
Pay the $$ for Gaming?
MagiMask Kickstarter @ $99 goes past goal of $25K in 1 Day
43
The Road to 2021
You are HERE Future Focus
44
45
So What?! Why is this important?
Why is this
Important?
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
46
● VR Searches have increased 300% in the
past year
● 360-degree Views & VR Google Findings
○ Increase Engagement
○ Increase Time spent on site
○ Increase Video Views, shares,
○ Increase subscriptions
● VR will Generate Approx $30B in Spending
by 2020
Source: medium.com
Why is this
Important?
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
47
● Airbus, for its part, has reduced inspection
time of aircraft under production by 86% by
allowing assembly workers to step into
complete 3D models.
● Ford is decreasing the risk of employee injury
by 70%
● Ford is decreasing ergonomic issues by a
90%
Source: VentureBeat.com
60%Increase in
Conversion when
using MR for Product
Visualization
$6:1 ROI
48Source: Marxent Labs
4X
Increase in Time
Spent when using
MR for Product
Visualization
49Source: Marxent Labs
$70B
Spent each year in the US on Workforce Training
➢Read a manual - Retain 5% - 15%
➢Watch a video - Retain 20% - 30%
➢Perform a task - Retain 70% to 90%
50
80%Increased
Knowledge
Retention when
Virtual Reality
Training or Education
is deployed 51
Microsoft HoloLens Partner Spotlight with Case Western Reserve University
Source: 360Immersive.com
80%
Reduction in Returned
Products when using
XR Shopping
52Source: Marxent Labs
11x
More likely to Purchase
Goods via your Mobile
App when using AR
53Source: artillry.com
Photo Credit: ProlificInteractive.com
2.7x
Increased Time Spent
in AR enabled Apps
54Source: artillry.com
50%
Increase in Average
Transaction Size
55Source: Marxent Labs Credit: Build.com
30%
Reduction in Average
Sales Cycle when
using 3D Design &
Visualizations
56Source: Marxent Labs
Photo Credit: VRroom.buzz
Final Thoughts
57
An inflection point is coming...
58
Parting Comments
➢ Showrooming - Physical Retail locations become touch-and-feel-hubs
○ Store Owners pay the overhead for the location, but don't get the sale!
What is your differentiator?
➢ Content is KING - Find Digital Twins to Power fully Immersive Experiences
○ Be like…. Amazon, Wayfair, Williams-Sonoma (Outward $112M),
Walmart (Spatialand), Overstock, etc
59
Parting Comments
➢ Work on your Data Foundation
○ Product Metadata
○ Product Descriptions
○ Product Images
➢ Have an Immersive Content
Strategy to support your unique
shopping experience
60
Open Discussion
& Feedback
61
@DaveNickens
linkedin.com/in/dnickens
crunchbase.com/person/dave-nickens
Gartner Hype Cycle - VentureBeat
62
The VR Market - VentureBeat
63
64
65
Ralph Lauren’s Polo Store on 5th Ave Manhattan
66
An inflection point is coming...
67
Photo credit - CIO Outlook

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The Future of Shopping: Virtual, Mixed, and Augmented Reality

Editor's Notes

  • #2: Welcome to MMM, we’re a program of TSM I am Rachel Arst McCullough President of Tahoe Silicon Mountain I’ll be your emcee tonight We livestream so get you all prepped
  • #3: Before livestream starts Schedule – live in a few mins // Intros // 6:45 main event
  • #4: Welcome to MMM, we’re a program of TSM I am Rachel Arst McCullough President of Tahoe Silicon Mountain I’ll be your emcee tonight
  • #5: Be sure livestream is started before intros. No selling. Example of helping – finding co-founder, hiring someone, getting business advice. Me first.
  • #8: Students get half price if they message a photo of their student ID
  • #13: Meet our newest board member, Connie Gallippi!
  • #14: Thanks for all your input, we now have an official mission/vision for TSM. Love it, hate it? Let us know!
  • #19: Welcome back to Mountain Minds Monday.
  • #20: Check with TTCTV before starting: Gold Sponsor H&H: practice many types of law, including Intellectual Property, which may be of interest here Silver Sponsors Mobo Law: Offices in Truckee, Reno, Sacramento, and Incline Village. Represents clients in business law, construction law, estate planning, family law, intellectual property, real estate law, and bankruptcy. Mountain Workspace: Newly opened coworking space (March) in Incline Village Heads Up Health:  a web and mobile app designed to help you use data to master the low-carb ketogenic lifestyle, go to booth
  • #23: Dave is a self-proclaimed Product Geek focused on Immersive Commerce. He spent 16 years in Silicon Valley designing software and building product teams for Cisco, eBay, PayPal, and Visa before moving to Build.com as Mobile Director. In recent years Dave and his team have been working to use Emerging Technologies to disrupt Home Improvement.
