The Top 5 things every beginner should know about virtual reality.
VR is going mainstream and you should know the very basics if you don't want to seem like a dummy.
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.
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.
Virtual Reality in Marketing and PR - What you should know and why you should...Stefan Spinnler
Virtual reality (VR) provides an immersive 3D experience that transports users inside digital environments instead of restricting them to 2D displays. This allows marketers to communicate experiences in a more engaging way. There are two main types of VR content: 360-degree videos which users can passively view, and interactive environments rendered in real-time. Mobile VR using smartphones is already widespread, while higher-fidelity tethered VR headsets connected to PCs will soon provide improved graphics, tracking, and controls. VR gives marketers a new tool to engage and educate consumers, boosting the impact of their content marketing by bringing concepts to life in an immersive way.
CES 2016 Virtual Reality Report:gaming and video market ramps up new interaci...琳証 黃
Virtual reality was a major focus at CES 2016 with cinema VR and immersive VR devices leading the way, providing wider fields of view than augmented reality devices. Game VR also attracted large crowds and the VR industry is growing beyond just games to include education, medical, design, video, and social applications.
The Emerging Virtual Reality Landscape: a PrimerSim Blaustein
This document provides an overview of virtual reality (VR) and augmented reality (AR), including their definitions and histories. It discusses how VR began in the 1960s and progressed through early prototypes in the 1970s-1990s. The modern era of VR began around 2011 with efforts by Valve, Oculus, and others. The document outlines the growing VR market potential in areas like gaming, film, education and more. Industry projections show rapid growth in VR users, revenues, and category spending over the next few years. It also maps the current VR landscape including studios, capture methods, engines/tools, distribution platforms, hardware types, input methods, and business models.
VR comes of age. Why VR is relevant now and what it means for the futureBristol Media
VR has been developing since the 1930s but recent technological advances have enabled its widespread use. VR provides an immersive experience that transports users to new worlds and elicits strong emotions. Major companies like Facebook believe VR will become integrated into daily life for billions of people. The VR industry is growing rapidly and expected to be worth $30 billion by 2020. For VR to be compelling, it must provide high fidelity, track users' movement, make them feel present, and interact naturally with virtual environments. Both 360 video and interactive VR applications are growing in popularity for entertainment, education, and branding experiences. As headsets improve and content matures, gaming is poised to drive broad consumer adoption of VR.
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.
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.
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.
Virtual Reality in Marketing and PR - What you should know and why you should...Stefan Spinnler
Virtual reality (VR) provides an immersive 3D experience that transports users inside digital environments instead of restricting them to 2D displays. This allows marketers to communicate experiences in a more engaging way. There are two main types of VR content: 360-degree videos which users can passively view, and interactive environments rendered in real-time. Mobile VR using smartphones is already widespread, while higher-fidelity tethered VR headsets connected to PCs will soon provide improved graphics, tracking, and controls. VR gives marketers a new tool to engage and educate consumers, boosting the impact of their content marketing by bringing concepts to life in an immersive way.
CES 2016 Virtual Reality Report:gaming and video market ramps up new interaci...琳証 黃
Virtual reality was a major focus at CES 2016 with cinema VR and immersive VR devices leading the way, providing wider fields of view than augmented reality devices. Game VR also attracted large crowds and the VR industry is growing beyond just games to include education, medical, design, video, and social applications.
The Emerging Virtual Reality Landscape: a PrimerSim Blaustein
This document provides an overview of virtual reality (VR) and augmented reality (AR), including their definitions and histories. It discusses how VR began in the 1960s and progressed through early prototypes in the 1970s-1990s. The modern era of VR began around 2011 with efforts by Valve, Oculus, and others. The document outlines the growing VR market potential in areas like gaming, film, education and more. Industry projections show rapid growth in VR users, revenues, and category spending over the next few years. It also maps the current VR landscape including studios, capture methods, engines/tools, distribution platforms, hardware types, input methods, and business models.
VR comes of age. Why VR is relevant now and what it means for the futureBristol Media
VR has been developing since the 1930s but recent technological advances have enabled its widespread use. VR provides an immersive experience that transports users to new worlds and elicits strong emotions. Major companies like Facebook believe VR will become integrated into daily life for billions of people. The VR industry is growing rapidly and expected to be worth $30 billion by 2020. For VR to be compelling, it must provide high fidelity, track users' movement, make them feel present, and interact naturally with virtual environments. Both 360 video and interactive VR applications are growing in popularity for entertainment, education, and branding experiences. As headsets improve and content matures, gaming is poised to drive broad consumer adoption of VR.
