5 Applications of AR & VR in Automotive and Adoption Challenges

The automotive sector accounts for the largest investments in augmented reality (AR) and virtual reality (VR) technologies. The global market for automotive AR & VR solutions is expected to reach about $673 billion USD by 2025 according to Statista, with an astonishing CAGR of 175.7 percent from 2018 to 2025. Because of the current pace of virtual reality development, these technologies are as affordable as never before and present great potential for adoption in the automotive industry. Let’s see how AR and VR have found their use in this sector. 

WayRay

Augmented Reality Head-Up Display (HUD)

AR HUD is an advanced driver assistance system projecting real-time information to help a driver stay more focused. This data is displayed on the windshield and usually consists of warning signals, speed, engine status, navigation and more. Although many car manufacturers have already implemented this technology, the full potential of AR HUD is yet to be unleashed. This January, Hyundai in cooperation with WayRay has unveiled the world’s first Holographic AR Navigation System, which looks like something straight out from sci-fi movies.

The biggest advantage of this technology is that the stereoscopic image can adjust to the driver’s viewing angle. Navigational information, guidance hints, and alerts can now be perceived by drivers as a part of the road. This will most likely have a direct impact on safety because drivers won’t be distracted by other sources of information from phones or built-in screens.

Immersive Showrooming

Opening a car dealership is a necessary but rather costly move. The cumulative cost of furniture, rent, demo cars, inventory, and salaries makes it hardly a viable venture, especially for smaller car manufacturers. However, VR technologies allow car retailers to reduce the showroom size, cut costs, and enhance customer experience all at the same time.

When in a VR showroom, customers can sit in a chair that imitates a real car seat and get a real-time experience of driving this particular car. Moreover, a customer can change the car’s configuration or colour in a matter of seconds by themselves. Audi has already deployed more than 1,000 VR showrooms and planning to expand.

Some auto dealers argue, however, that VR showrooms are not as effective as conventional ones if employed as standalone units. Customers still want to touch and feel the real cars to make their purchase decision. Mayank Pareek of Tata Motors believes that VR showrooms can be put in public places like shopping malls with the possibility to test a real car in a nearby parking lot.

HTC Vive Pro Eye

Virtual Prototyping

Many modifications and late detection of design errors are among the major predicaments in developing a new car model. Building a new prototype is often costly and time-consuming.

Although virtual prototyping is commonly used by all the leading car manufacturers, VR takes this approach to the next level. It helps both designing and engineering teams better simulate prototypes in terms of volume and size, and get a more detailed view of how all vehicle parts are connected. This increases the chances to detect conception errors earlier, and better understand if there are faulty connections between vehicle parts. For example, SEAT reports a 30% reduction in prototype production time thanks to VR.

Interestingly enough, Ford uses VR to experience their cars from the perspective of people of below- or above-average height. This allows the carmaker to understand different viewpoints and design accordingly.

Augmented Training

AR is on its way to transform the employee training process in the automotive industry as well. AR devices allow new employees to be completely immersed in the production process without any risks. For example, BMW offers training sessions for engine assembly units in AR goggles. Participants are guided with the help of visualizations, and can control the speed of training with voice. This method drastically increases participants’ satisfaction, reduces time, risks, and human resources required in the process.

Support Service Tools

With rapid changes in vehicle structures and their growing complexity, service employees often need assistance in their work. AR-powered tablet applications can help service employees to perform certain repair tasks aided by step-by-step visual instructions.

For example, Volkswagen in cooperation with Metaio developed the AR-based application known as MARTA (Mobile Augmented Reality Technical Assistance). The system labels all vehicle parts with text and provides work instructions with additional information such as the tools to be used. This gives service employees an advantage compared to using traditional repair guidelines and makes the service faster and more precise.

Similarly, service technicians at Porsche use AR glasses that overlay virtual schematic illustrations on real vehicle parts in the line of sight. Additionally, remote experts can provide feedback according to what the service employee sees at the moment. This method has proven to be effective, with Porsche reporting a 40% decrease in service resolution times.

Addressing Adoption Challenges

A study by Capgemini Research Institute concluded that organizations that have managed to find at least five use cases for these immersive technologies have derived much higher benefits. For example, those “early achievers” increased their overall efficiency in vehicle production by 57% compared to 23% of the rest of the surveyed companies.

This implies that there are major hurdles in adopting AR and VR on a larger scale, and as with every innovative technology there has to be a clear plan of implementation to overcome these challenges.

Here are some major keys for successful integration of AR/VR into automotive operations:

  • It’s essential to focus on the most valuable use cases with the highest ROI. One of the abovementioned study’s key findings is that the biggest challenge for more than half of the companies is to identify a proper use case for the technology.
  • Building awareness, planning, and execution should be done by a committed team of professionals. The same research shows that companies with a special centralized unit that manages AR/VR applications have had more success.
  • Companies that have effectively integrated AR/VR technologies also heavily invested in new talent and built their in-house expert teams.

