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Delivering ROI with
Digital Reality
Jay Samit @jaysamit
6 / 1 / 2 0 1 7
2 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
3 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
4 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
5 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
6 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
Innovation
Trigger
Peak of Inflated
Expectations
Trough of
Disillusionment
Slope of
Enlightenment
Plateau of
Productivity
Smart Dust
4D Printing
General-Purpose Machine Intelligence
802.11ax
Context Brokering
Neuromorphic Hardware
Data Broker PaaS (dbrPaas)
Quantum Computing
Human Augmentation
Personal Analytics
Smart Workspace
Volumetric Displays
Conversational User Interfaces
Brain-Computer Interface
Virtual Personal Assistants
Smart Data Discovery
Affective Computing
Commercial UAVs (Drones)
IoT Platform
Gesture Control Devices
Micro Data Centers
Smart Robots
Blockchain
Connected Home
Cognitive Expert Advisors
Machine Learning
Software-Defined Security
Autonomous Vehicles
Nanotube Electronics
Software-Defined Anything (SDx)
Natural-language Question
Answering
Enterprise Taxonomy and
Ontology Management
Augmented Reality
Virtual Reality
Time
Expectations
• VR & AR in the Lead – Leading the exponentials (e.g. blockchain, cognitive,
connected home, IoT, commercial drones, autonomous vehicles, etc.). VR is the
only one to have left the “trough of disillusionment” & pushing to “slope of
enlightenment”
• Some Disillusionment Today – Because this is where we are in the hype
cycle – need to realize the potential is still there, just the previous wave set
expectations too high
• Now is the Opportunity – If we wait for the “plateau of productivity,” we will
be too late– this is the time when we can become the dominant player
Gartner Hype Cycle for Emerging Technologies, 2016
Left the Curve…
• Speech Recognition
• 3D Printing
• 3D Scanning
• Consumer Telematics
• Mobile Search
• Web Analytics
• Email Marketing
• Location Intelligence
The Fourth Transformation – PC | Web | Mobile | Digital Reality
7 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
8 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
9 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
Long-Term Multi-Trillion Market Outlook
0
500
1000
1500
2000
2500
2020 2025 2030 2035
Hardware/Content/ Services Commerce Market Size
($US, bn.)
2025
($US, bn.)
($163 bn.)
($276 bn.)
($130 bn,)
2035
The Digital Reality market is expected
to grow to $2.16 trillion by 2035
The Digital Reality market is expected
to expand to $569bn in 2025
• From 10 million units in 2017 to 30 million around 2020 and 40 million around
2025, long-term equilibrium will be 40 million annually, and the unit price will
ultimately fall to less than $200.
• The AR headset/hardware market will be $17.8 billion in 2020 and $120.2
billion in 2025.
• The VR game market projected to $49.4bn in 2025 (total for consoles, mobile,
arcade)
• The percentage of movies that are VR compatible will be 8% in 2020 and 35%
in 2025.
• AR grabs 25% of the m-commerce market equating to ~$1.3 trillion
• From 2025 onward, the majority of growth in the AR headset market will be
achieved at the expense of the smartphone market. Smartphone market
substitution by AR to rise from 0% to 48% in 2035.
• Growth in the market to be driven partly by the strong tailwind provided by VR
games through 2025
• AR-headsets will start to cannibalize mobile sales with annual smartphone unit
sales peaking in 2025, we forecast CAGRs for the AR-commerce market
of+66% in 2025–2030 and +22% in 2030–2035.
