Transcript Slide 1

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
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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
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