Michael dowd

2,372 views

Published on

Published in: Technology
  • Be the first to comment

Michael dowd

  1. 1. VIRTUAL REALITY AND EMERGING TECH WHY AND WHEN T0 CARE A BRIGHT SHINY OBJECT PRESENTATION BY MICHAEL DOWD OF GRUUPM NEXT
  2. 2. VIRTUAL REALITY TAKEAWAYS 1. Virtual Reality is coming THIS YEAR 2. Intention Marketing will be vital 3. You've got a long time to sit back and explore
  3. 3. WHAT IS VIRTUAL REALITY? A computer-generated 3D environment in which a user can interact with virtual objects as though they also existed within that environment.
  4. 4. VIRTUAL REALITY VS AUGMENTED REALITY AUGMENTED REALITY: Computer-generated information incorporated or overlaid directly into your actual world. Examples: Google Glass, Microsoft Ho| oLens, Terminator
  5. 5. VIRTUAL REALITY VS AUGMENTED REALITY ”‘N~‘''‘‘' 35"" ‘ Baltic 1AK! II: C% 10% VIRHIMAYOI pgoyovypg E10000 000 03$ uocaov "- """""“ nnuuznunuucur 01 us Ct as not as u - coon as u - run ov u - can an onuuuan to A3 - -any In an - nut 11 A7 - nut ! u_ Al - urea 11 AI - not: I VISUAL: POSSIIILITY OF fggngugygu 7-1000 TERMINATION: “°°! L 100° ‘ 52% I '- g M CLUVIOQ V-if fflftbl CAPAILI 0' HUN‘! .5 "$33330 IYAICiKA'XI n v-oouuun ocnmvunuuoouu It nuuoru no nanny: : . IIIILI '9 u annual :3 , A ‘"11 nnnouuouvnaun ' " -/ ' - "30 U% uunoocu uorovuaooutuu . A‘
  6. 6. WHAT IS VIRTUAL REALITY? Z I‘ : - I-I’ / «TII l 4;» ‘/ I. T" 7;‘ J’/ /L _J. i Iv. ‘ _, . w_= .F. ~ - rr. ~; y,r/ nu--*~*, - - , - . » . ._. ~ _ “,4/. »,r'”. ,+X A . <4 -— . ’ ‘N ‘ . ,—, .‘; ‘,: ° 1 -4 2:1,‘. : - ' I If _— '. ’3"'. a.. 'T3 —~ —/ V«( a’'’ I "1 x ‘-= /“‘' “i ' ~. r
  7. 7. VIRTUAL REALITY APPLICATIONS - Gaming - Movies and art - Brand applications
  8. 8. GAMING IN VIRTUAL REALITY
  9. 9. MOVIES IN VIRTUAL REALITY
  10. 10. BRANDS IN VIRTUAL REALITY
  11. 11. BRANDS IN VIRTUAL REALITY Rust Rust .1‘ “ ' luau: v “ mull:
  12. 12. BRANDS IN VIRTUAL REALITY*
  13. 13. TWO REASONS TO INVEST IN EMERGING TECH To enhance brand image. To deepen connection with a new or existing consumer audience. Q) Q)
  14. 14. TWO REASONS TO INVEST IN EMERGING TECH To enhance brand image. To deepen connection with a new or existing consumer audience. 6) 0
  15. 15. OCULUS RIFI AND THE COMPETITION VA Lv E ” Oculus
  16. 16. OCULUS RIIT AND THE COMPETITION 0 Oculus SONY
  17. 17. VIRTUAL REALITY MINIMUM REQUIREMENTS - NVIDIA GTX 970 equivalent or greater - Intel i5—4590 processor equivalent or greater I 8GB+ RAM
  18. 18. VIRTUAL REALITY MINIMUM REQUIREMENTS - NVIDIA GTX 970 equivalent or greater - Intel i5—4590 processor equivalent or greater - 8GB+ RAM AT LEAST $1,500
  19. 19. VIRTUAL REALITY MINIMUM REQUIREMENTS - Pixels all up in your face - The Law of Expectations - The Uncanny Valley of environments - Virtual reality sickness - Everything is rendered twice - Undermine your competition
  20. 20. VIRTUAL REALITY MINIMUM REQUIREMENTS - Pixels all up in your face - The Law of Expectations - The Uncanny Valley of environments ‘Ema IAN - Virtual reality sickness - Everything is rendered twice - Undermine your competition
  21. 21. GRAPHICS PROCESSING POWER WARNING; BRIEF TECHNICAL DISCUSSION §’ § 5:. “’ 8 § § 3 § I
  22. 22. VIRTUAL REALITY VIABLE AUDIENCE jg HEAVY CORE GAMERS LOOKING FOR PREMIUM EXPERIENCE . ~'~l. lIIll'll‘l. ‘ YOUNG, MALE. AFFLUENT BEST FOR: PREMIUM ELECTRONICS, PERIPHERAL, AND NERD MEDIA SIMILAR T0: TWITCH, STEAM BENQ. DXRACER, BLUE AUDIO I4M 2OI6
  23. 23. VIRTUAL REALITY VIABLE AUDIENCE YOUR AVERAGE NERDS LOOKING FOR CONSISTENT EXPERIENCE STILL YOUNG, OTHERWISE MORE DIVERSE BEST FOR: EDGY YOUNGER BRANDS, ENTERTAINMENT, AUTOMOTIVE SIMILAR T0: REDDIT, ENGADGET, TECHCRUNCH 5991 MM 2OI6
  24. 24. VIRTUAL REALITY VIABLE AUDIENCE THE TECH-SAVW PUBLIC LOOKING FOR CASUAL EXPERIENCE SLIGHTLY OLDER. GENDER NEUTRAL BEST FOR MAINSTREAM ENTERTAINMENT II5M SIMILAR TO. TWITTER, INSTAGRAM 59M MM 2016
  25. 25. VIRTUAL REALITY VIABLE AUDIENCE ZIIM THE EVERVMAN I EVERVWOMAN LOOKING FOR MOBILE EXPERIENCE THE OMNI-DEMOGRAPHIC BEST FOR: RETAIL. TECH, MOST EVERYONE IISM SIMILAR T0: AMAZON, GOOGLE, APPLE 59M MM 2016
  26. 26. OTHER BARRIERS TO ADOPTION - Cultural - Technical - Financial - Societal
  27. 27. VIRTUAL REALITY TAKEAWAYS - Become a fan of Virtual Reality - Understand your goals - Set realistic expectations
  28. 28. THANK YOU! MICHAEL. DOWD - GROUPM NEXT - M| CHAELDOWD@GROUPM. COM ° GHAMERKOP

×