The document discusses the current state and future projections of the virtual reality (VR) and augmented reality (AR) industries. It predicts that 500,000 to 1 million VR and AR devices will be sold in 2016. It also notes that VR revenue could reach $120 billion by 2020 according to Digi-Capital forecasts. The document outlines some of the major segments within the VR industry in 2016/2017 including hardware, games, video content, apps, and location-based VR experiences.
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Presentation looking at the history of Virtual Reality (VR) from the 1st concepts that formed the technology available today, how the technology works, what makes good VR and what the outcomes of good VR are
Kaleidoscope Unity Developers Brendan Dickinson and Arthur Littlefield traveled to San Francisco last month to see what's new at the 2016 Game Developers Conference (#GDC16), the world’s largest and longest-running professionals-only game industry event. Here's their summary of what's new in VR and the game development industry.
Enabling Mobile Virtual Reality Gaming | Nizar RomdanJessica Tams
Delivered at Casual Connect Europe 2016
Virtual Reality has emerged as a major new hot topic in the past couple of years. This talk will provide an overview of the VR landscape with a focus on the mobile side listing the key players as well as the major use cases. The talk will finish by presenting ARM's activities to enable an exciting Mobile VR Gaming experience.
Spotlight on Media & Entertainment: Virtual RealityL.E.K. Consulting
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Introduction to VR - Past, Presence & FutureSam Watts
Presentation looking at the history of Virtual Reality (VR) from the 1st concepts that formed the technology available today, how the technology works, what makes good VR and what the outcomes of good VR are
Kaleidoscope Unity Developers Brendan Dickinson and Arthur Littlefield traveled to San Francisco last month to see what's new at the 2016 Game Developers Conference (#GDC16), the world’s largest and longest-running professionals-only game industry event. Here's their summary of what's new in VR and the game development industry.
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Delivered at Casual Connect Europe 2016
Virtual Reality has emerged as a major new hot topic in the past couple of years. This talk will provide an overview of the VR landscape with a focus on the mobile side listing the key players as well as the major use cases. The talk will finish by presenting ARM's activities to enable an exciting Mobile VR Gaming experience.
Spotlight on Media & Entertainment: Virtual RealityL.E.K. Consulting
As new technologies are developed and price points drop, virtual reality (VR) is poised to take off for some applications. In this Executive Insights’ "Spotlight on Media and Entertainment" series, L.E.K. takes a look at the three different types of VR including Super VR, Medium VR, and Casual Mobile VR.
VR, a new technology over 40,000 years oldWithTheBest
Virtual Reality is at once both cutting edge, and a descendant of humanity's most ancient arts. Google's Chief Game Designer will bring some perspective to the origins of VR, why it matters to us in terms of evolution and storytelling, and give an overview of how Google is now supporting VR with tech like Google Cardboard, Android N, Daydream VR, and Spotlight Stories.
Falcon.io - The Future of Brand Experiences is Virtual RealityFalcon.io
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Case Study: Setting Up a Professional Virtual Reality Shoot Casey Sapp
For agencies and companies interested in investing in virtual reality. VRTÜL (pr. "Virtual") is a San Diego based Virtual Reality studio specializing in VR directing, filming, and post-production.
This presentation from the Sydney Virtual Reality Meetup Group #8 covers the latest industry news, details on the groups growth and Kain Tietzel's presentation"2016, Year of the VR Tsunami"
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When Facebook bought virtual reality company Oculus in early 2014, virtual reality blew up. While game and movie studios began reimagining the future, others looked back at the "old days" of VR — a loosely remembered period in the 1990s when gloves and goggles were super cool and everyone was going to get high on 3D graphics.
Computer enthusiasts and science fiction writers have dreamed about VR for decades. But earlier attempts to develop it, especially in the 1990s, were disappointing. It turns out the technology wasn’t ready yet. What’s happening now — because of Moore’s Law, and also the rapid improvement of processors, screens, and accelerometers, driven by the smartphone boom — is that VR is finally ready to go mainstream. Now, we’re in the midst of a virtual reality revolution.
So the question I want to pose here – is this time different?
Are we going to this future or it’s only media hype?
Find out more about how virtual reality will play a mayor role in social media. Nhance is an virtual reality and augmented reality marketing agency in Canada. Visit www.nhance.ca
Virtual Reality Playbook for Marketing and PRStefan Spinnler
Virtual Reality is on the rise and will become part of marketing and PR strategies around the world. This Playbook offers ideas and guidelines for marketers and PR professionals on how to make VR work for them.
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Virtual Reality is a powerful new medium, allowing us to tell our stories and connect with consumers in exciting new ways. In this presentation I want to show how Virtual Reality can expand our marketing toolbox and boost our content marketing.
