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SWEDISH XR DEVS:
2018 REVIEW / 2019 PREVIEW
NICLAS JOHANSSON, IMMERSIVE OPEN HOUSE, STOCKHOLM, 17/1-2019
2018:
- MATURING ADOPTION
- ON AUGMENTED REALITY...
- CONSUMERS / GAMING
VR/AR IN SWEDEN:
- POTENTIAL FOR IMPACT
- VR EDUCATION
- SWEDISH MODESTY? NOT HERE!
- BRACE FOR IMPACT...
2019:
- SAFE PREDICTIONS
- APPLICATIONS: GAMING / B2B
- DEEP TECH
- BACK TO THE GOOD OLD DAYS
- MOONSHOTS?
2018: MATURING
ADOPTION
VR IS STARTING TO SOLVE REAL PROBLEMS AT SCALE,
ESPECIALLY IN ENTERPRISE TRAINING
WE'RE STARTING TO SEE THE EFFECT OF THE LAST FEW YEARS'
LARGE INVESTMENTS IN THE XR SECTOR
STRONG POSITIVE TREND IN NUMBERS OF VR
USERS, BASED ON DATA FROM STEAM AND
OTHERS.
OCULUS GO BECOMING SUCH A SUCCESSFUL
AND WELL RECEIVED PRODUCT IS VERY POSITIVE
TOO
MORE AND MORE BUSINESSES ARE STARTING TO USE VR/AR IN
OPERATIONS SERIOUSLY - THEY'RE PAST PILOTS AND TESTING
2018: ON AUGMENTED REALITY...
A FULL-ON EXPLOSION OF REAL USE CASES HAVE
STARTED TO INFLUENCE PEOPLE'S METHOD OF
USING TECH IN THEIR DAILY WORK.
NO MATTER THE TYPE OF PHYSICAL PRODUCT
YOUR WORK INVOLVES, YOU EXPECT TO BE ABLE
TO VISUALIZE IT IN 3D AND FIND USE CASES FOR
THAT VISUALIZATION WE'RE A BIT CAUTIOUS ABOUT AR. IT'S A SIGNIFICANTLY LESS
MATURE MARKET THAN VR.
THE WORLD HAS RE-FOCUSED FROM VR TO AR IN
ANTICIPATION OF VR BECOMING MAINSTREAM AND
FINDING ITS WAY INTO EVERY HOME
2018: CONSUMERS / GAMING
THE CONSUMER AND GAMING MARKET HAS
CONTINUED ITS GROWTH IN A SLOWER PACE THAN
MOST PEOPLE HAVE BEEN HOPING FOR
THE CREATOR TOOLS HAVE MATURED HUGELY.
THIS HAS LED TO MORE POLISHED RELEASES
OVERALL - FOR GAMES AS WELL AS OTHER
PRODUCTIONS
VR/AR IN SWEDEN:
POTENTIAL FOR IMPACT
MORE AND MORE COMPANIES ARE ADOPTING
IMMERSIVE TECH SOLUTIONS AND IT'S NO
LONGER SEEN AS JUST A GIMMICK.
SCHOOLS COULD GAIN SO MUCH FROM IMMERSIVE
TECH. IN VR THERE'S 100% FOCUS ON THE
EXPERIENCE. YOU COULD USE EYETRACKING TO
FOLLOW EACH INDIVIDUAL'S EXPERIENCE.
TEACHERS COULD ASK QUESTIONS AND EVERY
STUDENT COULD ANSWER INDIVIDUALLY IN THEIR
HEADSETS. IT WOULD BE A GREAT WASTE IF
SCHOOLS DON'T REALIZE THE GREAT BENEFITS TO
BE HAD FROM VR.
LOTS OF STUDIES HAVE EMERGED THAT INDICATE
THE BIG IMPACT THAT VR COULD HAVE IN AREAS
SUCH AS REHABILITATION AND EDUCATION.
VR/AR IN SWEDEN:
XR EDUCATION
TODAY THERE'S EVEN FULL-TIME VR SCHOOL
PROGRAMS FROM NACKADEMIN AND OTHER
EDUCATORS FOR THOSE WHO'RE LOOKING TO
ENTER THE INDUSTRY
THE DEMAND FOR XR SKILLS AND THE NUMBER OF
INDIE GAME STUDIOS ARE ON THE RISE. AS A
RESPONSE, SEVERAL SCHOOL PROGRAMS FOR
VR/AR HAVE STARTED AND ARE ALREADY
GENERATING FRESH TALENTS
VR/AR IN SWEDEN: MODESTY? NOT HERE!
