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Your Knowledge Partner Wearable Devices & Augmented Reality October 28th 2014 Knowledge Sharing Webinar Dolcera Knowledge Services Presented by: Dolcera About Dolcera Dolcera is a Knowledge Services company based out of Silicon Valley, USA and Hyderabad, India Dolcera’s clients 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 tools in IP, Technology and Market Research • World-class Web 2.0 technology platform used by world’s largest companies 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 Definition and Evolution Source: Vandrico.com DB • 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 Concept of “Wearables” from Super Heroes Johny Sokko Batman fights calls crimehis with ‘Giant his utility Robot’ belt, in times where he distress, stores Ben fights aliensofwith some using a ofwearable his toys, including watch. The “Omnitrix” that binds explosives robot fightsand gargoyles a breathing & other DNA codes!! device. monsters! The Booming Market Market Predictions Markets and Markets: $14billion by 2018 Marketwatch: $30.2 billion by 2018 Research & Markets: 275 million devices annually by 2019 IHS: 130.7 million devices annually by 2018 Social and infotainment will lead, followed quickly by health& wellness, medical devices and gaming. Smart watches are the next big thing. The wearable band market grew 684 percent year over year in the first half of 2014. Committed Tech Giants Device Types Wearable Device Example: Smart Glass US20130044042 US20130069850 US20130196757 R&D since 1997! US8212859 JP 2013-88725 US8550621 IP Study: Methodology Class codes and keywords were obtained from relevant patents, databases & thesauri. Key concepts like wearable computing, HMD etc. and their synonyms were identified A comprehensive search was formulated using the appropriate keywords and their complimentary class-codes. Retrieved patents filtered by expert reading to obtain relevant documents – 21830 Patents. Relevant patents analyzed to identify trends Search Scope Search Concepts Concepts related to Wearable Devices Concepts related to Sensors Concepts related to Body Parts *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: 01/01/1991-10/13/2014 IP Activity: Trend Priority Year Publication Year 4000 Number of Documents 3500 Another Growth Spurt 3000 2500 2000 1500 1000 Starting point 500 0 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 Top Companies for wearable devices Top 20 Assignees Number of Documents 1000 900 800 700 600 500 400 300 200 100 0 935 Wearable Displays 598 Glasses and Robots 370 354 306 292 275 236 221 215 206 190 184 162 148 147 134 95 94 300 297 276 200 100 0 Publication Number and Assignee 255 252 249 US2002006927 8A1 HISMAP POINT DE LLC 272 US6573883B1 HEWLETTPACKARD COMPANY 273 US2002004415 2A1 TANGIS CORPORATION 308 US6100806A SILICON VALLEY BANK 400 US5844824A EAST RIVER CAPITAL 545 US6050940A NASA 600 US5731757A 3M ATTENTI 722 US6198394B1 RAYTHEON 800 US5752976A MEDTRONIC INC. US2003022990 0A1 CONVERGENT MEDIA Number of Citations Highly Cited Patents Some of the highly cited patents User Interface 700 Medical Device 500 Defense Monitoring Patents by Application Areas 8000 7000 6000 5000 4000 3000 2000 1000 0 Fitness 6884 1072 Display devices Location information 606 Smart devices Number of Documents Number of Documents Lifestyle 1676 1800 1600 1400 1200 1000 800 600 400 200 0 818 Body positions Detecting motion 1000 835 800 511 600 400 200 66 0 Electronic camera Augmented reality Heart rate Gaming Visual aids Number of Documents Number of Documents Entertainment 818 1000 949 836 800 600 400 200 69 0 Gaming device Gaming machine Game activity Devices Versus Patents: Application Areas 10000 8000 Number of Patents 7918 6000 5007 3914 4000 1604 2000 1564 579 352 Industrial Security 0 Lifestyle Medical Fitness Entertainment Gaming Source: Dolcera 120 113 Number of Devices 95 100 80 60 40 15 20 13 12 11 Industrial Entertainment Gaming 7 0 Lifestyle Fitness Medical Sports Source: Vandrico.com Sensors by Sensing Technology(Patents) Number of Documents 1200 1000 993 884 800 600 552 400 262 200 242 221 165 136 124 0 Sensors by sensing technology 98 85 40 Sensors by Application(Patents) Number of Documents 3000 2531 2500 2130 2000 The top categories all relate to location, movement. This is followed by pressure and temperature sensors, which find their use in medical wearables that sense blood pressure, body temperature etc. 1811 1707 1500 996 1000 730 500 494 453 439 427 364 306 286 265 250 226 217 194 179 171 164 123 118 102 93 81 63 51 38 24 0 Sensors by Application Devices Versus Patents: Form Factor 10000 8000 Number of Patents 8030 There are a lot of patents on head mounted displays and glasses but fewer devices have been launched in this category until now. 6000 4000 2986 1566 2000 1434 947 538 313 130 Legs Fingers Ears Neck 0 Head Wrist Eyes Hand Source: Dolcera 120 100 Number of Devices 98 80 This trend may be because of the mass appeal that wrist devices have; as they can be worn all the time unlike glasses which find use in specific applications. 