AR and VR technologies bring many advantages for both end customers and manufacturers in the automotive industry. Although there are certain adoption challenges, it’s only a matter of time when these innovative immersive technologies will become an integral part of both the production and the end product.

Automotives – The Rise of the Machines

Robots will take control. It’s a scary state of mind, but it depends on how humans will control it. Automotive, ADAS and self-driving systems are fast-growing markets that are already adopted by all the big players and brands in the car and high-tech industry. It’s not so obvious that the “big boys” of the car industry trust that solution and are already implementing it into new cars. Behind the decision stands a lot of thinking and questions to ask:

Is it safe?
What are the risks?
Is it cost effective?
Is it the best timing to go to market?
Do we really need it?
What are the real benefits?

Everyone heard about Mobileye’s solution, “Tesla”s self-driving car and google’s vision/ But behind the big names, there are a lot of types and solutions that we still didn’t hear about them, and new trends and technologies that are being developed in the back yard of the big companies. Automotive solutions combine inside several solutions that already exist such as, Computer vision, AI, AR, and IoT. What stands behind all the new buzz words, is it just a narrow point of view into the future where we as humans will try to lose control, We can’t answer everything here, but we need to understand the consequences of the new trends and technologies.

Everyone is trying to position themselves as innovative.

Toyota that is using an artificial intelligence agent, called Yui. Yui takes communicating with your car to a next level with the AI actually learning your habits and then responding with an in-car lighting, sound, and touch. Toyota believes that a simple “question and answer” based voice command system (like Siri) is outdated and the above AI technology is the future.

Ford and Amazon “Alexa” are collaborating and providing voice control system. Nvidia, known more for its excellent processing chips and graphic setups, has tied up with Audi to build the next generation of autonomous vehicles. They have announced they will showcase a self-driving car within 12 months. The two companies have already been working closely during the last one year to create this new AI car platform that will act as a base to future Audi products.

Eyesight, a sensing solution for in-car environment, tracks the driver’s attention on the road, detecting when the driver is distracted or is showing signs of drowsiness. Using deep learning and other machine learning tools, eyeSight’s automotive solutions addresses three main aspects of the driving experience:

1. Driver awareness.
2. Infotainment Control.
3. Driver identification.

Argus Cybersecurity – This Israeli-based company is tapping into an explosive new marketplace: Automotive Cybersecurity. Millions of new cars and trucks on roads today have Internet connectivity, allowing automakers to deliver a host of new services to its customers, including Wi-Fi hotspots and the ability to remotely unlock and lock a vehicle from a mobile app. But the increasing level of connectivity, too, is going to expose consumers and manufacturers to a new set of risks, if, or more likely when, hackers are able to find weaknesses and exploit them.

Polysync, founded in 2013, has developed a middleware platform that lets automakers and other autonomous vehicle startups test, gather data, and eventually deploy driverless vehicle applications without spending an inordinate amount of time and resources. The system is designed to turn software algorithms and sensors into plug-and-play applications.

See you in the future :-)

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ResearchVR Episode 37 – Configuring Your Car In Virtual Reality

ResearchVR Episode 37 – Configuring Your Car In Virtual Reality

This week on ResearchVR we discuss in depth a highly anticipated VR application — car configuration.

Also, you can meet us in person during this year’s CeBIT in Hannover, Germany, from March 20-24. We will be recording an endless number of episodes with exhibitors and guests visiting the brand new VR@CeBIT section in Hall 17. Find more details and tickets at here.

Now, coming back to the topic at hand. Let’s see who our guests are:

David Tchulakian finished his IT Science education with the focus on game development. He started his VR adventure with the Rift’s first development kit. He developed a car configuration tool as his bachelor thesis project, with the particular focus on user experience design. Currently, he is a software engineer at Virtual Spice.

Sebastian Matthes did an interesting study program – media technology and communication. He joined the VR community in mid-2015 when he started his car configuration project. His focus in the project was to empirically measure the benefits for a customer. Currently, he is working at Lufthansa Industry Solutions, focusing on design and development of VR apps that advance digital transformation.

Episode Preview

There is a significant difference between how you design game or entertainment content and serious applications focusing on sales, such as configuring a car. In the first case, the goal, bluntly speaking, is to sell the app itself. In the second case, the app is only a conduit to further sales of the primary product.

The 21st century is a time for mass customization. We no longer have to be satisfied with a single version of a given product. We can have it suited to our needs and preferences, especially if it is as expensive as a new car. Therefore, high-cost product providers, such as the automotive industry, need to help a customer with making a good choice.

A car configurator, in general, is a sandbox for a client to make their choices. Now, the advantage of VR, in this case, is how much more freedom it provides. If you configure your car online, it is extremely rare that you will be able to have a test drive with the exact set of features you have chosen. In VR, you could get a good look at countless features up close.