From 2025 onward, it is expected that the majority of growth in the AR headset market will be achieved at the expense of the smartphone market
10 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
Virtual Reality
will be
BIG
Augmented
Reality
will be
BIGGER
Digital Reality Market Opportunity
0
20
40
60
80
100
120
140
160
2016 2017 2018 2019 2020
$143B
combined market by 2020
RevenueForecast($B)
500
MILLION
headsets sold
by 2025
Digital Reality Revenue Forecast ($B) for 2020
11 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
Digital Reality Markets
Hardware
Ad Spend
eCommerce
Mobile (Data & Voice)
In-app Purchases
B2B Apps
Consumer Subs
Premium Apps
$75.6B
Digital Reality
End Market in 2022
(excludes Hardware & In-App Purchases)
2022 B2B
Software Market
Ad Sales: $18.4B
eCommerce: $18.4B
Mobility: $20.5B
B2B, Other: $18.3B
B2B Digital Realty Software Market Breakdown for 2022
12 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
Digital Reality
Safety
Design
Construction
Security
Travel
Retail
13 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
B2B Digital Reality Sectors
1 Think. Enabling companies to determine how to evaluate solutions, devise best practices, build a business
case for adoption and leadership buy-in and determine a long term vision for digital reality
2 Connect. Collaborating without colocation - connecting professionals remotely, communicating via “See
what I see” tools and enabling individuals in different locations to view/interact with the same data
3 Know. Augmenting data and resources to give professionals, engineers, and designers a new way to do
their jobs more effectively
4 Learn. Leverage digital reality technologies to support training and research, effectively lowering the time,
risk & cost traditionally required
5 Explore. Bring consumers on a journey of exploration across time and geography
6 Consume. Delivering digital reality experiences through content creation, enablement and integration
14 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
Training
AR Lego instruction is 20% faster than
2D Lego instruction
15 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
Quick Service Restaurants
Menu complexity and
ingredients per item (10+),
preference for premium items
Overall average speed
of service
(8 seconds YTD)
&
40% of Global 1000 will use
gamification as primary mechanism
for improving operations
Gamification
17 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
Safety
75% chance
of a disabling injury in a 45 year career
18 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
Augmented Knowledge
34% faster
complex task completion
wiring insertions for wind turbine
19 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
Design
30% reduced
Prototype production
time using VR
Construction
50% cost savings
with Building Information Modeling
21 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
22 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
23 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
Security
75%
facial recognition accuracy
in 1 million subjects
24 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
Travel
30% more engagement
with 360° video
than 2D advertising
25 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
Retail
&
29%
increased likelihood
to buy
30%
higher price point
acceptance
26 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
27 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
28 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
This publication contains general information only, and none of the member firms of Deloitte Touche Tohmatsu
Limited, its member firms, or their related entities (collective, the “Deloitte Network”) is, by means of this
publication, rendering professional advice or services. Before making any decision or taking any action that may
affect your business, you should consult a qualified professional adviser. No entity in the Deloitte Network shall
be responsible for any loss whatsoever sustained by any person who relies on this publication.
As used in this document, “Deloitte” means Deloitte Consulting LLP, a subsidiary of Deloitte LLP. Please see
www.deloitte.com/us/about for a detailed description of the legal structure of Deloitte USA LLP, Deloitte LLP and
their respective subsidiaries. Certain services may not be available to attest clients under the rules and
regulations of public accounting.
Copyright © 2016 Deloitte Development LLC. All rights reserved.
Member of Deloitte Touche Tohmatsu Limited
THANK YOU!
Contact us.
www.deloittedigital.com
Jay Samit
jsamit@deloitte.com