  • #24: Image Credit: Prolific Interactive https://www.prolificinteractive.com/work/build/
  • #25: Emerging Technology – Exploring and leveraging emerging technologies to enhance customer and associate experiences through Augmented / Virtual Reality, Internet of Things (IoT), Artificial Intelligence and Machine Learning https://video.branch.io/dave-nickens-merging-ar-with-the-mobile-app 2018 Appy Award Winner - Home/Garden/Interior Design/Lifestyle -- https://www.mediapost.com/appyawards/winners/ 2018 Appy Award Winner - VR/AR App -- https://www.mediapost.com/appyawards/winners/ 2018 48 Media Creativity Bronze Award - Mobile Applications, Business -- https://creativityawards.com/?submission=in-home-preview-for-build-com 2018 Gold Smartie Award for AR/VR - https://markets.businessinsider.com/news/stocks/mma-2018-global-and-north-america-regional-smarties-awards-honor-mobile-marketing-campaigns-that-drive-business-impact-1027581743
  • #26: https://magazine.cioreview.com/magazines/May2018/Mobile_Application/index.php?page=23 http://mobilegrowthsummit.com/2018/05/24/priceless-ar-and-ua-lessons-from-the-billion-dollar-company-you-dont-know-but-should/
  • #27: 2 second slide to peak curiosity...leads into digestible explanation via me
  • #30: A Digital (bit based) representation of a Physical (molecule based) counterpart.
  • #32: 6 Deg of Freedom - Gaming 360 Sound https://uxplanet.org/ux-101-for-virtual-and-mixed-reality-part-2-working-with-the-senses-c39fbd502494
  • #35: Video: https://youtu.be/N1o64hliKek Web: https://rakuten.today/blog/mixed-reality-changing-shopping.html
  • #37: https://www.crunchbase.com/organization/vuzix#section-ipo-stock-price
  • #38: https://www.cmswire.com/digital-workplace/8-augmented-reality-companies-changing-the-digital-workplace/ https://www.crunchbase.com/organization/magic-leap#section-investors
  • #39: https://www.cmswire.com/digital-workplace/8-augmented-reality-companies-changing-the-digital-workplace/ https://www.crunchbase.com/organization/magic-leap#section-investors vertical-cavity surface-emitting laser
  • #40: https://techcrunch.com/2018/10/24/facebook-ar-headset/?utm_source=tcfbpage&sr_share=facebook
  • #41: https://techcrunch.com/2018/11/01/walmart-adds-an-ar-scanner-to-its-ios-app-for-product-comparisons/ Vid: https://vimeo.com/297007834
  • #43: https://magic-leap.reality.news/news/at-t-launch-directtv-app-for-magic-leap-one-2019-sets-up-5g-test-area-magic-leap-headquarters-0188415/ Being the only television app on this new device gives AT&T a brand new vector to snag subscribers and offers more explanation as to why the company plans to start selling the Magic Leap One in its stores this fall. "New and immersive experiences from Magic Leap's developers eventually riding on the AT&T mobile 5G network will redefine entertainment and productivity," said Donovan. "And only AT&T is bringing us one step closer to the future of connectivity with the introduction of a mobile 5G network and a mobile 5G device in parts of 12 cities this year."
  • #44: Kickstarter success Story @ $99 https://www.vrfocus.com/2018/10/ar-headset-magimask-passes-kickstarter-mark-in-a-day/
  • #45: https://www.bizjournals.com/sanjose/news/2017/05/18/google-ar-vr-virtual-shopping-gap-bmw.html
  • #46: In God we trust, everyone else bring data.