60 60 40 20 12 12 9 5 4 1 1 Hand Legs Fingers Neck Ears Eyes Mouth 0 Wrist Head Source: Vandrico.com Devices Versus Patents Number of Devices 6 5 4 3 2 1 0 5 5 4 3 3 3 3 3 3 3 3 2 2 2 2 2 2 2 1 Count of Patents 700 600 500 400 300 200 100 0 2 Only 54 Data suggests have patents that a lot filed of out small of companies 134 do not haveon companies IP Vandrico strategy. website; Many of Some the smaller others companies have designeither patents have and design rest don't patents have orany no patentsfiled patent at all. 598 370 215 206 4 0 2 13 74 1 23 4 1 0 0 0 0 0 0 52 Google Patents in Wearable Space Top Application Areas for Google Patents Tracking camera, 5% , 0% Heart rate, 4% , 0% , 0% Tracking device, 7% Display devices, 37% Motion detection, 7% Eye tracking, 8% Location, 13% Imaging device, 19% • On the other hand, bigger companies like Google, Microsoft and Apple have patents in multiple areas. The market could provide opportunity for licensing and acquisitions, like mobile industry. • A quick look at patents of Apple reveals that Apple is in plans to launch a smart ear phone which can sense movement, temperature, perspiration and heart rate and wirelessly transmit it to wrist based device. Wearable Technology Landscape The The Realizing wearables wearable that ecosystem devices the wearable is awill fragmented devices be builtmarket not market by is tech too with vendors diverse numberto alone, ofcontrol, small butplayers the by banks, big and players retailers, niche in mobiles, devices. hotels, Apple We hospitals, opine andthat and there Google, brands. is still with The ample their planned already scopeApple for popular startups Watch software to app shine for platforms awith Hotel, innovative are for example, looking and to path will form allow defining an ecosystem customers devices;of to given devices check theinscope to toprovide thefor hotel, wide an unifying open rangetheir experience of categories hotel room toin the doors, wearable userand by technology analyzing pay for goods the candata and cater from services to. various withdevices. Apple Pay. Advertising Industry Analytics Data Aggregators Wearable Devices Connectivity Component Suppliers Cloud Services iOS Android Blackberry Apple Healthkit Samsung SAMI Windows Linux Others Google Fit Qualcomm 2net Wearable Operating Systems Applications iOS Android Wear Others Millions of applications possible Adidas ZTE iHealth Samsung Jawbone Thalmic Labs Catapult Epson Nike Google Sony OMSignal LG META Misfit Motorola Withings Polar Jaybird GlassUp Razer Apple Pebble MetaWatch Bluetooth Wireless Infrared Intel Ineda Systems Arduino InvenSense Qualcomm USB Samsung Ambarella ANT+ Others Freescale Ambarella NXP Semiconductors AMD Commerce Application Developers Mobile & PC Operating Systems Wearable Strategies Big Players (Apple, Google, Microsoft) - The winners are those who create the most ubiquitous platform. • Wearable devices can have many form factors and it would be difficult for bigger players to have devices with all kinds of form factor. • Apples wearable strategy is to extend its ecosystem of partners to create value for customers. By allowing its platform access to a variety of devices from other vendors in wearable devices, it looks to provide an unifying experience to the customer; managing and analyzing the data. • Essentially, the wearable devices would act as today’s apps and the communication software (Apple HealthKit, Google Fit, Samusng SAMI) that connects all devices would be like todays’ smart phone. • This provides flexibility to the user; allowing him to use different devices for different applications and even change his device without the concern of loosing his data. • A possible disruption can happen in portability of data from platform to another; but a lot of concerns will be raised on the security of the data. Apple alleviated some of these concerns by announcing that data in the HealthKit would not be put in icloud. Wearable Strategies Small & Niche Players • Independent wearable devices may be fashion statements and attract early adopters but it’s the synergy, that wearables