@jaysamit
30 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
Appendix: References
Slide 6 – http://www.gartner.com/newsroom/id/3412017
Slide 9 – https://www.citi.com/commercialbank/insights/assets/docs/virtual-and-augmented-reality.pdf
Slide 10
• https://techcrunch.com/2016/07/09/the-reality-of-arvr-survival/?platform=hootsuite
• http://www.cioandleader.com/article/2017/02/28/worldwide-spending-augmented-and-virtual-reality-will-reach-usd139-billion-2017
• https://techcrunch.com/2017/01/11/the-reality-of-vrar-growth/
Slide 11 – https://www.idc.com/getdoc.jsp?containerId=prUS42331217
Slide 14 – https://next.reality.news/news/good-news-ar-devs-research-shows-people-learn-better-3d-0174092/
Slide 15 – https://www.qsrmagazine.com/reports/drive-thru-performance-study-2014
Slide 16 – https://elearningindustry.com/top-gamification-statistics-and-facts-for-2015
Slide 17 – https://www.designblendz.com/blog/virtual-reality-to-revolutionize-construction-training
Slide 18 – https://hbr.org/2017/03/augmented-reality-is-already-improving-worker-performance
Slide 19 – https://haptic.al/virtual-reality-reduces-the-production-time-for-car-manufacturers-9778d7a48733
Slide 20 – https://www.raconteur.net/business/virtual-reality-and-big-data-disrupting-digital-construction
Slide 23 – http://www.washington.edu/news/2016/06/23/how-well-do-facial-recognition-algorithms-cope-with-a-million-strangers/
Slide 24 – Based on information gathered from client
Slide 25 – https://blogit.realwire.com/Research-Shows-The-Power-Of-Augmented-Reality-As-A-Sales-Tool

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Jay Samit (Deloitte): Delivering ROI with Digital Reality

  • 1. Delivering ROI with Digital Reality Jay Samit @jaysamit 6 / 1 / 2 0 1 7
  • 2. 2 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
  • 3. 3 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
  • 4. 4 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
  • 5. 5 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
  • 6. 6 | Copyright © 2017 Deloitte Development LLC. All rights reserved. Innovation Trigger Peak of Inflated Expectations Trough of Disillusionment Slope of Enlightenment Plateau of Productivity Smart Dust 4D Printing General-Purpose Machine Intelligence 802.11ax Context Brokering Neuromorphic Hardware Data Broker PaaS (dbrPaas) Quantum Computing Human Augmentation Personal Analytics Smart Workspace Volumetric Displays Conversational User Interfaces Brain-Computer Interface Virtual Personal Assistants Smart Data Discovery Affective Computing Commercial UAVs (Drones) IoT Platform Gesture Control Devices Micro Data Centers Smart Robots Blockchain Connected Home Cognitive Expert Advisors Machine Learning Software-Defined Security Autonomous Vehicles Nanotube Electronics Software-Defined Anything (SDx) Natural-language Question Answering Enterprise Taxonomy and Ontology Management Augmented Reality Virtual Reality Time Expectations • VR & AR in the Lead – Leading the exponentials (e.g. blockchain, cognitive, connected home, IoT, commercial drones, autonomous vehicles, etc.). VR is the only one to have left the “trough of disillusionment” & pushing to “slope of enlightenment” • Some Disillusionment Today – Because this is where we are in the hype cycle – need to realize the potential is still there, just the previous wave set expectations too high • Now is the Opportunity – If we wait for the “plateau of productivity,” we will be too late– this is the time when we can become the dominant player Gartner Hype Cycle for Emerging Technologies, 2016 Left the Curve… • Speech Recognition • 3D Printing • 3D Scanning • Consumer Telematics • Mobile Search • Web Analytics • Email Marketing • Location Intelligence The Fourth Transformation – PC | Web | Mobile | Digital Reality
  • 7. 7 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
  • 8. 8 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
