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VIVE
Casual Connect
VINAY NARAYAN
Executive Director, Virtual Reality
OUR MISSION:
“Unleash human imagination
from the limitations of reality”
OUR PROMISE:
“Create the most immersive
and considered VR experience”
#Slide
3
VR AR MR DEFINED
VIVE - CONFIDENTIAL
HISTORY OF IMMERSIVE TECH
VIVE - CONFIDENTIAL
CONSUMERIZATION
CONSUMERIZATION
VIDEO FPO
VIVEPORT is VIVE’s
m a r k e t p l a c e
VIVE STUDIOS is VIVE’s
c o n t e n t g e n e r a t o r
VIVE X is VIVE’s
a c c e l e r a t o r
HTC VIVE is VIVE’s
t e c h n o l o g y
OUR APPROACH TO VIVEOUR APPROACH TO VIVE
#Slide
VIVE Confidential. All Right Reserved 2016 www.websitename.com
The worlds leading computer
graphics, drafting, imaging, and
engineering companies are actively
bringing new VR design workflows
to market
9
THE INDUSTRY
30M PCs ARE ONE UPGRADE
AWAY FROM VR
Gaming is a large portion of VR revenue
The PC
AAA content
What is AR/VR?
Complexity
PURCHASE OBJECTIONS
TO VR
VIVE READY
2H CONTENT
ROADMAP
2H CONTENT ROADMAP
APPLE VR
The new iMac Pro lets you do
more than just immerse yourself
in VR worlds. It lets you create
them from scratch.
BRAND RECOGNITION FOR HIGH-END VR
WIRELESS VR IS AN OPTION VERY SOON
WIRELESS SOLUTIONS
Cutting the cord.
VIVE TRACKER
Bring real objects into your
virtual world.
VIVE ECOSYSTEM CONTINUES TO GROW WITH VIVE TRACKER
Specific content
developed for VIVE
Tracker
VIVE Tracker
handles Get your
VIVE Trackers
WHY TRACKER MATTERS
VR IN RETAIL
VIVE - CONFIDENTIAL
NON GAMING GROWTH
VIVE - CONFIDENTIAL
TRAINING
VIVE - CONFIDENTIAL
DESIGN AND COLLABORATION
VIVE - CONFIDENTIAL
STORY TELLING AND VIRTUAL SHOWROOMING
24
Coming Trends in AR/VR | Vinay Narayan

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Coming Trends in AR/VR | Vinay Narayan