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.
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?
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
10 Everyday Things Virtual Reality Will ChangeScopernia
Virtual Reality is described as one of the “Next big things” by the media, but all the abusers of “the next big thing” have made us numb for such talk. Our friends, family and influencers aren’t really talking about VR, so the debates on what it can potentially change about our lives haven’t really come through yet.
A lot of people also lack the imagination to think of how it could change our lives. We went out into the street to ask a bunch of people what they think the impact will be and how it will be used.
The overall tone was rather dismissive instead of open-minded. Virtual Reality clearly hasn’t proven itself to the world yet and we’re not taking the word of the media for it.
Most importantly though: we don’t want to think about it, because we are uncertain or even afraid. The thought of becoming dependent on a reality that is completely different from our own is scary, so the easiest thing to do is just letting it be and holding on to our certainty for as long as possible.
We’ve always felt like we were in control of all technological breakthroughs. Like they served us as tools to enrich our lives, but with Virtual Reality this comes to an end.
With a VR set strapped to your head, you feel like something is literally planting stuff into your brain. You feel small and vulnerable, because it seems like you are not the one in control.
Control is one of the few crucial challenges VR needs to overcome to truly reach its potential. Once you feel comfortable with it, you will start to feel in control, and from there on, the possibilities are going to be limitless.
As technology continues to develop at a rapid pace, sooner or later we’re going to reach the point where the virtual experience becomes better than the real one. This is increasingly becoming the case for porn, where people can be completely immersed in their personal preference. It is literally taking it to the next level.
As computers learn more about us, we’re moving to a future where they will know exactly what we want, when we want it. This is already how our younger generations are growing up right now: everything on-demand. The only thing we currently know of that can get as close as possible to fulfilling that, is VR.
Are concerned parents going to put a VR set on their children? Sounds unlikely, but walking through a magical forest together with your child doesn’t sound that bad right? It’s just the beginning though. A lot more parents are allowing their kids to play with iPads now than a few years ago as well.
The thought may scare you, but it is inevitable. There are simply too many possibilities in truly experiencing our imagination. It is only a matter of time before the technology becomes so advanced that we will simply love it and gradually let it into different parts of our lives.
You should start thinking about what it might mean for you or what the opportunities are for your business. Our book on Digital Tr
Cristal Festival 2015 - "How Great Brands create immersive Virtual Reality wi...Cristal Events
Happy Finish is a digital production company with 120 employees across 6 offices on 4 continents. They specialize in VR, AR, and interactive experiences for brands. Some of their projects include:
- An AR experience for Skoda where commuters could customize a car model and see themselves driving it.
- Interactive screens using Kinect sensors for EE mobile stores to showcase network benefits.
- A world-first AR app for Lufthansa that let users explore premium economy seats by interacting with a virtual model.
- A VR tour of New York City from a taxi roof for Subway that immersed users in the cityscape and sounds.
- A VR beer experience for Becker Beer that transported users to
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.
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.
Dennis Adamo from daydream.io Corporation gave a presentation on virtual reality. Daydream.io created a VR platform called daydream.VR for entertainment and communication. Their target market is novice VR users and smartphone users. By 2020, the VR market is projected to reach $150 billion in revenue. Daydream.io launched their VR app Headbangerz in 2016 and it had over 45,000 downloads.
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.
When will Virtual Reality become Reality? @NED2015Rori DuBoff
The evolution of Virtual Reality and Augmented Reality.
Brand Marketing Case examples across industries including retail, travel, hospitality, medical, sports, journalism, music, movies, education and more. Plus the future for expanded reality (XR)
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.
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.
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"
Yes, I like Virtual Reality because it allows me to experience new places and perspectives without physically being there. It's fascinating what technology can do.
InDorse Tech Red Herring 100 Presentation FinalRob Marano
Winning presentation given at the 2010 Red Herring 100 North America Competition in Coronado, CA, on June 23, 2010 by Rob Marano, CEO & President of InDorse Technologies.
It is a seminar presentation on a technology called Virtual reality. It key features are what is virtual reality, its history and evolution, its types, devices that are used for Virtual reality and where virtual reality is applicable.