Also check out my "Virtual Reality Playbook for Marketing and PR" at http://de.slideshare.net/stefanspinnler5/virtual-reality-playbook-for-marketing-and-pr
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Virtual reality has emerged as an effective and popular marketing opportunity for brands eager to form an intimate connection with their audience. Learn a little bit more about the innovative new technology.
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Market transparency is important now more than ever since companies are staking billions of dollars on the potential of this nascent and nebulous medium. Join Stephanie Llamas, SuperData's VP of Research and Strategy, as we look back on consumer VR’s flagship year, and look forward to the opportunities of today and beyond.
Learn what questions you need to be asking and how to use those answers to make big decisions. Walk away with hard data including worldwide VR revenue by platform, year-over-year comparisons and sales projections, as well as insights on what will drive consumer adoption, and the industry at large going forward.
PoVRLabs is a VR Content platform. This was a winning pitch made for a hackathon.
We're still facing similar challenges for scaling up and equipment.
Get in touch if you're interested to collaborate/invest/work.
VR, a new technology over 40,000 years oldWithTheBest
Virtual Reality is at once both cutting edge, and a descendant of humanity's most ancient arts. Google's Chief Game Designer will bring some perspective to the origins of VR, why it matters to us in terms of evolution and storytelling, and give an overview of how Google is now supporting VR with tech like Google Cardboard, Android N, Daydream VR, and Spotlight Stories.
Falcon.io - The Future of Brand Experiences is Virtual RealityFalcon.io
A deep dive into the disruptive force of virtual reality. How will VR change the way we do business in the future? How can brands leverage the technology to own and personalize brand experiences? Here are the key takeaways from Falcon’s Director of Product Innovation, Mikael Lemberg’s as presented during Social Media Week Copenhagen 2017.
Case Study: Setting Up a Professional Virtual Reality Shoot Casey Sapp
For agencies and companies interested in investing in virtual reality. VRTÜL (pr. "Virtual") is a San Diego based Virtual Reality studio specializing in VR directing, filming, and post-production.
This presentation from the Sydney Virtual Reality Meetup Group #8 covers the latest industry news, details on the groups growth and Kain Tietzel's presentation"2016, Year of the VR Tsunami"
The rise of VR & AR era. Why this time is different?Vasily Ryzhonkov
When Facebook bought virtual reality company Oculus in early 2014, virtual reality blew up. While game and movie studios began reimagining the future, others looked back at the "old days" of VR — a loosely remembered period in the 1990s when gloves and goggles were super cool and everyone was going to get high on 3D graphics.
Computer enthusiasts and science fiction writers have dreamed about VR for decades. But earlier attempts to develop it, especially in the 1990s, were disappointing. It turns out the technology wasn’t ready yet. What’s happening now — because of Moore’s Law, and also the rapid improvement of processors, screens, and accelerometers, driven by the smartphone boom — is that VR is finally ready to go mainstream. Now, we’re in the midst of a virtual reality revolution.
So the question I want to pose here – is this time different?
Are we going to this future or it’s only media hype?
Find out more about how virtual reality will play a mayor role in social media. Nhance is an virtual reality and augmented reality marketing agency in Canada. Visit www.nhance.ca
Virtual Reality Playbook for Marketing and PRStefan Spinnler
Virtual Reality is on the rise and will become part of marketing and PR strategies around the world. This Playbook offers ideas and guidelines for marketers and PR professionals on how to make VR work for them.
Virtual Reality in Marketing and PR - What you should know and why you should...Stefan Spinnler
Virtual Reality is a powerful new medium, allowing us to tell our stories and connect with consumers in exciting new ways. In this presentation I want to show how Virtual Reality can expand our marketing toolbox and boost our content marketing.
Also check out my "Virtual Reality Playbook for Marketing and PR" at http://de.slideshare.net/stefanspinnler5/virtual-reality-playbook-for-marketing-and-pr
In The Pocket Academy: VR // The Past, Present & Future of VRIn The Pocket
Inspirational presentation, given at ITP Academy VR on May 10 2016, by Kenny Deriemaeker (@kderiemaeker) & Frederik De Bosschere (@vrederik).
Outlining the history of VR (all the way from the Renaissance to the 90's), its revival (Carmack & Luckey, the smartphone war dividend) and the different approaches by all of the main players today. Next, we highlight a few key industries where VR/AR is already happening. Finally, we make a few predictions for the future.
Virtual reality has emerged as an effective and popular marketing opportunity for brands eager to form an intimate connection with their audience. Learn a little bit more about the innovative new technology.
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Market transparency is important now more than ever since companies are staking billions of dollars on the potential of this nascent and nebulous medium. Join Stephanie Llamas, SuperData's VP of Research and Strategy, as we look back on consumer VR’s flagship year, and look forward to the opportunities of today and beyond.
