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Your Knowledge Partner

Your Knowledge Partner. Wearable Devices & Augmented Reality. March19 th 2014 Knowledge Sharing Webinar. Presented by: Dolcera. About Dolcera. Dolcera is a Knowledge Services company based out of Silicon Valley, USA and Hyderabad, India

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Your Knowledge Partner

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  1. Your Knowledge Partner Wearable Devices & Augmented Reality March19th 2014 Knowledge Sharing Webinar Presented by: Dolcera

  2. About Dolcera • Dolcera is a Knowledge Services company based out of Silicon Valley, USA and Hyderabad, India • Dolcera’sclients include dozens of Fortune 500 companies across US, Europe and Asia in the last 10 years • Current team strength of about 110 employees with experts in engineering, electronics, computer science, physics etc. • Dolcera’s Offerings include • Value added research services and toolsin IP, Technology and Market Research • World-class Web 2.0 technology platform used by world’s largest companies

  3. Agenda • Introduction • Definition & Evolution of wearable devices • Concept of wearable from super heroes • Market Trends • Wearable Devices IP Trends • Top Players and Patents • Patent Taxonomy • Technology Distribution • Augmented Reality IP Trends • Product Focus

  4. Definition and Evolution • The simplest definition would be: a device that can compute, and is worn on the human body; making wrist watches the oldest known wearable device • General understanding of wearable tech today, however emphasizes a general purpose computer to be involved, not just computation of time Source: Vandrico.com DB

  5. Concept of “Wearables” from Super Heroes JohnySokkocalls his ‘Giant Robot’ in times of distress, using a wearable watch. The robot fights gargoyles & other monsters! Ben fights aliens with “Omnitrix” that binds DNA codes!! Batman fights crime with his utility belt, where he stores some of his toys, including explosives and a breathing device.

  6. The Booming Market Market Predictions Applications: Social and infotainment will lead, followed quickly by health& wellness and medical devices: Committed Tech Giants

  7. Device Types

  8. Wearable Device Example: Smart Glass R&D since 1997!

  9. IP Study: Methodology

  10. Search Scope Search Concepts *Synonyms of all concepts also searched Classes Used US, IPC/CPC, DWI, JP Classes: Data Processing, Equipment control, games, location monitoring, Graphic processing, Communication for portable device etc. Other Information Database: Thomson Innovation Search Scope: 01/01/1991-09/23/2013

  11. IP Activity: Trend Another Growth Spurt Starting point

  12. Top Companies for wearable devices

  13. Google Reveals Android Wear • Google announced developer preview of ‘Android Wear’ • A version of android optimized for small, powerful devices, worn on the body such as smartwatches • To be used in LG G and Moto 360 smartwatches • Features: • Useful information when you need it most • Intelligent answers to spoken questions (Google Now) • Tools to help reach fitness goals • Key to a multiscreen world • Android Wear is powered by Linux and Open Source

  14. Google Patents in Wearable Space

  15. Device Versus Patents *Source: Vandrico

  16. Highly Cited Patents User Interface Medical Device Defense Monitoring

  17. Application Areas Source: Vandrico.com DB

  18. Top Application Areas

  19. Medical Applications

  20. Sensors by Sensing Technology Number of Documents Sensors by sensing technology

  21. Sensors by Application Number of Documents Sensors by Application

  22. Device Form Factor Number of Documents

  23. A Closer Look At - Augmented Reality

  24. Augmented Reality: Definition The basic idea of augmented reality is to superimpose graphics, audio and other sensory enhancements over a real-world environment in real time.

  25. IP Study: Methodology

  26. Search Scope Search Concepts *Synonyms of all concepts also searched Classes Used US, IPC/CPC Classes: Head up displays, image processing, virtual reality, computer graphics processing etc Other Information Database: Thomson Innovation Search Scope: 01/01/1991-09/23/2013

  27. IP Activity: Trend Exponential Increase since 2010

  28. Top Companies Canon MREAL Project

  29. Top Cited Patents Multi Touch Image Processing GUI

  30. Technology Distribution: Top Level Biggest Area by far

  31. Technology Distribution: Image Processing

  32. Technology Distribution: Input Related GUI is big, like smartphones

  33. Technology Distribution: Communication Method Most popular method Non Existent

  34. Notable Products: Infotainment

  35. Notable Products: Health & Wellness

  36. Impact on Society • The potential to transform our lives completely: The Human Cloud • Everything we wear can make us a part of the “internet of things” • Entire life can be captured, stored, analyzed • Surveys suggest that users experience improvement in career, fitness, personal finances and even personal relationships! • The privacy and ethics debate • For every supporter of the tech, there is another voice raising security and privacy concerns • It is possible that as a society, we just accept being watched the entire time; but how does this change social interactions? • What’s next? Implantable body/brain devices and human machines?

  37. Conclusion • Mostly small players have their products out in the market indicating: • Small company can aggregate wearable technology easily • Opportunities for licensing as well as for mergers and acquisitions exist • Bargaining power seems to be with software companies like Samsung, Google, Apple since it will be difficult to standardize the hardware or form factor • “One size fits all” model will not work for wearable devices • Form factor could be another differentiating factor for players • The number and type of form factors indicate that the ecosystem is too vast to be controlled

  38. Conclusion • Availability of interface interaction options like voice and body movement monitoring for information manipulation would be the game changer • Apps needing small or no display interface would drive the wearables market initially, display interface alternatives like voice commands, holographic displays, text-to-speech output etc. could be preferred way of interaction in future • More open strategy seen for wearable devices as compared to mobile ecosystem • Traditionally Apple has tried to create a closed ecosystem of its own • However, in wearables market, lot of companies have products that are compatible with iOS

  39. Conclusion • Very few players are trying to differentiate themselves from other players based on hardware • Qualcomm had launched Qualcomm TOQ with Mirasol display • The industry may eventually adopt a new business model rather than a model similar to the mobile ecosystem • Business opportunities available due to wearable devices like Real time big data management, security of personal data, test equipment for wearable devices etc. would be important factors in determining the market leader • Wearable technology has endless possibilities, but highly volatile and the future is hard to predict due to its disruptive nature

  40. Conclusion • Almost all global high tech players have made big bets in this area, while several non high tech players are poised to make an entry; expect competition from unlikely players • Internet of things may be a big driver of overall growth • Technology trends are quite clear from an IP perspective: • Eye wear and wrist wear combined has less patents than body wear • A majority of patents focus on components that go into a wearable device, application focus is very limited • GUI is a heavily researched area and rightly so • Image processing is by far the biggest area in augmented reality

  41. Conclusion • Almost all global high tech players have made big bets in this area, while several non high tech players are poised to make an entry; expect competition from unlikely players • Wearable technology has endless possibilities, but highly volatile and the future is hard to predict due to its disruptive nature • Internet of things may be a big driver of overall growth • Technology trends are quite clear from an IP perspective: • Eye wear and wrist wear combined has less patents than body wear • A majority of patents focus on components that go into a wearable device, application focus is very limited • GUI is a heavily researched area and rightly so • Image processing is by far the biggest area in augmented reality

  42. Contact us: info@dolcera.com www.dolcera.com

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