why an Opensea Clone Script might be your perfect match.pdf
Laval ppt
1. IMMERSIVE TECH IN EUROPE
35 BILLION INDUSTRY BY 2020?
By Edita Bezegova
2. A STEP TOWARDS IMMERSIVE TECH
ONE CALLTHATCHANGED EVERYTHING
Early 2016
February 2014
Mid 2016
November 2017
January 2018
February 2018
Innovation consultant
A life-changing call
The journey starts
September 2017 Joining the startup world
“My” study published
Women in Immersive Tech
Founding New Digital Reality
3. THE NEW DIGITAL REALITY
WHEN TECHNOLOGYBECOMESAN OPPORTUNITY
Digital Reality = an umbrella term for augmented reality, virtual reality,
mixed reality, 360°, and immersive technologies
I. A major shift in a tech paradigm: New way of interaction with digital
information – from screens and hardware to gestures, emotions and
gazes.
II. Enterprise adoption driving the market: investment in professional
application is between 100 and 150% per year (and growing). Digital
reality is likely to gain its momentum in next 18 to 24 months
III. Consumer-oriented investments to follow: growth in gaming, education,
social applications and entertainment will continue to grow
IV. Early adopters ahead of the game: Transition to the digital reality will
clearly bring and challenges and the next digital revolution will be run by
those who grasp the chance early on
4. REVOLUTION ON ITS WAY
IMMERSIVETECH BEHINDTHE HYPE
Source: Ecorys for GVRA
5. WAY TOWARDS THE NEW DIGITAL REALITY
TECHNOLOGYMILESTONES BEHINDANDAHEAD
Source: Deloitte analysis
15. WAY FORWARD THE 30 BILLIONS
DRIVERS FORTHE GROWTH OF DIGITALREALITYIN EUROPE
Technology improvements
• Higher resolution and wide vision
• Price of the hardware/ experience
• Comfort of the devices
• Battery life
Adoption growth
• Decreasing social inertia
• Killer application for consumers
• App ecosystem and distribution
• Availability of quality content
Policy environment
• Mobile bandwidth and data transfer
• R&D and startup financing
• Skills and education
• Stable regulatory environment
Industry formation
• Collaboration across Europe
• Technology evangelism
• Industry standards
• Innovation of business models
16. GET IN TOUCH
GET IN TOUCH
editab@newdigitalreality.eu
Link to the Ecorys study for GVRA
www.newdigitalreality.eu/industry
Editor's Notes
Can Europe make it? To become 30 billion in next three years?
Similar size as all the gaming industry?
Answer – yes, it can. And all of you who are here will be the key for making this number a reality! And for creating a new industry with real transformative power for our economy and lives, with Europe as one of its key centers.
Let’s start with a short story.
Indeed, as you can guess, I personally believe in the potential of immersive technologies – but how did I get there?
In early 2016, I was a consultant in Brussels
Got a call from Facebook – we want to know why Europe is great in VR?
My boss – can you take care of this exercise? And I did – not knowing that time how much this work will change my life.