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PoVRLabs is a VR Content platform. This was a winning pitch made for a hackathon.
We're still facing similar challenges for scaling up and equipment.
Get in touch if you're interested to collaborate/invest/work.
When Money Isn’t a Good Thing: The Risks of Investing in VR | Stephanie LlamasJessica Tams
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VR is an industry that will experience continuous growth in the upcoming years. However, a significant amount of consumers are unaware, or uninterested in VR technology. In this presentation, we will review the current landscape for VR, observe VR awareness among consumers, and analyze how brands are utilizing the technology.
A talk from the Consumer Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
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http://AugmentedWorldExpo.com
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iMMERSiVELY is a creative startup specialising in immersive media technologies - producing applications and solutions for businesses across various industries in South East Asia. From augmented and virtual reality content and technology development, to 360 content production and more, iMMERSiVELY harnesses these technologies to advance communication, innovation, story narratives and in education.
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Finn Beattie | CEO
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3. About me: Leen Segers
Online Video (London based) Online publication |
data intelligence
Virtual RealitySocial MediaConsulting
Short form | News
| Open Source
Long form | Movies &
Series | SVOD
Content Curation | SVRFree | Paid Data ReportsOnline Advertising | Brand
Integrations
EUROPE EUROPE, MIDDLE EAST & AFRICA EUROPE GLOBALBELGIUM
Democratisation of quality content
14. 500,000 to 1,000,000
expected to sell in 2016
15,000 pre-orders in
10 minutes; 100,000
in total
HARDWARE: HEAD MOUNTED DISPLAYS VR
1,000,000 devices
sold worldwide |
300,000 in Europe
- Hello,
- The original request for presenting here today was not what is on the slide - I only noticed the money question when looking at the schedule yesterday - quite vague. Fredo was asked to bring an inspirational talk on VR and more specifically storytelling, I was asked to introduce VR from a business point of view.
- Well that’s quite the task. Since Reed Hasting, the ceo of Netflix, in April 2015 declared that virtual reality would be the only relevant competitor for Netflix, or non-linear, on-demand viewing, I was intrigued by this new medium. Since then I have been following VR, from a business point of view, and to cover this in less than 30 minutes would be impossible. Because in less than a year, the market can be ‘easily’ summarised with the following slide:
Slide by Tipatat Chennavasin, partner with SF based THE VR FUND
He grouped the different infrastructure player, the tools/platform players and the application or content player. Additionally he also grouped these according to the most relevant use cases in VR: education, heathcare, entertainment, games, sports/live events, etc
I can definitely recommend to follow @tipatat on twitter and he regularly share interesting stats and figures on the industry.
Covering the different players, software, hardware and content creators in less than 30 min would be impossible. Narrowing it down to revenues today and revenues projections going up to 2020 is much easier. Before we dive into the numbers, I would like to quickly introduce myself, but also highlight the difference between 360 degree video, VR, AR and MR to make sure we are on the same page.
In May 2016, I have co-founded, EEYOU, objective is to roll out a platform agnostic app with premium VR experiences by European producers and broadcasters. The app is the android store with 2 experiences provided by the VRT as part of the Sandbox incubation programme.
Working on EEYOU, we have identified a new VR offering, this time in the B2B space, but as we are building the MVP, I can’t disclose more info at this point in time.
Before we dive into numbers and predictions on VR and AR, just wanted highlight the difference between 360 degree video, VR and AR.
Example, Bjork’ Stonemilker was widely announced as the first VR music video at the end of 2015, but effectively this was a great example of a monoscopic 360 degree video.
360 video is
= video content, made with 360° degree cameras
= actual photography from a number of cameras that are stitched together, to appear as a seamless whole.
= 360 degree video is relatively passive, limited or mostly no interaction.A 360 video can be stereoscopic or monoscopic. Most 360 video is monoscopic using one camera per field of view. Then again, to be fully immersed, if the producer wishes to created a 3D video, the producer should use two cameras per field of view, to create a feeling of depth
VR is inspired from video game experiences, therefore VR experiences are made with a game engine
- Interaction is possible
- Two sorts of VR: standing VR or room-scale VR, so no movement to full motion.
The Golden Rule of VR
At the lowest level, VR uses an array of sensors to precisely track the movement of your head. The computer then perfectly maps your head’s real-world movement onto your view of a virtual world. If you turn your head to the left in the real world, the computer exactly mimics your movement in the rendered world. When executed perfectly, VR tricks your brain into thinking that what you see is real, on both a conscious and subconscious level.
VR = a closed and fully immersive experience that puts user inside virtual worlds.