This document provides an overview of virtual reality (VR), including its history, definitions, types, related technologies, uses and applications. It discusses VR in fields such as military, medicine, games and movies. The document also outlines VR input and output devices. It covers challenges of VR such as eye strain and addiction risks, as well as future possibilities like shared experiences and deception. The conclusion states that while VR can disturb perception, its advantages in areas like training and entertainment make it useful.
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?
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
10 Everyday Things Virtual Reality Will ChangeScopernia
Virtual Reality is described as one of the “Next big things” by the media, but all the abusers of “the next big thing” have made us numb for such talk. Our friends, family and influencers aren’t really talking about VR, so the debates on what it can potentially change about our lives haven’t really come through yet.
A lot of people also lack the imagination to think of how it could change our lives. We went out into the street to ask a bunch of people what they think the impact will be and how it will be used.
The overall tone was rather dismissive instead of open-minded. Virtual Reality clearly hasn’t proven itself to the world yet and we’re not taking the word of the media for it.
Most importantly though: we don’t want to think about it, because we are uncertain or even afraid. The thought of becoming dependent on a reality that is completely different from our own is scary, so the easiest thing to do is just letting it be and holding on to our certainty for as long as possible.
We’ve always felt like we were in control of all technological breakthroughs. Like they served us as tools to enrich our lives, but with Virtual Reality this comes to an end.
With a VR set strapped to your head, you feel like something is literally planting stuff into your brain. You feel small and vulnerable, because it seems like you are not the one in control.
Control is one of the few crucial challenges VR needs to overcome to truly reach its potential. Once you feel comfortable with it, you will start to feel in control, and from there on, the possibilities are going to be limitless.
As technology continues to develop at a rapid pace, sooner or later we’re going to reach the point where the virtual experience becomes better than the real one. This is increasingly becoming the case for porn, where people can be completely immersed in their personal preference. It is literally taking it to the next level.
As computers learn more about us, we’re moving to a future where they will know exactly what we want, when we want it. This is already how our younger generations are growing up right now: everything on-demand. The only thing we currently know of that can get as close as possible to fulfilling that, is VR.
Are concerned parents going to put a VR set on their children? Sounds unlikely, but walking through a magical forest together with your child doesn’t sound that bad right? It’s just the beginning though. A lot more parents are allowing their kids to play with iPads now than a few years ago as well.
The thought may scare you, but it is inevitable. There are simply too many possibilities in truly experiencing our imagination. It is only a matter of time before the technology becomes so advanced that we will simply love it and gradually let it into different parts of our lives.
You should start thinking about what it might mean for you or what the opportunities are for your business. Our book on Digital Tr
Cristal Festival 2015 - "How Great Brands create immersive Virtual Reality wi...Cristal Events
Happy Finish is a digital production company with 120 employees across 6 offices on 4 continents. They specialize in VR, AR, and interactive experiences for brands. Some of their projects include:
- An AR experience for Skoda where commuters could customize a car model and see themselves driving it.
- Interactive screens using Kinect sensors for EE mobile stores to showcase network benefits.
- A world-first AR app for Lufthansa that let users explore premium economy seats by interacting with a virtual model.
- A VR tour of New York City from a taxi roof for Subway that immersed users in the cityscape and sounds.
- A VR beer experience for Becker Beer that transported users to
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.
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.
Dennis Adamo from daydream.io Corporation gave a presentation on virtual reality. Daydream.io created a VR platform called daydream.VR for entertainment and communication. Their target market is novice VR users and smartphone users. By 2020, the VR market is projected to reach $150 billion in revenue. Daydream.io launched their VR app Headbangerz in 2016 and it had over 45,000 downloads.
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.
When will Virtual Reality become Reality? @NED2015Rori DuBoff
The evolution of Virtual Reality and Augmented Reality.
Brand Marketing Case examples across industries including retail, travel, hospitality, medical, sports, journalism, music, movies, education and more. Plus the future for expanded reality (XR)
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.
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.
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"
Yes, I like Virtual Reality because it allows me to experience new places and perspectives without physically being there. It's fascinating what technology can do.
InDorse Tech Red Herring 100 Presentation FinalRob Marano
Winning presentation given at the 2010 Red Herring 100 North America Competition in Coronado, CA, on June 23, 2010 by Rob Marano, CEO & President of InDorse Technologies.
It is a seminar presentation on a technology called Virtual reality. It key features are what is virtual reality, its history and evolution, its types, devices that are used for Virtual reality and where virtual reality is applicable.
