From the study of the wild success of the the viral, augmented reality (AR) game" Pokémon Go", lead to the coming trends of the Rising technology _ Virtual Reality and Augmented Reality
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The Rise of VR/AR/MR: Lessons from Pokémon GO
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The Rise of VR/AR/MR
- Lessons from Pokémon GO
by CJS Interactive
Faust / 2016/0505
2. Confidential business information by CJS Interactive., All Rights Reserved.
個人簡介 Profile:
10多年數位娛樂產業資歷、 IP授權、國際營銷,產業項目分析與投資。
學經歷 Experience:
東京藝術大學 媒體藝術研究所 先端藝術專修
米多利傳播娛樂 總經理
索尼影視娛樂 視覺特效助理導演
雷爵網絡科技 海外商務總監
資策會數位教育研究所 正規畫師/數位內容學院計畫 國際合作經理
AUTODESK 歐特克 傳媒娛樂產業解決方案 亞太區經理
摩伊移動娛樂科技 總經理 / 樂動卓越科技 海外商務總監
台灣AVR協會 (TAVAR) 共同發起人
富盈資本 聯合創始人
擅長領域 Categories :
Digital Media | IP Licensing | Entrepreneurship | Leadership | Game Design | Innovation | Industry Analysis | VR Technology
Film production | VFX | 3d Animation | VR Content distribution
周 佳君
Faust Chou
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Index
Briefing of Pokémon Go
Coming features of PG?
The rise of AR & VR
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ios / Android
Keyword :F2P / AR /MMO /IP / Game /Mobile
LBS / SOCIAL /AR
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•21M DAU in US (candy crush 20M) more then Twitter
•700+ K organic downloads per day
•$200 million earned as of 8/10/16
•Daily time spent exceed facebook and all
•Interest more then the “Porn”
•Revenue : $ 5.7 M /dy , $ 2B IAP + $ 16.86B AD /yr
•Company Value : $ 29 B
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Invest Opportunities Spot
•POKEMON Franchise
•Consumer Products
•3rd Party PG APP
•SOCIAL WIFI
•ADVERTISING
•Lbs Sponsor
•Events
•Them Park
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IT TAKES 20 YEARS TO MAKE
AN OVERNIGHT SUCCESS
- Eddie cantor
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•Niantic Labs於2010年成立,為Google內部的創業公司
•2015年8月,在Google宣布重組為Alphabet Inc.後,Niantic宣布脫離Google成為獨立公司
•2012年9月,Niantic推出了首個產品Android應用 Field Trip
•2015年9月10日,The Pokémon Company 發表 《Pokémon GO》與Niantic合作
•開發智慧手機之擴增實境遊戲
•2016年7月6日,《Pokémon GO》在澳大利亞和紐西蘭正式發售。
公司前身Niantic Labs(Niantic Labs @ Google)
成立2010年6月(Niantic Labs)
創辦人 John Hanke
總部地點 美國加利福尼亞州舊金山
產業移動應用程式、手機遊戲、另類實境遊戲
產品Ingress、Field Trip、Endgame、Pokémon GO
子公司株式會社
Niantic網址www.nianticlabs.com
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CHANNEL (AS /GP)
IP HOLDER :POKEMON
CP : NIANTIC
30%
30%
30-40%
INCOME STRUCTURE
NINTENDO
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Pokemon Is Helping To Sell Pizza
Next Step: Sponsored Locations
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How Business Can Attract Pokemon Players
151 catchable monsters
722 revealed species of the titular characters
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IP +
KEY TECHNOLOGIES +
90`S SOCIAL
Critical Success Factors of Pokemon
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Critical mass of elements has come together :
Organizational and economic:
•critical mass of companies is working together
•price and affordability
•ergonomics and design
Thirsty of gaining the entertain from the “young adult”
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Technical:
•flat-panel displays
•cell phone panels (good megapixels)
•optics (wide fov)
•mobile CPUs & GPUs
•batteries and power management
•wireless
•gyroscopes and accelerometers
•cameras
•projectors
•computer vision
•tracking hardware
•content 3d games
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AR(Augmented Reality).