create with mobile phones and other devices, which will drive the mass adoption of wearables. • The innovative small companies like Fitbit, Jawbone, Pebble etc. might have got the traction from early adopters and are leaders in the respective segments but they might face a tough competition from the big players(Apple, Google, Microsoft) whose products seamlessly communicate with their own mobile smartphones which have large user base. • Strategies to survive? • Focus on software • Nike recently shuttered its FuelBand hardware division, with reports that it would focus on making software instead. • In the aftermath of Apple’s September 19 announcement, Jawbone has announced a new “bandless” app that can provide Jawbone functionality without the need for a physical Jawbone band. • By partnering with or being acquired by a big infrastructure player, a start-up can combine their fast-cycle innovation, when compared to a larger company, with the critical mass of an established company. Expanding Ecosystems • Google, collaborated with Ambarella on new wearable cameras that can be used with its new Helpouts service, which allows people to use Google Hangouts to assist people around the world with specific tasks. • Samsung and Qualcomm funded India based hardware startup Ineda Systems, which is developing chips for wearable devices. The startup has managed to raise $17 million in Series B funding, early in 2014. • MediaTek launched MediaTek Labs, a global initiative that allows developers to create wearable and Internet of Things (IoT) devices. The new program provides developers, makers and service providers with software development kits (SDKs), hardware development kits (HDKs), and technical documentation, as well as technical and business support. • Samsung announced a hardware development kit Simband and a Cloud services health platform SAMI (Samsung Architecture for Multimodal Interactions). All the Simband’s data can be shared—securely, with user opt-in—with a broad cloud-based development platform called SAMI. Recent M&A Google acquired Gecko, a technology design company known for wearables Apple acquired Spotsetter as a part of its wearables strategy Catapult, an elite sports wearables maker acquired GPSports Source: Wearable.ai, Techtimes Recent In News Sony reveals goofy looking Smart Eyeglass prototype Microsoft is expected to launch a smart watch later this year Apple launched its smartwatch named, ‘Apple Watch’ LG’s new rounded smartwatch to go on sale later this year Source: Wearableworldnews Apple’s Big Announcement Apple Watch • Plays Music • • • • Fitness Tracker Calls/Messaging Apple Pay Remote Control to Smart Devices 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 Notable Products: Infotainment Product Google Glass Pebble Device Type Function/Features Smart Glass Operating System: Android Power: Lithium Polymer battery Memory: 1GB RAM Display: Prism projector, 640×360 Controller input: Touchpad, MyGlass Weight: 50g Connectivity: Wi-Fi 802.11b/g,Bluetooth, micro USB Operating System: Pebble OS Display: 144 × 168 pixel LCD Smart Watch Connectivity: Bluetooth 2.1 + EDR, Bluetooth 4.0 Low Energy Oculus Rift Head tracking: 6 degrees of freedom (DOF) Resolution: 1280x800 (640x800 per eye) Gaming HUD Inputs: DVI/HDMI and USB Platforms: PC and mobile Weight: ~0.22 kilograms Nissan 3E Driving Glass Not Released Image Notable Products: Health & Wellness Product Device Type Function/Features Bracelet Operating System: Compatible with iOS 5.0+ Power: 2 Lithium Polymer Batteries (3.7V) Display: 20 color red/green, 100 white LED Weight: 27g-35g Connectivity: Bluetooth Jawbone UP24 Bracelet Operating System: iOS Power: 32mAh Lithium-ion polymer battery Weight: 19-22g Connectivity: Bluetooth Nike Hyperdunk+ Smart Shoes Nike Fuel AiQ Bioman Operating System: iOS Connectivity: Bluetooth Bluetooth connectivity Operating System: PC/Mobile Smart Clothing Machine washable Textile electrodes Image Wearable Devices: Pricing Price range of wearable devices by application areas $(0-200) $(200-400) $(400-600) $(600-800) $(800-1000) $(>1000) 100% 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% Entertainment Fitness Gaming Industrial Lifestyle Medical Sports Activity Tracking: Most preferred feature Source: Statista Overcoming the challenge? 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? 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 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 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 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 Contact us: [email protected] www.dolcera.com