This document provides an overview of virtual reality (VR), including its history, definitions, types, related technologies, uses and applications. It discusses VR in fields such as military, medicine, games and movies. The document also outlines VR input and output devices. It covers challenges of VR such as eye strain and addiction risks, as well as future possibilities like shared experiences and deception. The conclusion states that while VR can disturb perception, its advantages in areas like training and entertainment make it useful.
The document defines the Internet of Things (IoT) as the networking of physical devices embedded with electronics, software and sensors to collect and exchange data. It estimates that by 2020 there will be 50 billion connected devices, 40 times more than people on the internet. It discusses various IoT protocols like Bluetooth, Zigbee, Z-Wave, 6LoWPAN, Thread, WiFi, cellular and LoRaWAN. It also covers opportunities offered by IoT like in media, environment, infrastructure, manufacturing and smart cities. Security threats to IoT like default credentials, lack of updates and coding errors are discussed.
This document discusses virtual reality (VR), including its definition as a computer-generated simulation of a 3D environment that can be interacted with in real time. VR aims to fully immerse users by simulating their senses. Key concepts are discussed such as allowing users to view and interact with environments from any perspective. VR technology can be either desktop-based or fully immersive. Standards like VRML and protocols help achieve interoperability between virtual environments. Networks play an important role through techniques such as broadcasting location data, dead reckoning to reduce bandwidth, and update filtering to limit information sent. Applications of VR include entertainment, medicine, manufacturing, and education/training.
An introductory lecture to Virtual Reality. This version of the lecture was presented at an open lecture at Aksaray University in Turkey for computer science and engineering students.
The document promotes trying virtual reality in the future. It encourages readers to experience what virtual reality has to offer. In just a few short sentences, the document advertises virtual reality without providing many details about specific products or experiences.
This document provides an overview of virtual reality, including definitions of VR and how it differs from augmented reality. It discusses the VR market and ecosystem, including major investments from companies like Facebook, Google, and Magic Leap. The biggest VR markets are expected to be gaming, healthcare, and engineering. Example VR applications mentioned include tourism, automotive, media, sports, and more. The document also introduces the BE.VR community in Belgium for those interested in VR.
This is our Q4 2014 update showing companies developing hardware for the virtual reality market. We include head-mounted displays, hand/body controllers, treadmills and other input devices.
Business Applications of Virtual RealityApoorv Parmar
The document discusses various business applications of virtual reality (VR). It begins by defining VR and how it works by tracking physical movement and immersing users in computer-generated worlds. VR modelling language (VRML) is discussed as a standard for VR applications on the web. Examples of companies using VR like DuPont for plant engineering are provided. Several VR products for different uses and price points are outlined, including HTC Vive, Google Cardboard, Samsung Gear VR, Oculus Rift and Microsoft HoloLens. VR applications in various industries like construction, engineering, sports, education and defence are summarized.
Virtual reality is a computer-generated world that can be interacted with. It tracks the user in real-time using displays like head-mounted displays. There are different types of virtual reality including immersive VR using displays to replace a user's view and telepresence VR allowing remote control. Virtual reality requires specialized hardware like image generators, manipulation devices, and stereo vision to create the illusions of a 3D environment. Virtual reality has applications in fields like architecture, medicine, engineering, entertainment, training, and manufacturing.
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark Billinghurst
Lecture 1 of the VR/AR class taught by Mark Billinghurst and Bruce Thomas at the University of South Australia. This lecture provides an introduction to VR and was taught on July 26th 2016.
Virtual reality is a computer-generated simulation of an environment that users can interact with. It has evolved from early prototypes in the 1950s-1980s to include various types today like immersive VR used with head mounted displays. VR has many applications in fields like education, medicine, engineering, entertainment and more. The future of VR is promising as technology advances to create more realistic and immersive virtual environments.
Virtual reality is a computer-simulated environment that can recreate sensory experiences like sight, sound, and touch. The history of VR began in the 1960s and has since been used in various fields like education, medicine, business, and the military. While VR offers many applications, it also faces challenges in causing simulation sickness and disorientation when users cannot see the real world. As the technology advances, VR is expected to become more integrated into daily life and human activities.
Virtual reality is a user interface that involves real-time simulation and interactions through sensory channels to immerse users in virtual environments. It has its origins in flight simulators from the 1950s and early prototypes in the 1960s, with commercial development beginning in the late 1980s. Current applications of VR include movies, video games, and education/training. Emerging technologies like Project Natal, CAVE systems, and the Nintendo Wii are pushing the boundaries of VR by enabling more natural physical interaction. While the future is uncertain, VR is expected to continue evolving entertainment and other industries through immersive experiences.