HIGH QUALITY EDUCATION COMBINED WITH
SWEDISH INNOVATIVENESS AND TYPICAL
SCANDINAVIAN APPROACH TO TECH HAVE
POSITIONED SWEDEN AS A LEADING HIGH TECH
STARTUP NATION . HIGH LIKELIHOOD FOR AR/VR
TO BE "THE NEXT BIG THING".
TECH SKILL LEVEL IS VERY HIGH AND SWEDEN HAS
DESERVEDLY HIGH CONFIDENCE IN THE GAMING
INDUSTRY. WE'RE PERFORMING AT GLOBAL ELITE
LEVEL AND WE'RE GETTING EVEN STRONGER WITH
VR/AR.
WITH THE STRONG SWEDISH POSITION IN THE GAMES
INDUSTRY WE POSSESS THE TECHNICAL SKILLSET TO LEAD
THE VR/AR-REVOLUTION. IN OTHER WORDS - THERE'S A
GREAT OUTLOOK FOR THOSE WHO CAN SURVIVE THE
STRUGGLE THESE TOUGH YEARS.
IVAR: SWEDEN IS A HIGHLY ESTEEMED NATION
WHEN IT COMES TO VR AND AR PRODUCTION.
SWEDEN IS A VERY STRONG AND HIGH-PROFILE
NATION IN VR/AR. MANY BUSINESSES UNDERSTAND
THE FINANCIAL BENEFITS OF XR PROJECTS, AND WE
HAVE MANY SKILLED DEVELOPERS AS WELL AS
ENTHUSIASTS.
VR/AR IN SWEDEN:
BRACE FOR IMPACT...
SWEDEN IS ON THE CUTTING EDGE WITH VR AND
AR. BUT THE LIKELIHOOD OF AN APPROACHING
RECESSION MEANS THAT IT'LL PROBABLY GET
TOUGHER FOR STARTUPS IN GENERAL AND
ESPECIALLY SO FOR STARTUPS IN IMMATURE
MARKETS SUCH AS VR AND AR.
2019: SAFE PREDICTIONS
HARRY POTTER: WIZARDS UNITE WILL BE THE
BIGGEST AR GAME SINCE POKEMON GO. BIG
BRANDS COMBINED WITH INNOVATIVE TECH IS A
WINNER!
MICROSOFT HOLOLENS 2 WILL TAKE A STRONG
POSITION WITH THEIR BIG AND OPEN ECOSYSTEM.
NEW AND EASY-TO-USE HARDWARE LIKE OCULUS
QUEST IS A BIG STEP FORWARD. CONSUMER
MARKET WILL PROBABLY NOT BLOW UP.
2019 WILL BE THE START OF DET BIG VR YEAR.
QUEST, MORE AND BETTER GAMES AND
EXPERIENCES TO ATTRACT THE MASS MARKET.
FINALLY A VR CONSOLE THAT CAN BE COMPARED
TO NORMAL GAMING CONSOLES ON THE MARKET!
THE THRESHOLD TO GET INTO VR IS STEADILY
GETTING LOWER. WITH HEADSETS LIKE OCULUS
QUEST AND VIVE COSMOS , NON-ENTHUSIAST
CONSUMERS CAN EASILY GET STARTED
THE OCULUS QUEST LAUNCH WILL BE A MAJOR MILESTONE
2019: APPLICATIONS:
B2B/GAMING
THE VR GAMING SEGMENT IS SEEING HIGH
GROWTH. VR GAMING IS MATURING INTO ITS OWN
IDENTITY - CREATING GAMES THAT WOULD NEVER
WORK IN TRADITIONAL RECTANGLE DISPLAYS. THE
BOUNDARY BETWEEN "GAMES" AND "INTERACTIVE
STORYTELLING EXPERIENCES" WILL GET BLURRIER.
GLEECHI: GROWTH WILL CONTINUE TO BE FUELED
BY APPLICATIONS THAT PROVIDE A CRITICAL
BUSINESS VALUE.
WARPIN: BUSINESS CLIENTS ARE GETTING MORE
AND MORE INTERESTED IN VR AND AR. VR IS
PARTICULARLY SUITED FOR COMPANY TRAINING
APPLICATIONS.
