Your Knowledge Partner Wearable Devices & Augmented Reality March19th 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 Juniper Research: $19billion by 2018 IHS: $30billion by 2018 Technavio: 171 million devices annually by 2016 ABI Research: 485 million devices annually by 2018 Applications: Social and infotainment will lead, followed quickly by health& wellness and medical devices: 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 classcodes – 20634 Patents Retrieved patents filtered by expert reading to obtain relevant documents – 9034 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: 01/01/1991-09/23/2013 IP Activity: Trend Priority Year Publication Year 1400 Another Growth Spurt Number of Famlies 1200 1000 800 600 Starting point 400 200 0 1991 1993 1995 1997 1999 2001 2003 Year 2005 2007 2009 2011 2013 Top Companies for wearable devices Top 20 Assignees 140 120 119 110 108 103 100 80 60 40 20 0 69 58 56 52 49 48 46 44 39 37 31 31 29 28 27 25 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 Google Patents in Wearable Space Top Application Areas for Google Patents Tracking camera, 5% Heart rate, 4% Tracking device, 7% Motion detection, 7% Display devices, 37% Eye tracking, 8% Location, 13% Imaging device, 19% Device Versus Patents Number of Devices 5 4 3 2 1 0 4 4 3 3 3 3 2 2 2 2 2 2 2 2 2 *Source: Vandrico Number of Published Documents 120 100 80 60 40 20 0 110 49 48 7 4 0 0 0 0 0 0 0 0 2 15 300 297 276 200 100 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 Number of Documents Application Areas 6000 5408 5000 4000 4686 3191 3000 2000 1000 1045 719 645 470 426 377 327 0 Application Area Source: Vandrico.com DB 1400 1349 1200 1000 800 530 600 400 200 0 Location Number of Documents 438 450 400 350 300 250 200 150 100 50 0 412 1600 Fitness 165 Heart monitoring Blood pressure monitoring 1410 Medical 1400 1200 1023 1000 941 800 600 400 200 0 Motion detection Tracking device 258 Heart rate tracking Number of Documents Tracking/Monitoring 1600 Imaging Device Number of Documents Number of Documents Top Application Areas Patient Monitoring Patient Movement Lifestyle 3000 2589 2500 2000 1500 1000 500 186 144 Augmented reality Smart device 0 Display devices Medical Applications 1600 1410 1400 1200 1023 1000 941 800 600 400 362 344 211 200 129 113 54 0 54 45 Sensors by Sensing Technology 1000 924 Number of Documents 900 800 700 600 500 446 400 332 300 200 100 152 141 121 86 86 82 45 0 Sensors by sensing technology 29 12 Sensors by Application Number of Documents 1600 1397 1400 1200 1000 836 800 642 618 600 400 200 538 381 381 368 308 224 199 188 174 172 167 130 129 112 108 91 0 Sensors by Application 80 72 64 63 61 46 45 38 18 13 Device Form Factor 2500 Number of Documents 2247 2000 1500 1000 1341 916 781 500 385 208 167 154 144 0 Form Factor 132 130 117 107 101 90 A Closer Look At - AUGMENTED REALITY 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. IP Study: Methodology Class codes and keywords were obtained from relevant patents, databases & thesauri. Key concepts like AR, HMD etc. and their synonyms were identified A comprehensive search was formulated using the appropriate keywords and their complimentary classcodes – 1640 Patents Retrieved patents filtered by expert reading to obtain relevant documents – 650 Patents. Relevant patents categorized and analyzed to identify trends Search Scope Search Concepts Headmounted dis play devices Head mounted ste reo display Augmented Gesture (e.g. virtual Reality recognition reality goggl es) Wearable Devices Interactive System Image Processin g Tracking System User interface *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 IP Activity: Trend Exponenti al Increase since 2010 Top Companies Canon MREAL Project Top Cited Patents Top Forward Cited Patents Multi Touch 600 531 Citation Count 500 Image Processing 400 GUI 300 205 200 100 154 150 90 88 0 Patent and Assignee 68 67 65 65 Technology Distribution: Top Level Top Level Technology Distribution 700 Number of INPADOC Families 600 579 Biggest Area by far 500 400 300 260 259 200 115 100 103 34 0 Image Processing Data Manipulation Input Communication Tracking System Method/System Technology Technology Area Optics Technology Distribution: Image Processing 350 300 Distribution for Image Processing 325 285 272 Number of INPADOC Families 250 200 166 151 150 129 112 100 66 40 50 0 Technology Area 39 28 Technology Distribution: Input Related Distribution for Input Technology 120 112 GUI is big, like smartphones Number of INPADOC Families 100 80 78 69 66 60 40 20 9 0 Technology Area 6 2 Technology Distribution: Communication Method 90 Number of INPADOC Families 80 Distribution for Communication Methods 78 Most popular method 70 60 50 40 28 30 21 20 Non Existent 10 10 3 0 Infra-Red GPS Laser Technology Area WiFi NFC 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 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 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 Contact us: info@dolcera.com www.dolcera.com