Main content makers in VR are VRSE/Within, Felix & Paul
Augmented Reality requires computer vision and dynamic mapping of the real word environment around you.
AR is an open and partly immersive experience that puts virtual things into user’s real worlds.
Main players are Magic Leap, Microsoft Hololens and Google Tango are working on.
Pokemon Go is a low end demonstration of what the technology will be capable in the next 5 years.Pokemon go is a location based game, not an AR game. These games draw upon Google Maps data to take advantage of local geography, landmarks and players.
With AR, the user is looking at the real world and the device overlays virtual objects and avatars into your view so they appear to be part of the real world.
With MR we flip this and you are shown a virtual reality environment where real objects can be brought in - to manipulate the virtual.
So now that we have clarified the difference between VR and AR, we can dive into some numbers.
Research provided by Digi-Capital confirms the total market to reach 120 billion by 2020.
So 120 billion in total by 2020, according to research by Digi-Capital,
- The VR market will reach 30 billion, as opposed to the AR market which will be 90 billion.
- But if we look at 2017 and 2018, VR’s market size is relatively bigger.So VR could be big soon, AR will be bigger, but might take longer to get there.
- AR will pass VR from 2018 going into 2019.
- the VR market in 2017 is predicted to be 5 billion, total for this year will be 4 billion
Hardware sales: Facebook bought Oculus, Google invested in Magic Leap, Apple bought Metaio, Microsoft committed to the Hololens, HTC teamed up with Valve.
Hardware is the strategic high ground during platform shifts, and these guys know it.
eCommerce sales: with AR/VR Amazon, ebay and Alibaba will be able to sell goods in a total new way.
Adspend: From virtual banners to completely branded VR experiences as for example the travel experiences by Northface. Early research by ImmersV confirms that “Viewers engage with ads in VR much more than in mobile or desktop apps”
Mobile network data:
Mobile network data revenue from AR/VR could be golden for the telcos. YouTube estimates that each frame of 360 video requires 4-5 times the bandwidth of traditional video.
In app-purchases: For mobile developers, In-app Purchases are one of the core business models.
Subscriptions: Netflix, Amazon, Hulu, Spotify and others proved how effective subscription business models can be for web/mobile.
Enterprise B2B: Served by players like mircosoft and meta, With use cases across military, medical, education, architecture/construction, maintenance and beyond, enterprise sales will be a driver for both AR and to a lesser extent VR
B2B sales from AR/VR services/solutions providers will also be part of the mix. B2B revenues will come from areas like graphics engines (Epic’s Unreal Engine at the high end to bundled free services like Amazon Lumberyard with AWS), facial animation (Cubic Motion), gesture recognition (Leap Motion, Gestigon), 3D model distribution (Sketchfab) and more.
High end VR games could see the highest proportion of Premium Apps, leveraging an installed base of console/PC gamers used to paying up to $60 for their fun.
Google Cardboard numbers from: http://www.forbes.com/sites/roberthof/2016/01/27/with-5-million-cardboards-shipped-googles-vr-ambitions-gain-traction/#6f419bd541ce
Hiring:
*Apple:
Doug Bowman, a prominent VR researcher and computer science professor at Virginia Tech.
also recruited talent from Microsoft's HoloLens division and Lytro (>21 employees)
100 people in total
Google:
started an official VR division
Microsoft:
1000 people or working on the HOLOLENS product
350,000 hours of VR video watched on YouTube
750,000 photos taken using Google’s VR camera app
Alibaba, Taobao selling 300,000 VR headsets a month
1.3 million cardboards were distributed to NYT readers for free (September 2015)
Oculus Rift pre-orders sold out in minutes (Jan 6, 2016) - ETA March 2016
Google Cardboard numbers from: http://www.forbes.com/sites/roberthof/2016/01/27/with-5-million-cardboards-shipped-googles-vr-ambitions-gain-traction/#6f419bd541ce
Hiring:
*Apple:
Doug Bowman, a prominent VR researcher and computer science professor at Virginia Tech.
also recruited talent from Microsoft's HoloLens division and Lytro (>21 employees)
100 people in total
Google:
started an official VR division
Microsoft:
1000 people or working on the HOLOLENS product
350,000 hours of VR video watched on YouTube
750,000 photos taken using Google’s VR camera app
Alibaba, Taobao selling 300,000 VR headsets a month
1.3 million cardboards were distributed to NYT readers for free (September 2015)
Oculus Rift pre-orders sold out in minutes (Jan 6, 2016) - ETA March 2016
Movement solutions
Tracking solutions, body parts but also full body suits
VR Backpak, for example by HP
Movement solutions
Tracking solutions, body parts but also full body suits
VR Backpak, for example by HP