Réalité
Virtuelle
Karl Pomerleau Hardy
Définition
« VR has been defined as a highly interactive, 3-D
computer generated program in a multimedia
environment that provides an immersion effect to
the users. It enables humans to directly interact with
computer generated environments that simulate the
physical world. »
2
Abdelaziz, M. A., M, A. E. D., & Senousy, M. B. (2014). Challenges and issues in building virtual reality-based e-learning system. International Journal
of e-Education, e-Business, e-Management and e-Learning, 4(4), 320-328. doi:http://dx.doi.org.ezproxy.usherbrooke.ca/10.7763/IJEEEE.2014.V4.347
3
4
Réalité
augmentée
5
Réalité
virtuelle
6
Réalité virtuelle
7
ICI
Réalité virtuelle
8
ICI
Réalité virtuelle
9
ICI
10
Et ICI
11
Situation
actuelle
12https://www.thinkwithgoogle.com/
13
HYPE
Gartner
14
Utilisateurs
15
16
17
Marketers
will use an AR
strategy in
the next year7%
eMarketer
18
Kreuser, A. P. (2016, May 11). Why Virtual Reality Might Totally Transform Brand Marketing. Retrieved November 13, 2016, from
http://www.inc.com/amanda-pressner-kreuser/4-brands-killing-it-with-virtual-reality-marketing.html
19
http://www.volvocars.com/us/about/our-points-of-pride/google-cardboard
20
15
https://www.youtube.com/watch?v=-HcKRBKlilg
15
RVMOBILEMARKETING.CA
23
Meilleures
pratiques
24
1
Multi
Plateformes
https://www.thinkwithgoogle.com/
25
2
Show
the way
https://www.thinkwithgoogle.com/
26
3
Keep it
simple
https://www.thinkwithgoogle.com/
Tendances
futures
27
28
29
Conclusion
Questions
30
Sources• Abdelaziz, M. A., M, A. E. D., & Senousy, M. B. (2014). Challenges and issues in building virtual reality-based e-learning system. International Journal of e-
Education, e-Business, e-Management and e-Learning, 4(4), 320-328. doi:http://dx.doi.org.ezproxy.usherbrooke.ca/10.7763/IJEEEE.2014.V4.347
• Cox, A. (2016, November). Virtual Reality Is the Next Frontier. Make Sure You Don't Leave Your Consumers Behind. Retrieved November 16, 2016, from
https://www.thinkwithgoogle.com/articles/virtual-reality-marketing-technology-ads.html?utm_medium=email-d&utm_source=content-
alert&utm_team=twg-us&utm_campaign=20161110-twg-us-video-alert-OT-DM-DV&utm_content=Video-title&mkt
• Walter, M. J., Burton, B., & Cantara, M. (2016, July 19). Hype Cycle for Emerging Technologies, 2016. Retrieved November 16, 2016, from
http://www.gartner.com/document/3383817?ref=solrAll&refval=176640148&qid=5709d9bea6c0c2c6961f89ce705eb41e
• Yeager, B. (2016, January 28). Virtual Reality and Beyond: The Current State and Future Potential of Immersive Digital Marketing Experiences. Retrieved
October 19, 2016, from http://totalaccess.emarketer.com/Reports/Viewer.aspx?R=2001719&dsNav=Ntk:relevance|virtual reality
retail|1|,Ro:1,Nr:NOT(Type:Comparative Estimate)
• Augmented Reality Takes Baby Steps in Canada. (2015, November 5). Retrieved November 16, 2016, from
http://totalaccess.emarketer.com/Article.aspx?R=1013192&dsNav=Ntk:relevance|Augmented Reality Takes Baby Steps in Canada|1|,Ro:-
1,Nr:NOT(Type:Comparative Estimate)
• Kreuser, A. P. (2016, May 11). Why Virtual Reality Might Totally Transform Brand Marketing. Retrieved November 13, 2016, from
http://www.inc.com/amanda-pressner-kreuser/4-brands-killing-it-with-virtual-reality-marketing.html
• http://www.volvocars.com/us/about/our-points-of-pride/google-cardboard
• http://www.adweek.com/adfreak/merrell-thrills-and-frightens-people-crazy-oculus-rift-mountainside-hike-162831
• https://www.youtube.com/watch?v=-HcKRBKlilg
• Cearley, D. W., Walker, M. J., & Burke, B. (2016, October 14). Top 10 Strategic Technology Trends for 2017. Retrieved November 16, 2016, from
http://www.gartner.com/document/3471559?ref=TypeAheadSearch&qid=d35476b05f7744c648d1d0c34f405fc9
31

L'essor de la réalité virtuelle mobile

  • 1.