The document provides examples of how virtual reality headsets are being used in museums to provide immersive experiences for visitors. Some examples mentioned include using VR to virtually tour a ship at the Dundee Heritage Trust, experience a 360-degree performance art piece, explore an alien city while riding a virtual bike, and sculpt virtual art using VR tools. The document discusses both permanent and temporary VR installations that have been displayed at various museums around the world.
John Switzer presents on 360 video, which uses omni-directional cameras to capture spherical video that can be stitched together and viewed immersively. 360 video traces its origins to panoramic paintings in 1787 but has recently grown popular through advances in technology making capture and viewing more accessible. Key differences between 360 video and virtual reality are that 360 video involves live-action footage of real environments while virtual reality renders fully digital environments.
Leveraging virtual reality technology | Digital tools and channels conferenc...CharityComms
Helen Jackson, account director and Joe Wade, managing director, Don’t Panic
Visit the CharityComms website to view slides from past events, see what events we have coming up and to check out what else we do: www.charitycomms.org.uk
The document discusses virtual reality (VR) and its potential uses for businesses. It provides an overview of VR, comparing different types like tethered, mobile, and browser-based VR. It outlines several key business uses for VR, such as allowing clients to visualize designs, conducting virtual tours and presentations, and using VR at events. The document advocates for authoring simple VR experiences that integrate with existing workflows and can be easily shared and viewed on different hardware. It also provides best practices around authoring, storing, and viewing VR content for business purposes.
Immersive technologies such as virtual and augmented reality are currently taking the world by storm. Over the past three years, we’ve seen a huge interest in immersive technologies from the likes of advertising agencies, games developers, construction companies and more… Here we take a look at what the hype is all about and what the future holds for these technologies!
Top Brands using virtual reality for advertising campaigns Q2 2016Chris Rigatuso
This document discusses virtual reality (VR) and its potential for brand marketing campaigns. It defines VR and provides stats on the growing VR market. Examples are given of brands like Volvo, North Face, and Lowe's that have implemented successful VR experiences. Considerations for brands interested in VR include content delivery methods, audience targeting, and evaluating costs versus reach and media coverage. An assessment framework is outlined to help brands decide whether to pursue a VR marketing campaign.
AR gives new ways for your devices to be helpful throughout your day by letting you experience digital content in the same way you experience the world.
whereas VR Virtual reality (VR) implies a complete immersion experience that shuts out the physical world.
Future of AR & VR technologies - PixelCrayonsPixel Crayons
The document discusses the future of augmented reality (AR) and virtual reality (VR). It summarizes statistics that estimate the market size of AR and VR will greatly increase by 2022. New technologies like VR headsets, 9D cinema, AR apps, and simplified product development using VR and AR will impact the future. The conclusion states that AR and VR will significantly change the world and attract people from all backgrounds.
Virtual Reality: Is this the final frontier for children's entertainment? | @...Dubit
Dubit's Bobby Thandi presented at the Bookseller Children’s Conference in London on 27th September 2016.
His talk was on "Virtual Reality: Is this the final frontier for children's entertainment?"
360 VR Advertising | The State of 360 VRAustin Mace
SubVRsive is a VR innovation company that creates immersive VR experiences for large brands. They have expertise in 360 video capture and developing VR content using game engines. Their goal is to create impactful experiences that disrupt the creative status quo. VR and AR are growing rapidly due to improved mobile hardware, increasing number of head-mounted displays, and projections that the market will skyrocket between 2016-2020. 360 video in particular is a good format now because it can be viewed on many existing devices and platforms, and content can be created once and distributed everywhere.
Virtual reality (VR) is growing and evolving, with many marketers believing 2016 was the year VR began. However, VR headsets remain expensive, making widespread adoption difficult. Some businesses have experimented with VR marketing but outcomes have varied. VR has potential to revolutionize how people view and interact with content. It will impact businesses by enabling virtual tours, meetings, training and product development. VR applications include tourism, gaming, education and simulation. The future of VR is still developing as the technology improves and costs decrease.
Digitz: Digital Trends Report - September 2015Azam Jalal
This report is designed to give readers an overview of the digital industry landscape. The report shows how social media is evolving and how brands locally (Pakistan) and globally are effectively using the medium to reach out to an ever growing social audience. The report also includes research on trends, topics and innovations that are being talked about worldwide.