  • 9. 9 | Copyright © 2017 Deloitte Development LLC. All rights reserved. Long-Term Multi-Trillion Market Outlook 0 500 1000 1500 2000 2500 2020 2025 2030 2035 Hardware/Content/ Services Commerce Market Size ($US, bn.) 2025 ($US, bn.) ($163 bn.) ($276 bn.) ($130 bn,) 2035 The Digital Reality market is expected to grow to $2.16 trillion by 2035 The Digital Reality market is expected to expand to $569bn in 2025 • From 10 million units in 2017 to 30 million around 2020 and 40 million around 2025, long-term equilibrium will be 40 million annually, and the unit price will ultimately fall to less than $200. • The AR headset/hardware market will be $17.8 billion in 2020 and $120.2 billion in 2025. • The VR game market projected to $49.4bn in 2025 (total for consoles, mobile, arcade) • The percentage of movies that are VR compatible will be 8% in 2020 and 35% in 2025. • AR grabs 25% of the m-commerce market equating to ~$1.3 trillion • From 2025 onward, the majority of growth in the AR headset market will be achieved at the expense of the smartphone market. Smartphone market substitution by AR to rise from 0% to 48% in 2035. • Growth in the market to be driven partly by the strong tailwind provided by VR games through 2025 • AR-headsets will start to cannibalize mobile sales with annual smartphone unit sales peaking in 2025, we forecast CAGRs for the AR-commerce market of+66% in 2025–2030 and +22% in 2030–2035. From 2025 onward, it is expected that the majority of growth in the AR headset market will be achieved at the expense of the smartphone market
  • 10. 10 | Copyright © 2017 Deloitte Development LLC. All rights reserved. Virtual Reality will be BIG Augmented Reality will be BIGGER Digital Reality Market Opportunity 0 20 40 60 80 100 120 140 160 2016 2017 2018 2019 2020 $143B combined market by 2020 RevenueForecast($B) 500 MILLION headsets sold by 2025 Digital Reality Revenue Forecast ($B) for 2020
  • 11. 11 | Copyright © 2017 Deloitte Development LLC. All rights reserved. Digital Reality Markets Hardware Ad Spend eCommerce Mobile (Data & Voice) In-app Purchases B2B Apps Consumer Subs Premium Apps $75.6B Digital Reality End Market in 2022 (excludes Hardware & In-App Purchases) 2022 B2B Software Market Ad Sales: $18.4B eCommerce: $18.4B Mobility: $20.5B B2B, Other: $18.3B B2B Digital Realty Software Market Breakdown for 2022
  • 12. 12 | Copyright © 2017 Deloitte Development LLC. All rights reserved. Digital Reality Safety Design Construction Security Travel Retail
  • 13. 13 | Copyright © 2017 Deloitte Development LLC. All rights reserved. B2B Digital Reality Sectors 1 Think. Enabling companies to determine how to evaluate solutions, devise best practices, build a business case for adoption and leadership buy-in and determine a long term vision for digital reality 2 Connect. Collaborating without colocation - connecting professionals remotely, communicating via “See what I see” tools and enabling individuals in different locations to view/interact with the same data 3 Know. Augmenting data and resources to give professionals, engineers, and designers a new way to do their jobs more effectively 4 Learn. Leverage digital reality technologies to support training and research, effectively lowering the time, risk & cost traditionally required 5 Explore. Bring consumers on a journey of exploration across time and geography 6 Consume. Delivering digital reality experiences through content creation, enablement and integration
  • 14. 14 | Copyright © 2017 Deloitte Development LLC. All rights reserved. Training AR Lego instruction is 20% faster than 2D Lego instruction
  • 15. 15 | Copyright © 2017 Deloitte Development LLC. All rights reserved. Quick Service Restaurants Menu complexity and ingredients per item (10+), preference for premium items Overall average speed of service (8 seconds YTD) &
  • 16. 40% of Global 1000 will use gamification as primary mechanism for improving operations Gamification
  • 17. 17 | Copyright © 2017 Deloitte Development LLC. All rights reserved. Safety 75% chance of a disabling injury in a 45 year career
  • 18. 18 | Copyright © 2017 Deloitte Development LLC. All rights reserved. Augmented Knowledge 34% faster complex task completion wiring insertions for wind turbine
  • 19. 19 | Copyright © 2017 Deloitte Development LLC. All rights reserved. Design 30% reduced Prototype production time using VR
  • 20. Construction 50% cost savings with Building Information Modeling
  • 21. 21 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
  • 22. 22 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
  • 23. 23 | Copyright © 2017 Deloitte Development LLC. All rights reserved. Security 75% facial recognition accuracy in 1 million subjects
  • 24. 24 | Copyright © 2017 Deloitte Development LLC. All rights reserved. Travel 30% more engagement with 360° video than 2D advertising
  • 25. 25 | Copyright © 2017 Deloitte Development LLC. All rights reserved. Retail & 29% increased likelihood to buy 30% higher price point acceptance
  • 26. 26 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
  • 27. 27 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
  • 28. 28 | Copyright © 2017 Deloitte Development LLC. All rights reserved.