2019: DEEP TECH
EYETRACKING IN HEADSETS. INSIDE-OUT
TRACKING AND WIRELESS. WE'RE STARTING TO
SEE AI AND VR TOGETHER.
THERE'S A RUMORED HARDWARE SOLUTION FOR
SIMULATOR SICKNESS THAT I'M LOOKING
FORWARD TO TRYING OUT.
NEW DEVELOPER TOOLS SUCH AS UNITY WITH
PROJECT MARS, UPDATES TO UNREAL ENGINE AND
ADOBE - ALL OF WHICH WILL MAKE IT EASIER FOR
US AND OTHERS TO DEVELOP IN BOTH AR AND VR.
COMPLETE SOLUTIONS WITH EYETRACKING FROM
SWEDISH TOBII AND HEADSETS WITH HUMAN-EYE
RESOLUTION FROM FINNISH VARJO.
THERE WILL BE A BIG FOCUS ON DEVELOPMENT OF
DEVICES WITH BOTH VR AND AR CAPABILITIES
WEBVR, 24 YEARS AFTER VRML, WILL HAVE ITS BREAKTHROUGH
2019: BACK IN THE SADDLE?
2019 WILL BE A VERY INTERESTING YEAR. MAYBE
WE'LL SEE A RETURN OF THE BIG INTEREST AND
HYPE LEVEL WE HAD BACK IN 2015/16.
I HOPE THAT VR TECH CAN FIND ITS WAY BACK TO
CONSUMERS AND BUSINESSES, LIKE IT WAS A FEW
YEARS AGO.
2019: MOONSHOT PREDICTIONS
IT WOULD BE EXTRA EXCITING IF APPLE WERE TO
RELEASE THEIR AR GLASSES DURING SPRING OR
FALL 2019.
AN EXPANSION OF THE CONSUMER SEGMENT.
TENDENCIES LIKE - SOMEONE WHO WANTS TO
START PAINTING, INSTEAD OF GOING TO THE
STORE TO BUY BRUSHES AND COLORS, WILL
CHOOSE TO PAINT THROUGH THEIR VR HEADSET.
Digitalisering!
Tack!
Niclas Johansson
immersivt.se
niclas@vrsverige.se
0704-239147

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"VR/AR: 2018 review + 2019 preview" according to Swedish XR developers

  • 1. SWEDISH XR DEVS: 2018 REVIEW / 2019 PREVIEW NICLAS JOHANSSON, IMMERSIVE OPEN HOUSE, STOCKHOLM, 17/1-2019 2018: - MATURING ADOPTION - ON AUGMENTED REALITY... - CONSUMERS / GAMING VR/AR IN SWEDEN: - POTENTIAL FOR IMPACT - VR EDUCATION - SWEDISH MODESTY? NOT HERE! - BRACE FOR IMPACT... 2019: - SAFE PREDICTIONS - APPLICATIONS: GAMING / B2B - DEEP TECH - BACK TO THE GOOD OLD DAYS - MOONSHOTS?
  • 2.