  • 2.
    Définition « VR hasbeen defined as a highly interactive, 3-D computer generated program in a multimedia environment that provides an immersion effect to the users. It enables humans to directly interact with computer generated environments that simulate the physical world. » 2 Abdelaziz, M. A., M, A. E. D., & Senousy, M. B. (2014). Challenges and issues in building virtual reality-based e-learning system. International Journal of e-Education, e-Business, e-Management and e-Learning, 4(4), 320-328. doi:http://dx.doi.org.ezproxy.usherbrooke.ca/10.7763/IJEEEE.2014.V4.347
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 8.
  • 9.
  • 10.
  • 11.
  • 12.
  • 13.
  • 14.
  • 15.
  • 16.
  • 17.
    17 Marketers will use anAR strategy in the next year7% eMarketer
  • 18.
    18 Kreuser, A. P.(2016, May 11). Why Virtual Reality Might Totally Transform Brand Marketing. Retrieved November 13, 2016, from http://www.inc.com/amanda-pressner-kreuser/4-brands-killing-it-with-virtual-reality-marketing.html
  • 19.
  • 20.
  • 21.
  • 22.
  • 23.
  • 24.
  • 25.
  • 26.
  • 27.
  • 28.
  • 29.
  • 30.
  • 31.
    Sources• Abdelaziz, M.A., M, A. E. D., & Senousy, M. B. (2014). Challenges and issues in building virtual reality-based e-learning system. International Journal of e- Education, e-Business, e-Management and e-Learning, 4(4), 320-328. doi:http://dx.doi.org.ezproxy.usherbrooke.ca/10.7763/IJEEEE.2014.V4.347 • Cox, A. (2016, November). Virtual Reality Is the Next Frontier. Make Sure You Don't Leave Your Consumers Behind. Retrieved November 16, 2016, from https://www.thinkwithgoogle.com/articles/virtual-reality-marketing-technology-ads.html?utm_medium=email-d&utm_source=content- alert&utm_team=twg-us&utm_campaign=20161110-twg-us-video-alert-OT-DM-DV&utm_content=Video-title&mkt • Walter, M. J., Burton, B., & Cantara, M. (2016, July 19). Hype Cycle for Emerging Technologies, 2016. Retrieved November 16, 2016, from http://www.gartner.com/document/3383817?ref=solrAll&refval=176640148&qid=5709d9bea6c0c2c6961f89ce705eb41e • Yeager, B. (2016, January 28). Virtual Reality and Beyond: The Current State and Future Potential of Immersive Digital Marketing Experiences. Retrieved October 19, 2016, from http://totalaccess.emarketer.com/Reports/Viewer.aspx?R=2001719&dsNav=Ntk:relevance|virtual reality retail|1|,Ro:1,Nr:NOT(Type:Comparative Estimate) • Augmented Reality Takes Baby Steps in Canada. (2015, November 5). Retrieved November 16, 2016, from http://totalaccess.emarketer.com/Article.aspx?R=1013192&dsNav=Ntk:relevance|Augmented Reality Takes Baby Steps in Canada|1|,Ro:- 1,Nr:NOT(Type:Comparative Estimate) • Kreuser, A. P. (2016, May 11). Why Virtual Reality Might Totally Transform Brand Marketing. Retrieved November 13, 2016, from http://www.inc.com/amanda-pressner-kreuser/4-brands-killing-it-with-virtual-reality-marketing.html • http://www.volvocars.com/us/about/our-points-of-pride/google-cardboard • http://www.adweek.com/adfreak/merrell-thrills-and-frightens-people-crazy-oculus-rift-mountainside-hike-162831 • https://www.youtube.com/watch?v=-HcKRBKlilg • Cearley, D. W., Walker, M. J., & Burke, B. (2016, October 14). Top 10 Strategic Technology Trends for 2017. Retrieved November 16, 2016, from http://www.gartner.com/document/3471559?ref=TypeAheadSearch&qid=d35476b05f7744c648d1d0c34f405fc9 31