  • 29. This publication contains general information only, and none of the member firms of Deloitte Touche Tohmatsu Limited, its member firms, or their related entities (collective, the “Deloitte Network”) is, by means of this publication, rendering professional advice or services. Before making any decision or taking any action that may affect your business, you should consult a qualified professional adviser. No entity in the Deloitte Network shall be responsible for any loss whatsoever sustained by any person who relies on this publication. As used in this document, “Deloitte” means Deloitte Consulting LLP, a subsidiary of Deloitte LLP. Please see www.deloitte.com/us/about for a detailed description of the legal structure of Deloitte USA LLP, Deloitte LLP and their respective subsidiaries. Certain services may not be available to attest clients under the rules and regulations of public accounting. Copyright © 2016 Deloitte Development LLC. All rights reserved. Member of Deloitte Touche Tohmatsu Limited THANK YOU! Contact us. www.deloittedigital.com Jay Samit jsamit@deloitte.com @jaysamit
  • 30. 30 | Copyright © 2017 Deloitte Development LLC. All rights reserved. Appendix: References Slide 6 – http://www.gartner.com/newsroom/id/3412017 Slide 9 – https://www.citi.com/commercialbank/insights/assets/docs/virtual-and-augmented-reality.pdf Slide 10 • https://techcrunch.com/2016/07/09/the-reality-of-arvr-survival/?platform=hootsuite • http://www.cioandleader.com/article/2017/02/28/worldwide-spending-augmented-and-virtual-reality-will-reach-usd139-billion-2017 • https://techcrunch.com/2017/01/11/the-reality-of-vrar-growth/ Slide 11 – https://www.idc.com/getdoc.jsp?containerId=prUS42331217 Slide 14 – https://next.reality.news/news/good-news-ar-devs-research-shows-people-learn-better-3d-0174092/ Slide 15 – https://www.qsrmagazine.com/reports/drive-thru-performance-study-2014 Slide 16 – https://elearningindustry.com/top-gamification-statistics-and-facts-for-2015 Slide 17 – https://www.designblendz.com/blog/virtual-reality-to-revolutionize-construction-training Slide 18 – https://hbr.org/2017/03/augmented-reality-is-already-improving-worker-performance Slide 19 – https://haptic.al/virtual-reality-reduces-the-production-time-for-car-manufacturers-9778d7a48733 Slide 20 – https://www.raconteur.net/business/virtual-reality-and-big-data-disrupting-digital-construction Slide 23 – http://www.washington.edu/news/2016/06/23/how-well-do-facial-recognition-algorithms-cope-with-a-million-strangers/ Slide 24 – Based on information gathered from client Slide 25 – https://blogit.realwire.com/Research-Shows-The-Power-Of-Augmented-Reality-As-A-Sales-Tool

Editor's Notes

  1. Hype Cycle for Emerging Technologies, 2016 – Gartner, Inc. http://www.gartner.com/newsroom/id/3412017
  2. Virtual and Augmented Reality, Citi GPS, October 2016 1 - https://www.citi.com/commercialbank/insights/assets/docs/virtual-and-augmented-reality.pdf
  3. https://techcrunch.com/2016/07/09/the-reality-of-arvr-survival/?platform=hootsuite http://www.cioandleader.com/article/2017/02/28/worldwide-spending-augmented-and-virtual-reality-will-reach-usd139-billion-2017 IDC's Worldwide Semiannual Augmented and Virtual Reality Spending Guide https://techcrunch.com/2017/01/11/the-reality-of-vrar-growth/
  4. https://www.idc.com/getdoc.jsp?containerId=prUS42331217 Worldwide Semiannual Augmented and Virtual Reality Spending Guide, IDC
  5. https://next.reality.news/news/good-news-ar-devs-research-shows-people-learn-better-3d-0174092/ Good News AR Devs—Research Shows People Learn Better in 3D, October 2016
  6. https://www.qsrmagazine.com/reports/drive-thru-performance-study-2014 2014 QSR Drive-Thru Performance Study
  7. https://elearningindustry.com/top-gamification-statistics-and-facts-for-2015 Gamification, Games, and Learning: What Managers and Practitioners Need to Know, eLearning Guild
  8. https://www.designblendz.com/blog/virtual-reality-to-revolutionize-construction-training The Occupational Safety and Health Administration
  9. Augmented Reality Is Already Improving Worker Performance, HBR 2017 https://hbr.org/2017/03/augmented-reality-is-already-improving-worker-performance
  10. https://haptic.al/virtual-reality-reduces-the-production-time-for-car-manufacturers-9778d7a48733
  11. https://www.raconteur.net/business/virtual-reality-and-big-data-disrupting-digital-construction Construction trend atm is to continue proliferation of BIM (Building information modeling) software. This is the digital ‘CAD’ version of buildings, and the platform atop which AR/VR sits
  12. http://www.washington.edu/news/2016/06/23/how-well-do-facial-recognition-algorithms-cope-with-a-million-strangers/
  13. Conversation based statistic with client
  14. https://blogit.realwire.com/Research-Shows-The-Power-Of-Augmented-Reality-As-A-Sales-Tool