Technology Definitions
將虛擬資訊擴增到現實空間中的技術,它不是要取代現實空間,而是在現實空間中添加一個虛擬物件,藉由攝影機的
辨識技術與電腦程式的結合,當設定好的圖片出現在鏡頭裡面,就會出現對應的虛擬物件。
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VR(Virtual Reality)
利用電腦技術模擬出一個立體、高擬真的3D空間,當使用者穿戴顯示裝置(VR眼鏡)進入後,會仿若處在現實中的
錯覺。在這空間中,操作者可以藉由控制器或鍵盤在這個虛擬的環境下穿梭或互動!
Technology Definitions
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MR(Mixed Reality)
把現實世界與虛擬世界合併在一起,從而建立出一個新的環境以及符合一般視覺上所認知的虛擬影像,在這之中現實世界
中的物件能夠與數位世界中的物件共同存在並且即時的產生互動
Technology Definitions
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CR(Cinematic Reality)
Cinematic reality describes a world that is grounded in reality, but exaggerates details to make for a
more exciting movie. To learn more, ENHANCE this article by 150%.
Technology Definitions
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Superdata:2020 年 400 億美金
市場規模預估-總體
Digi-Capital:2020 年 1,200 億美金
資料來源:Digi-Capital、Superdata,2016
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Hardwar
e
Videogame
s
Healthcare
Engineering
Live Events
Video
Entertainme
nt
Real Estate
Digi-Capital:2020 年市場分布 高盛:2025 年市場分布
資料來源:Digi-Capital,2016
市場規模預估-分類
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32
截止2016年Q1,過去12個月中
AR/VR領域的投資總額達17億美元,
而有將近12億美元發生於2016年第
一季度。
相比2014年Q2的共12億美元的投資
總額,2016年Q1有25倍的增長。
資料來源:Digi-Capital (2016/3)
FB投資Oculus 2B
USD
Google、高通、KPCB、
Andreesen Horowtiz投資
Magic Leap (550M USD)
阿里巴巴投資Magic
Leap (800M USD)
產業投資現況與領域分布 (1/2)
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33
AR/VR領域的投資主要聚焦:
• 硬體設備、
• 影片、
• 解決方案/服務、
• 遊戲、
• 廣告/市場行銷、
• 消費應用APP、
• 分發平臺、
• 技術、
• 周邊配件。
資料來源:Digi-Capital (2016/3)
產業投資狀況與領域分布 (2/2)
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Hardware & Distribution
Content
Software, Platforms &
Delivery Services
VR生態圈 (歐美)
34
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已有廠商投入VR/AR開發,更多
廠商與個人嘗試投入
台灣除直播平台有意願進行360
度影片直播外,目前 沒有
VR/AR開放內容平台
台灣各家硬體業者 均已開
始投入此產業
內容製作
硬體銷售 開發工具、內容平台
VR生態圈 (台灣)
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2015年 熱門VR遊戲類型
解謎
Keep Talking and Nobody
Explodes (Oculus DK2)
環境探索
The Deep
(PSVR)
動作/冒險
Elite: Dangerous
(HTC Vive)
50
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「沉浸式互動射擊模擬系統」
中山科學研究院航空研究所
Dismounted Soldier
Training System
Intelligent Decisions
63
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360度旅遊教學
Google Expeditions
(Google Cardboard)
主流VR教育運用
虛擬科學實驗室
zSpace
(AR 眼鏡+可追蹤頭部移動軌
跡的電腦螢幕)
VR訓練課程
Speech Center
(Gear VR)
65
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VR發展的挑戰
1. 終端裝置普及速度
2. 消費者價格接受度和使用經驗
3. 廠商獲利模式
4. 個人及社會影響
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VR is going to be the most social platform.
Pretty soon we’re going to live in a world where
everyone has the power to share and experience
whole scenes as if you’re just there, right there
in person.
“
- Facebook創辦人 馬克.佐克伯, 2016
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Thank you
Faust Chou /CEO CJS Interactive
Mobile: +886-988-367-555
TEL: +886-2-23122760
E-mail:faustcare@mo1.com.tw
QQ: 2068996851 Skype: faust_chou