The purpose of this report is to give readers an overview of Pakistan’s digital industry landscape. The report shows how social media is evolving and how brands locally and globally are effectively using the medium to reach out to an ever growing social audience. The report also includes research on trends, topics and innovations that are being talked about worldwide.
Emakina was present to the Mobile Forum 9th edition. Cécric Gyselinck gave an overview of augmented and virtual reality: all the actual technologies and what we can expect in the future.
Emakina was present to the Mobile Forum 9th edition. Cédric Gyselinck provided an overview of augmented and virtual reality: the current situation and what we can expect in the coming years.
This is our presentation from the Immersive Sydney #WebXRWeek event. This provides an overview of web based Mixed Reality and then dives into the specifics of the new #WebXR API. It includes market statistics and information on key release dates. It also includes links to #WebXR demos and other background information.
Consumer adoption of VR devices is rising as they become more affordable and accessible. VR is predicted to have its largest impact within businesses for training employees and improving efficiency. While VR in advertising does not need stories, experiences must provide value and excitement for users.
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
There is a lot of interest in Virtual Reality, but many people confuse it with 3D or AR (Augmented Reality). This presentation looks at the differences and surveys what's available in the market now.
Similar to Dummy's guide to Virtual Reality - Top 5 basic things you should know about VR (20)
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Dummy's guide to Virtual Reality - Top 5 basic things you should know about VR
1. [ A Dummy’s Guide to the VR Craze: Part 1 ]
Top5things
every beginner
should know about
www.WorldTravelVR.com
VIRTUAL REALITY
2. 1. VR 360° Spherical Video captures
every angle at once
www.WorldTravelVR.com
3. 1. VR 360° Spherical Video captures
every angle at once
Cameras point in all directions and
record simultaneously.
www.WorldTravelVR.com
4. 1. VR 360° Spherical Video captures
every angle at once
A prototype 360-degree
camera from Jaunt.
www.WorldTravelVR.com
5. 1. VR 360° Spherical Video captures
every angle at once
A prototype 360-degree
camera from Jaunt.
OZO - the first Nokia
Virtual Reality Camera
www.WorldTravelVR.com
6. 1. VR 360° Spherical Video captures
every angle at once
A prototype 360-degree
camera from Jaunt.
OZO - the first Nokia
Virtual Reality Camera
Google JUMP 360
camera with 16 GoPros
www.WorldTravelVR.com
7. 1. VR 360° Spherical Video captures
every angle at once
A prototype 360-degree
camera from Jaunt.
OZO - the first Nokia
Virtual Reality Camera
Google JUMP 360
camera with 16 GoPros
Freedom 360 with
6 GoPros
www.WorldTravelVR.com
8. 1. VR 360° Spherical Video captures
every angle at once
A prototype 360-degree
camera from Jaunt.
OZO - the first Nokia
Virtual Reality Camera
Google JUMP 360
camera with 16 GoPros
Freedom 360 with
6 GoPros
Samsung’s Project
Beyond 360 camera
www.WorldTravelVR.com
9. 1. VR 360° Spherical Video captures
every angle at once
A prototype 360-degree
camera from Jaunt.
OZO - the first Nokia
Virtual Reality Camera
Google JUMP 360
camera with 16 GoPros
Freedom 360 with
6 GoPros
Samsung’s Project
Beyond 360 camera
And plenty more
examples
www.WorldTravelVR.com
10. 2. You can watch this content with
fully immersive “goggle” type
headgear
www.WorldTravelVR.com
11. 2. You can watch this content with
fully immersive “goggle” type
headgear
The Samsung Gear VR
powered by Oculus uses a
Samsung Phone
www.WorldTravelVR.com
12. 2. You can watch this content with
fully immersive “goggle” type
headgear
The Oculus Rift
plugs in to your
computer
www.WorldTravelVR.com
13. 2. You can watch this content with
fully immersive “goggle” type
headgear
Other powered headgear, like PlayStation
Project Morpheus
www.WorldTravelVR.com
14. 2. You can watch this content with
fully immersive “goggle” type
headgear
Other powered headgear, like PlayStation
Project Morpheus and HTC’s VIVE …
www.WorldTravelVR.com
15. 2. You can watch this content with
fully immersive “goggle” type
headgear
Other powered headgear, like PlayStation
Project Morpheus and HTC’s VIVE
…lead the exciting hardware
that will enter the VR market.