Editor's Notes

  1. Vive Triangle Swapout. Vive ecosystem overview slide - Vive Hardware Viveport Vive X Studios
  2. 30 second sizzle reel. Click bottom of slide to play. Here’s why Vive is different In the beginning content strategy really was, is it immersive, is it good, will you deliver? Impact – Profitability Always looking forward, we knew that non gaming content was the application that was going to change everything.
  3. Vive eco-system overview
  4. Year one: Proving high-end VR / introducing developer concepts Year two: Building eco-system (Vive Ready, Tracker, Retail expansion, Developer success) Year three vision: Early majority of consumers (because the foundational blocks are in place) So let’s talk about those purchase obstacles for VR before we get to “early majority”
  5. State of VR Stats slide 30 million users are one to 2 upgrades a way 1 hour play session on average Average # of titles in library Das Sales? Enterprise adoption
  6. Design: Banner all the way across the top. Add DisplayLink Purchase objections to VR today? - PC - AAA content - Lack of consumer knowledge - Tether / wireless Selling VR?
  7. Vive Ready: - We hit roadblocks when we hit the “PC” Vive Tracker: - First accessories launch in July, which will enable developers to have easy ways to attach Vive Tracker to implement in their game. Wrist straps, foot straps, handles for guns / swords / etc. We’ll have a developer 2.0 launch of Vive Tracker and we expect consumer launch in time for holiday. We want to ensure at least 50 VR titles have Vive Tracker integration at launch. Intel: At Computex we announced that HTC and Intel are collaborating to bring a WiGig-based wireless solution to Vive. HTC will manufacture the solution and will grow cord-cutting options for the Vive Expected avialbility early 2018.
  8. For the first time this year, we’ll have true AAA content in VR with Fallout and Doom VFR. There’s a misnomer in VR development that AAA has been missing. – Diff gameplay, same character models Sprint Vector – Raw Data developers… iterating very quickly
  9. Retail channel, exposureApple VR: - For the first time Apple has announced support for VR, and in particular, Vive Vive was used at the WWDC conference this week to show creation tools for games, movies and more Apple is targeting it’s 30 million installed developer base with an external GPU and a new iMac that supports VR Grows base for Vive; We are discounting Vives during their beta preview in-box
  10. Intel: At Computex we announced that HTC and Intel are collaborating to bring a WiGig-based wireless solution to Vive. HTC will manufacture the solution and will grow cord-cutting options for the Vive Expected avialbility early 2018.
  11. Flip to match the solve. Apple = Brand recognition solve; Differentiating consumer VR (Biggest support and backers) Where we go from here: Vive Tracker: - First accessories launch in July, which will enable developers to have easy ways to attach Vive Tracker to implement in their game. Wrist straps, foot straps, handles for guns / swords / etc. We’ll have a developer 2.0 launch of Vive Tracker and we expect consumer launch in time for holiday. We want to ensure at least 50 VR titles have Vive Tracker integration at launch. Apple VR: - For the first time Apple has announced support for VR, and in particular, Vive Vive was used at the WWDC conference this week to show creation tools for games, movies and more Apple is targeting it’s 30 million installed developer base with an external GPU and a new iMac that supports VR Grows base for Vive; We are discounting Vives during their beta preview in-box Vive Ready: Intel: At Computex we announced that HTC and Intel are collaborating to bring a WiGig-based wireless solution to Vive. HTC will manufacture the solution and will grow cord-cutting options for the Vive Expected avialbility early 2018.
  12. Why Tracker matters for VR & Retail 100 distinct pieces of tracker supported content by Q4 Unity and Unreal Engine Integration SteamVR/VIVE Home Integration Peripherals from 5 categories: Game, Handles, Straps/Mounts, Input, Gloves Tracker developer kit available in November bundling several peripherals and multiple trackers (SteamVR 2.0)
  13. What we’ve learned in past two years of selling Vive. What we look for with a demo at retail – We want to Enable our partners to tell the best stories they can, so we can showcase the best of VR though their eyes Fun to play / watch Room-Scale VR - We want to showcase the best, and we feel like room-scale does that Exciting game mechanics Core game mechanics done well  Don’t be creative for the sake of being creative. i.e If you come up with a new form of locomotion, make sure you have other options that are tried and tested. Plus if it Has a compelling use case Able to tell a variety of stories Able to fulfill all different play types and scenarios LBE/Home/Retail   Best practices in a demo The experience should be tailored to fit a 3-4minute window. It should best represent the bulk of the interactive experience. We recommend a simplification of the control or operating procedures that detract from the experience for the demo. (i.e. Raw Data implemented an ‘Auto Reload’ feature so users wouldn’t need to learn this mechanic in a short demo.   Details Introduce control scheme within the first 30 sec. Drop people into the ‘best’ 3-4 minutes without spoiling any late game story elements Leave them wanting more at the end of the 3-4 minutes If multiple position options are available focus on room-scale Transition: So let’s talk about additional VR / Vive products to sell this year
  14. For enterprise, we are seeing these buckets of trends. Training (Medical, Trade) Design and Collaboration Storytelling Virtual Showrooms Virtual Tourism  
  15. We see significant investment in training experiences across a variety of industries. At CES we showed Flaim Trainer, which is custom built for firefighter training. But we see this across construction, medical, and more. We’re even looking into how to train retailers to sell VIVE, through VIVE. Consumer-centric apps that educate users about their health, like YouVR. OssoVR is a medical surgery training application, down to the scalpel and bonesaw.  
  16. Some companies are stepping their toes into social VR, from a consumer-first perspective (, BigScreen), but there’s a big opportunity for companies to jump into business collaboration. How to present documents or even whiteboard within VR. Immersion Truescale is one application we’ve seen recently. They have a consumer-based design application where you can build out an office space and modify it through VR. We are working with a local government as well to produce city plans in VR, where they will show what a community will look like with various height restrictions. Boeing has even used VR to showcase interior layouts. And we’ve seen AEC firms develop their own custom in-house VR collaboration tools to aid their design.  
  17. Some companies are stepping their toes into social VR, from a consumer-first perspective (, BigScreen), but there’s a big opportunity for companies to jump into business collaboration. How to present documents or even whiteboard within VR. Immersion Truescale is one application we’ve seen recently. They have a consumer-based design application where you can build out an office space and modify it through VR. We are working with a local government as well to produce city plans in VR, where they will show what a community will look like with various height restrictions. Boeing has even used VR to showcase interior layouts. And we’ve seen AEC firms develop their own custom in-house VR collaboration tools to aid their design.  
  18. PATH IS CLEAR Major social experiences Stats on growth Multiplayer Enterprise