  • 3. 2018: MATURING ADOPTION VR IS STARTING TO SOLVE REAL PROBLEMS AT SCALE, ESPECIALLY IN ENTERPRISE TRAINING WE'RE STARTING TO SEE THE EFFECT OF THE LAST FEW YEARS' LARGE INVESTMENTS IN THE XR SECTOR STRONG POSITIVE TREND IN NUMBERS OF VR USERS, BASED ON DATA FROM STEAM AND OTHERS. OCULUS GO BECOMING SUCH A SUCCESSFUL AND WELL RECEIVED PRODUCT IS VERY POSITIVE TOO MORE AND MORE BUSINESSES ARE STARTING TO USE VR/AR IN OPERATIONS SERIOUSLY - THEY'RE PAST PILOTS AND TESTING
  • 4. 2018: ON AUGMENTED REALITY... A FULL-ON EXPLOSION OF REAL USE CASES HAVE STARTED TO INFLUENCE PEOPLE'S METHOD OF USING TECH IN THEIR DAILY WORK. NO MATTER THE TYPE OF PHYSICAL PRODUCT YOUR WORK INVOLVES, YOU EXPECT TO BE ABLE TO VISUALIZE IT IN 3D AND FIND USE CASES FOR THAT VISUALIZATION WE'RE A BIT CAUTIOUS ABOUT AR. IT'S A SIGNIFICANTLY LESS MATURE MARKET THAN VR. THE WORLD HAS RE-FOCUSED FROM VR TO AR IN ANTICIPATION OF VR BECOMING MAINSTREAM AND FINDING ITS WAY INTO EVERY HOME
  • 5. 2018: CONSUMERS / GAMING THE CONSUMER AND GAMING MARKET HAS CONTINUED ITS GROWTH IN A SLOWER PACE THAN MOST PEOPLE HAVE BEEN HOPING FOR THE CREATOR TOOLS HAVE MATURED HUGELY. THIS HAS LED TO MORE POLISHED RELEASES OVERALL - FOR GAMES AS WELL AS OTHER PRODUCTIONS
  • 6. VR/AR IN SWEDEN: POTENTIAL FOR IMPACT MORE AND MORE COMPANIES ARE ADOPTING IMMERSIVE TECH SOLUTIONS AND IT'S NO LONGER SEEN AS JUST A GIMMICK. SCHOOLS COULD GAIN SO MUCH FROM IMMERSIVE TECH. IN VR THERE'S 100% FOCUS ON THE EXPERIENCE. YOU COULD USE EYETRACKING TO FOLLOW EACH INDIVIDUAL'S EXPERIENCE. TEACHERS COULD ASK QUESTIONS AND EVERY STUDENT COULD ANSWER INDIVIDUALLY IN THEIR HEADSETS. IT WOULD BE A GREAT WASTE IF SCHOOLS DON'T REALIZE THE GREAT BENEFITS TO BE HAD FROM VR. LOTS OF STUDIES HAVE EMERGED THAT INDICATE THE BIG IMPACT THAT VR COULD HAVE IN AREAS SUCH AS REHABILITATION AND EDUCATION.
  • 7. VR/AR IN SWEDEN: XR EDUCATION TODAY THERE'S EVEN FULL-TIME VR SCHOOL PROGRAMS FROM NACKADEMIN AND OTHER EDUCATORS FOR THOSE WHO'RE LOOKING TO ENTER THE INDUSTRY THE DEMAND FOR XR SKILLS AND THE NUMBER OF INDIE GAME STUDIOS ARE ON THE RISE. AS A RESPONSE, SEVERAL SCHOOL PROGRAMS FOR VR/AR HAVE STARTED AND ARE ALREADY GENERATING FRESH TALENTS
  • 8. VR/AR IN SWEDEN: MODESTY? NOT HERE! HIGH QUALITY EDUCATION COMBINED WITH SWEDISH INNOVATIVENESS AND TYPICAL SCANDINAVIAN APPROACH TO TECH HAVE POSITIONED SWEDEN AS A LEADING HIGH TECH STARTUP NATION . HIGH LIKELIHOOD FOR AR/VR TO BE "THE NEXT BIG THING". TECH SKILL LEVEL IS VERY HIGH AND SWEDEN HAS DESERVEDLY HIGH CONFIDENCE IN THE GAMING INDUSTRY. WE'RE PERFORMING AT GLOBAL ELITE LEVEL AND WE'RE GETTING EVEN STRONGER WITH VR/AR. WITH THE STRONG SWEDISH POSITION IN THE GAMES INDUSTRY WE POSSESS THE TECHNICAL SKILLSET TO LEAD THE VR/AR-REVOLUTION. IN OTHER WORDS - THERE'S A GREAT OUTLOOK FOR THOSE WHO CAN SURVIVE THE STRUGGLE THESE TOUGH YEARS. IVAR: SWEDEN IS A HIGHLY ESTEEMED NATION WHEN IT COMES TO VR AND AR PRODUCTION. SWEDEN IS A VERY STRONG AND HIGH-PROFILE NATION IN VR/AR. MANY BUSINESSES UNDERSTAND THE FINANCIAL BENEFITS OF XR PROJECTS, AND WE HAVE MANY SKILLED DEVELOPERS AS WELL AS ENTHUSIASTS.
  • 9. VR/AR IN SWEDEN: BRACE FOR IMPACT... SWEDEN IS ON THE CUTTING EDGE WITH VR AND AR. BUT THE LIKELIHOOD OF AN APPROACHING RECESSION MEANS THAT IT'LL PROBABLY GET TOUGHER FOR STARTUPS IN GENERAL AND ESPECIALLY SO FOR STARTUPS IN IMMATURE MARKETS SUCH AS VR AND AR.