www.WorldTravelVR.com
16. 3. There are cheaper ways to watch VR
by using your own phone in split
screen
www.WorldTravelVR.com
17. Google created a free template
called Google Cardboard
www.WorldTravelVR.com
3. There are cheaper ways to watch VR
by using your own phone in split
screen
18. So you can
make it
yourself
www.WorldTravelVR.com
3. There are cheaper ways to watch VR
by using your own phone in split
screen
19. Or purchase one
from a
manufacturing
company
www.WorldTravelVR.com
3. There are cheaper ways to watch VR
by using your own phone in split
screen
20. You can even custom
BRAND your
Google Cardboard
for your business
#GreatGiveaways
www.WorldTravelVR.com
3. There are cheaper ways to watch VR
by using your own phone in split
screen
21. There are LOADS of companies making
headsets that work with your phone in split
screen….
www.WorldTravelVR.com
3. There are cheaper ways to watch VR
by using your own phone in split
screen
22. There are LOADS of companies making
headsets that work with your phone in split
screen….
3. There are cheaper ways to watch VR
by using your own phone in split
screen
www.WorldTravelVR.com
23. There are LOADS of companies making
headsets that work with your phone in split
screen….
3. There are cheaper ways to watch VR
by using your own phone in split
screen
www.WorldTravelVR.com
24. There are LOADS of companies making
headsets that work with your phone in split
screen….
3. There are cheaper ways to watch VR
by using your own phone in split
screen
www.WorldTravelVR.com
25. There are LOADS of companies making
headsets that work with your phone in split
screen….
3. There are cheaper ways to watch VR
by using your own phone in split
screen
www.WorldTravelVR.com
26. There are LOADS of companies making
headsets that work with your phone in split
screen….
3. There are cheaper ways to watch VR
by using your own phone in split
screen
These range from about
$25 to $80
www.WorldTravelVR.com
27. 3. There are cheaper ways to watch VR
by using your own phone in split
screen
Google Cardboard
can be as cheap as
$5
www.WorldTravelVR.com
28. 3. There are cheaper ways to watch VR
by using your own phone in split
screen
Google Cardboard
can be as cheap as
$5
(or free if you get a
promotional one)
www.WorldTravelVR.com
29. 4. You can watch VR online
W I T H or W I T H O U T a headset
www.WorldTravelVR.com
30. Uploaded on YouTube,
you can move around
the 360 scene by
dragging your finger
www.WorldTravelVR.com
4. You can watch VR online
W I T H or W I T H O U T a headset
31. Or, uploaded on YouTube, hold your
phone up and move it around to give
you a window into that 360 world
www.WorldTravelVR.com
4. You can watch VR online
W I T H or W I T H O U T a headset
32. Special APPS will take the 360 video
and make it SPLIT SCREEN
www.WorldTravelVR.com
4. You can watch VR online
W I T H or W I T H O U T a headset
33. So you can now watch it with your
Google Cardboard or other headset
www.WorldTravelVR.com
4. You can watch VR online
W I T H or W I T H O U T a headset
34. www.WorldTravelVR.com
4. You can watch VR online
W I T H or W I T H O U T a headset
If you have an
ANDROID phone,
YouTube 360 videos
will offer an icon at
the bottom right
corner to split screen.
35. www.WorldTravelVR.com
4. You can watch VR online
W I T H or W I T H O U T a headset
As of now
IOS Phones
[iPhone] need
to use a
separate APP
to split screen.
36. 5. Virtual Reality is forecasted to
become a BILLION dollar industry.
www.WorldTravelVR.com
37. 5. Virtual Reality is forecasted to
become a BILLION dollar industry.
$150Bn
Virtual and augmented reality markets to reach $150 billion by 2020.
[Digi-capital report]
www.WorldTravelVR.com
38. 5. Virtual Reality is forecasted to
become a BILLION dollar industry.
$150Bn
Virtual and augmented reality markets to reach $150 billion by 2020.
[Digi-capital report]
24m units
Industry analysis has forecasted that 12.2 million virtual reality
viewing headsets will be sold in 2016 raising to 24 million by 2018.
[Pipar Jaffray]
www.WorldTravelVR.com
39. 5. Virtual Reality is forecasted to
become a BILLION dollar industry.
$150Bn
Virtual and augmented reality markets to reach $150 billion by 2020.
