Revised Landscape Report 2020
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MOVING THE EUROPEAN XR TECH INDUSTRY FORWARD Revised Landscape Report 2020 www.xr4all.eu This project has received funding from the European Union’s Horizon 2020 Research and Innovation Programme under Grant Agreement N° 825545. XR4ALL ‐ eXtended Reality for All Main authors Name Organisation Country Oliver Schreer Fraunhofer HHI Germany Ivanka Pelivan Fraunhofer HHI Germany Peter Kauff Fraunhofer HHI Germany Ralf Schäfer Fraunhofer HHI Germany Anna Hilsmann Fraunhofer HHI Germany Paul Chojecki Fraunhofer HHI Germany Thomas Koch Fraunhofer HHI Germany Serhan Gül Fraunhofer HHI Germany Aurela Shehu Fraunhofer HHI Germany Weiwen Hu Fraunhofer HHI Germany Youssef Sabbah Europe Unlimited S.A. Belgium Jérôme Royan b<>com France Muriel Deschanel b<>com France Albert Murienne b<>com France Laurent Launay b<>com France Jacques Verly Image & 3D Europe Belgium Alain Gallez Image & 3D Europe Belgium Sylvain Grain Image & 3D Europe Belgium Alexandra Gérard Image & 3D Europe Belgium Leen Segers LucidWeb Belgium Mealle Quevillard LucidWeb Belgium Gauthier Lafruit Université Libre de Bruxelles Belgium Donna Schipper Leiden University, Centre for Innovation The Netherlands Mitchell Bosch Leiden University, Centre for Innovation The Netherlands Xiaoqing Jiu Leiden University, Centre for Innovation The Netherlands Anastasia Pash Globetrotter VR Cyprus Alan Chalmers University of Warwick United Kingdom Luciana Gaspar University of Warwick United Kingdom This project has received funding from the European Union’s Horizon 2020 Research and Innovation Programme under Grant Agreement N° 825545. LEGAL NOTICE The information and views set out in this report are those of the authors and do not necessarily reflect the official opinion of the European Union. Neither the European Union institutions and bodies nor any person acting on their behalf may be held responsible for the use which may be made of the information contained therein. It is important to notice that the official review process of this report is not being formally finalised yet by the European Commission. © XR4ALL Consortium, 2020 Reproduction is authorised provided the source is acknowledged. This project has received funding from the European Union’s Horizon 2020 Research and Innovation Programme under Grant Agreement N° 825545. Table of Contents ACRONYMS .................................................................................................................................. 7 1 INTRODUCTION .................................................................................................................... 8 2 THE SCOPE OF EXTENDED REALITY ............................................................................................ 9 2.1 References.................................................................................................................................... 11 3 XR MARKET WATCH ............................................................................................................ 12 3.1 Market development and forecast .............................................................................................. 12 3.2 Areas of application ..................................................................................................................... 16 3.3 Investments .................................................................................................................................. 18 3.4 Shipment of devices ..................................................................................................................... 19 3.5 Main players ................................................................................................................................. 22 3.6 International, European and regional associations in XR ............................................................ 25 3.7 Patents ......................................................................................................................................... 29 3.8 References.................................................................................................................................... 32 4 XR TECHNOLOGIES .............................................................................................................. 35 4.1 Video capture for XR .................................................................................................................... 35 4.2 3D sound capture ......................................................................................................................... 38 4.3 Scene analysis and computer vision ............................................................................................ 41 4.4 3D sound processing algorithms .................................................................................................. 52 4.5 Interactive technologies for virtual flavour ................................................................................. 55 4.6 Input and output devices ............................................................................................................. 58 4.7 Render engines and authoring tools ............................................................................................ 66 4.8 Cloud services .............................................................................................................................. 66 4.9 Conclusion .................................................................................................................................... 69 5 XR APPLICATIONS ............................................................................................................... 70 5.1 Advertising and commerce .......................................................................................................... 70 5.2 Cultural Heritage .......................................................................................................................... 73 5.3 Education and Research ............................................................................................................... 77 5.4 Industry 4.0 .................................................................................................................................. 87 5.5 Health and medicine .................................................................................................................. 101 5.6 Security and Sensing .................................................................................................................. 110 5.7 Journalism & weather ................................................................................................................ 114 5.8 Social VR ..................................................................................................................................... 115 5.9 Travel and Tourism ..................................................................................................................... 121 5.10 Conclusion .................................................................................................................................. 126 6 STANDARDS .................................................................................................................... 127 6.1 XR specific standards .................................................................................................................. 127 6.2 XR related standards .................................................................................................................. 130 7 REVIEW OF CURRENT EC RESEARCH ....................................................................................... 134 D4.2: Revised Landscape Report Page 4 7.1 References.................................................................................................................................. 136 8 CONCLUSION ................................................................................................................... 141 List of figures Figure 1: Extended reality scheme. ............................................................................................................. 9 Figure 2: Major components of an eXtended Reality system. ................................................................. 10 Figure 3: VR/AR market forecast by Gartner and Credit Suisse [7]. ........................................................ 12 Figure 4: Market growth rates by worldwide regions [4]. ....................................................................... 13 Figure 5: AR/VR regional revenue between 2017 and 2022 [15]. ............................................................ 14 Figure 6: Global XR boost to gross domestic product by 2030 [18]. ........................................................ 14 Figure 7: Major EU countries XR boost to gross domestic product from 2019 to 2030 [18]. .................. 15 Figure 8: Job enhancement by 2030 through XR [18]. .............................................................................. 15 Figure 9: Distribution of VR/AR companies analysed in survey by Capgemini Research [19]. ............... 16 Figure 10: Separated AR and VR sector revenue from 2017 to 2022 [8]. Note: This diagram represents just relations of revenue between different sectors, the scale for AR and VR are not the same. .......... 17 Figure 11: XR use cases boost to gross domestic product from 2019 to 2030 [18]. ................................ 18 Figure 12: XR4ALL analysis of European investors for start‐ups [22]. ....................................................