  • 10. 2019: SAFE PREDICTIONS HARRY POTTER: WIZARDS UNITE WILL BE THE BIGGEST AR GAME SINCE POKEMON GO. BIG BRANDS COMBINED WITH INNOVATIVE TECH IS A WINNER! MICROSOFT HOLOLENS 2 WILL TAKE A STRONG POSITION WITH THEIR BIG AND OPEN ECOSYSTEM. NEW AND EASY-TO-USE HARDWARE LIKE OCULUS QUEST IS A BIG STEP FORWARD. CONSUMER MARKET WILL PROBABLY NOT BLOW UP. 2019 WILL BE THE START OF DET BIG VR YEAR. QUEST, MORE AND BETTER GAMES AND EXPERIENCES TO ATTRACT THE MASS MARKET. FINALLY A VR CONSOLE THAT CAN BE COMPARED TO NORMAL GAMING CONSOLES ON THE MARKET! THE THRESHOLD TO GET INTO VR IS STEADILY GETTING LOWER. WITH HEADSETS LIKE OCULUS QUEST AND VIVE COSMOS , NON-ENTHUSIAST CONSUMERS CAN EASILY GET STARTED THE OCULUS QUEST LAUNCH WILL BE A MAJOR MILESTONE
  • 11. 2019: APPLICATIONS: B2B/GAMING THE VR GAMING SEGMENT IS SEEING HIGH GROWTH. VR GAMING IS MATURING INTO ITS OWN IDENTITY - CREATING GAMES THAT WOULD NEVER WORK IN TRADITIONAL RECTANGLE DISPLAYS. THE BOUNDARY BETWEEN "GAMES" AND "INTERACTIVE STORYTELLING EXPERIENCES" WILL GET BLURRIER. GLEECHI: GROWTH WILL CONTINUE TO BE FUELED BY APPLICATIONS THAT PROVIDE A CRITICAL BUSINESS VALUE. WARPIN: BUSINESS CLIENTS ARE GETTING MORE AND MORE INTERESTED IN VR AND AR. VR IS PARTICULARLY SUITED FOR COMPANY TRAINING APPLICATIONS.
  • 12. 2019: DEEP TECH EYETRACKING IN HEADSETS. INSIDE-OUT TRACKING AND WIRELESS. WE'RE STARTING TO SEE AI AND VR TOGETHER. THERE'S A RUMORED HARDWARE SOLUTION FOR SIMULATOR SICKNESS THAT I'M LOOKING FORWARD TO TRYING OUT. NEW DEVELOPER TOOLS SUCH AS UNITY WITH PROJECT MARS, UPDATES TO UNREAL ENGINE AND ADOBE - ALL OF WHICH WILL MAKE IT EASIER FOR US AND OTHERS TO DEVELOP IN BOTH AR AND VR. COMPLETE SOLUTIONS WITH EYETRACKING FROM SWEDISH TOBII AND HEADSETS WITH HUMAN-EYE RESOLUTION FROM FINNISH VARJO. THERE WILL BE A BIG FOCUS ON DEVELOPMENT OF DEVICES WITH BOTH VR AND AR CAPABILITIES WEBVR, 24 YEARS AFTER VRML, WILL HAVE ITS BREAKTHROUGH
  • 13. 2019: BACK IN THE SADDLE? 2019 WILL BE A VERY INTERESTING YEAR. MAYBE WE'LL SEE A RETURN OF THE BIG INTEREST AND HYPE LEVEL WE HAD BACK IN 2015/16. I HOPE THAT VR TECH CAN FIND ITS WAY BACK TO CONSUMERS AND BUSINESSES, LIKE IT WAS A FEW YEARS AGO.
  • 14. 2019: MOONSHOT PREDICTIONS IT WOULD BE EXTRA EXCITING IF APPLE WERE TO RELEASE THEIR AR GLASSES DURING SPRING OR FALL 2019. AN EXPANSION OF THE CONSUMER SEGMENT. TENDENCIES LIKE - SOMEONE WHO WANTS TO START PAINTING, INSTEAD OF GOING TO THE STORE TO BUY BRUSHES AND COLORS, WILL CHOOSE TO PAINT THROUGH THEIR VR HEADSET.