One of the major things that David learned in the days of making a VR car configuration tool, is that there are three major principles any developer cannot avoid:

  • locomotion – the user needs to move somehow in VR
  • system interaction – changing systems settings, like SAVE/LOAD, lighting, resolution, etc.,
  • selection & manipulation – how you interact with the virtual world.

Learn more in Episode 37 – VR Car Configurator with David Tchulakian, Virtual Spice, and Sebastian Matthes, Lufthansa.

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GDC 2017: Epic’s Tim Sweeney on What Unreal Engine VR Means for Non-gaming Industries

Tim Sweeney Epic Games CEO

VR video games are some of the most immersive, visceral experiences to date. Travelling to fantastic worlds, going brain-to-rotting-noggin’ with zombie hordes and throwing coffee mugs at floating sentient CRTs has never felt so real. But games are just the start of where VR and AR are heading, and honestly, most likely will not be either platform’s primary function in the future.

Enhanced reality devices – especially AR — will be ubiquitous in another decade or so, and used in nearly every aspect of our lives and in nearly every industry, from automotive to medical care, education to neuroscience, engineering to shopping. We’re on the cusp of a technological evolution, and while games will be driving the early experiences, they won’t be the predominant use for very long.

Of course, all of the various applications, programs and tools will require a base engine for creation, and that’s where Epic Games – and specifically its Unreal Engine – comes in. We had a chance to meet with Epic’s CEO and Founder Tim Sweeney to get his take on where he thinks VR and AR are heading and what Unreal Engine VR means for the plethora of non-gaming industries.

“VR and augmented reality are going to be the most visually-demanding platforms ever,” says Sweeney. “Unreal Engine was brought up in the days of PCs with big monitors and console games on your television, and we’ve had kind of a step back from pushing visual fidelity on mobile platforms. When you have a screen that only takes up 20% of your field of view on a mobile device, you don’t want world-class, photorealistic, high-detail graphics because it’s hard to see all the little details. You want stylized imagery. But now we’ve gone to these VR platforms and AR, your brain expects you’re going to see realistic objects, and your brain is very sensitive to anything that’s wrong.

“The ways architects and automotive companies will use VR is really healthy for us for our engine direction. In a game, whenever the engine fell short of achieving realism one area we could always fake it with some stylization, but if you have to recreate a realistic object, you can’t cheat, you have to actually do the hard work.

“Creative applications like Oculus Medium, Tilt Brush and Ghost Paint are exposing artistry to computer users that’s much more visceral than ever before. It’s a somewhat unnatural experience to sit down in Photoshop or 3D Studio Max or even Unity or Unreal and build 3D objects with a mouse and keyboard because the actions you’re doing with your hands don’t map very clearly to the actual actions in the world. In VR, it’s you reaching out and doing things with your hands the exact same way it works in the real world, so anyone who has ever painted knows how to paint in VR, and that’s a really empowering phenomena, and completely different than human interaction in the past. Just like Minecraft enabled 50 million people to become 3D content creators, I think there will be hundreds of millions of computer content creators with augmented reality and VR makes that completely accessible to people.

“Because we’ve now made Unreal Engine ubiquitous — anybody can go to the website and download the full toolset and get started on projects without any commitment, without talking to any human and without any negotiation — a variety of companies are downloading it and using it and then talking to us and showing us their projects. They’re doing some amazing things.

“We’re already about two years into that revolution of adoption of Unreal Engine by these industrial companies, and we’re seeing them making real-time engines — and especially Unreal — a much-more pervasive part of their entire production and company pipelines.

“The automotive industries are leading adopters; they’re using real-time engine tech for everything from design visualization all the way up to dealer showrooms so you can configure a car photo-realistically and see exactly what all of the millions of permutations of custom options look like in a way that’s just not possible with physical inventory.

“Right now your Amazon shopping experience involves looking at a lot of low-resolution JPEGs of products. All of those models are going to be digital in the future; they’re going to be high-fidelity and you’ll be able to preview them in a web browser or in VR and AR. You’ll be able to scale them, scan your room and place them in your environment and see if the couch you’re looking at or the painting looks good before you buy it. And then you’ll be able to customize all of these products, because once you’re able to see all of the different options, customization will be much more ubiquitous than using some bizarre user interface on the web. Products will be much more dynamic in the future, and technology like 3D printing is going to make manufacturing much more flexible than it has in the past.

“On the professional side, I’ve been blown away with the amount of progress we’ve been able to make with the VR Unreal Editor. We exposed the full editor user interface as if you have this iPad that you can bring up at any time and bring up objects in a very intuitive way. I think it’s going to be a very empowering technology for professional content creation of all sorts. Car makers are going to be designing cars by walking around in empty rooms and tweaking virtual objects until they’re ready to build them. They’ll experience that with other designers and have product reviews and have multidisciplinary collaboration — it’s going to be awesome!”

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