  • #47: Source: Here is what you have missed with the VR+AR Revolution in 2018: VR + AR is already being incorporated in major websites and products. By Medium.com on June 13th, 2018 https://medium.com/@rakeshnchinta/here-is-what-you-have-missed-with-the-vr-ar-revolution-in-2018-vr-ar-is-already-being-45949f578d0b
  • #48: Source: VentureBeat 10/9/18 - In 2018, VR stopped “having potential” and started being real https://venturebeat.com/2018/10/09/in-2018-vr-stopped-having-potential-and-started-being-real/
  • #49: Source: Marxent
  • #50: Source: Marxent
  • #51: https://360immersive.com/2017/12/01/vr-training-by-the-numbers/
  • #52: https://360immersive.com/2017/12/01/vr-training-by-the-numbers/ US Spends Approx $70B Year in workforce Training == $13.5M per 1,000 employees Trained 130M US Workers fall under the Health & Safety guidelines 74% of Workers think they are not achieving their full potential and would like training Read a manual - Retain 5% - 15% Watch a video - Retain 20% - 30% Perform a task - Retain 70% to 90%
  • #53: Source: Marxent https://www.marxentlabs.com/
  • #54: Source: artillry.com
  • #55: Source: artillry.com
  • #56: Source: Marxent https://www.marxentlabs.com/
  • #57: Source: Marxent https://www.marxentlabs.com/ https://vrroom.buzz/vr-news/business/retail-realities-augmented-reality
  • #60: Interactive Business Cards and Street Signage Be a forward thinker & Demand web and Marketing companies to bring their A game with XR Get free publicity by asking Google & Apple how you can be first adopter
  • #61: Interactive Business Cards and Street Signage Be a forward thinker & Demand web and Marketing companies to bring their A game with XR Get free publicity by asking Google & Apple how you can be first adopter Photo Credit: https://www.computerworld.com/article/3317082/virtual-reality/why-augmented-reality-has-surpassed-virtual-reality-as-the-potential-next-big-thing.html
  • #63: Source: VentureBeat 10/9/18 - In 2018, VR stopped “having potential” and started being real https://venturebeat.com/2018/10/09/in-2018-vr-stopped-having-potential-and-started-being-real/
  • #64: Source: VentureBeat 10/9/18 - In 2018, VR stopped “having potential” and started being real https://venturebeat.com/2018/10/09/in-2018-vr-stopped-having-potential-and-started-being-real/
  • #65: https://artillry.co/2018/09/19/consumer-ar-revenues-19b-by-2022/ Consumer Grade Consumer AR will be the second largest XR sub-sector in the outer years of the forecast. We project it to grow from $456 million in 2017 to $18.8 billion in 2022, a 110 percent compound annual growth rate. That includes hardware (smart glasses) premium apps and in-app purchases. Near-term revenues will be dominated by mobile. And within mobile revenue, software will be dominant, as we don’t count smartphone sales in this forecast (a ubiquitous device on which AR is secondary). So the software spend is mostly about apps and in-app purchases (IAP). The latter will dominate software revenues, due to consumer hesitance to pay upfront for AR apps. This was most recently shown in our consumer survey data that indicates consumers are more comfortable with in-app payments, especially new users which are greater in number. A leading indicator for IAP also comes from Pokémon Go, which validated the model including about $1.4 billion in revenue to date. Niantic will also find success in Harry Potter, Wizard Unite. These and other developing AR apps will rely heavily on IAP as a revenue model. Moving Target Meanwhile, mobile AR’s killer apps — likely social or gaming — won’t arrive until 2019, which is two years after ARkit’s launch. This was a similar elapsed time after iPhone’s 2007 launch when developers gained their native footing and began to release killer apps like Uber and Waze. Moving into outer years, consumer AR revenues will begin to shift towards hardware starting in 2021 as smart glasses (possibly from Apple) finally reach tenable specs and standards for consumer markets. It will take several more years for large-scale penetration though. But interestingly, software at that time will begin to shift to premium apps (as opposed to in-app purchases) as it’s a model conducive to dedicated AR hardware like smart glasses. This similar to how apps/games are purchased in VR, and will boost the premium app spend into 2022. Meanwhile, we’ll see a progression of software innovation that starts with mobile apps, where the scale lies. But that will be part of a larger evolution, as the development work put into mobile AR apps will be a training ground for an eventual glasses-dominant era beyond 2022. It’ll be a moving target and we’ll continue to size it up twice-per-year. Meanwhile, stay tuned for more data slices from this forecast, which we’ll continue to unpack here. You can also preview the report here, including methodology and breakdowns of what’s included in the figures.
  • #67: https://www.businessinsider.in/I-tried-the-new-fitting-room-at-Ralph-Lauren-and-it-blew-my-mind/My-first-experience-using-Ralph-Laurens-interactive-mirror-was-awesome-It-made-my-shopping-experience-so-much-better-I-didnt-have-to-worry-about-getting-dressed-to-go-back-in-the-store-to-find-a-different-size-or-color-And-it-was-cool-to-browse-through-other-items-without-leaving-the-fitting-room-My-favorite-part-was-being-able-to-set-the-lighting-a-constant-nuisance-in-most-dressing-rooms-Hopefully-smart-mirrors-will-be-in-every-fitting-room-in-the-near-future-/slideshow/49852506.cms
  • #68: https://www.apacciooutlook.com/news/the-potential-of-the-internet-of-things-in-empowering-businesses-nwid-5623.html