[Digi-capital report]
24m units
Industry analysis has forecasted that 12.2 million virtual reality
viewing headsets will be sold in 2016 raising to 24 million by 2018.
[Pipar Jaffray]
13,000% growth
Virtual reality market expected to grow by over 13,000% in the next 3
years. Nearly 5 times faster than the iPhone. [Kzero Report]
www.WorldTravelVR.com
40. 5. Virtual Reality is forecasted to
become a BILLION dollar industry.
$150Bn
Virtual and augmented reality markets to reach $150 billion by 2020.
[Digi-capital report]
24m units
Industry analysis has forecasted that 12.2 million virtual reality
viewing headsets will be sold in 2016 raising to 24 million by 2018.
[Pipar Jaffray]
13,000% growth
Virtual reality market expected to grow by over 13,000% in the next 3
years. Nearly 5 times faster than the iPhone. [Kzero Report]
In 2014 Facebook bought
the VR viewer Oculus for
US 2.3 Billion
www.WorldTravelVR.com
41. 5. Virtual Reality is forecasted to
become a BILLION dollar industry.
$150Bn
Virtual and augmented reality markets to reach $150 billion by 2020.
[Digi-capital report]
24m units
Industry analysis has forecasted that 12.2 million virtual reality
viewing headsets will be sold in 2016 raising to 24 million by 2018.
[Pipar Jaffray]
13,000% growth
Virtual reality market expected to grow by over 13,000% in the next 3
years. Nearly 5 times faster than the iPhone. [Kzero Report]
In 2014 Facebook bought
the VR viewer Oculus for
US 2.3 Billion
www.WorldTravelVR.com
42. 5. Virtual Reality is forecasted to
become a BILLION dollar industry.
$150Bn
Virtual and augmented reality markets to reach $150 billion by 2020.
[Digi-capital report]
24m units
Industry analysis has forecasted that 12.2 million virtual reality
viewing headsets will be sold in 2016 raising to 24 million by 2018.
[Pipar Jaffray]
13,000% growth
Virtual reality market expected to grow by over 13,000% in the next 3
years. Nearly 5 times faster than the iPhone. [Kzero Report]
In 2014 Facebook bought
the VR viewer Oculus for
US 2.3 Billion
www.WorldTravelVR.com
43. 5. Virtual Reality is forecasted to
become a BILLION dollar industry.
$150Bn
Virtual and augmented reality markets to reach $150 billion by 2020.
[Digi-capital report]
24m units
Industry analysis has forecasted that 12.2 million virtual reality
viewing headsets will be sold in 2016 raising to 24 million by 2018.
[Pipar Jaffray]
13,000% growth
Virtual reality market expected to grow by over 13,000% in the next 3
years. Nearly 5 times faster than the iPhone. [Kzero Report]
In 2014 Facebook bought
the VR viewer Oculus for
US 2.3 Billion
Television Shows
www.WorldTravelVR.com
44. 5. Virtual Reality is forecasted to
become a BILLION dollar industry.
$150Bn
Virtual and augmented reality markets to reach $150 billion by 2020.
[Digi-capital report]
24m units
Industry analysis has forecasted that 12.2 million virtual reality
viewing headsets will be sold in 2016 raising to 24 million by 2018.
[Pipar Jaffray]
13,000% growth
Virtual reality market expected to grow by over 13,000% in the next 3
years. Nearly 5 times faster than the iPhone. [Kzero Report]
In 2014 Facebook bought
the VR viewer Oculus for
US 2.3 Billion
Television Shows
Marketing Campaigns
www.WorldTravelVR.com
45. 5. Virtual Reality is forecasted to
become a BILLION dollar industry.
$150Bn
Virtual and augmented reality markets to reach $150 billion by 2020.
[Digi-capital report]
24m units
Industry analysis has forecasted that 12.2 million virtual reality
viewing headsets will be sold in 2016 raising to 24 million by 2018.
[Pipar Jaffray]
13,000% growth
Virtual reality market expected to grow by over 13,000% in the next 3
years. Nearly 5 times faster than the iPhone. [Kzero Report]
In 2014 Facebook bought
the VR viewer Oculus for
US 2.3 Billion
Television Shows
Marketing Campaigns
www.WorldTravelVR.com
46. So now you are caught
up on the basics…
www.WorldTravelVR.com
47. So now you are caught
up on the basics…
You are no longer a
beginner.
www.WorldTravelVR.com