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WEARABLES
Case Study – Evan Tini
SCOPE: Virtual Reality (VR)
and Augmented Reality (AR)
Wearables
What type of disruptive innovation (DI) and
where are we in the cycle?
 New-Market Disruption
 The market may be
defined as VR/AR and
should stand-alone from
the overall “wearables”
market… however, given
the nature of VR/AR, it has
the ability to disrupt literally
any market
 Still brand-new and not
very accessible
BUT CHANGE IS
COMING
The RPV Theory and VR/AR
 “…argues that organizations successfully tackle opportunities
when they have the resources to succeed, when their
processes facilitate what needs to get done, and their values
allow them to give adequate priority to that particular
opportunity in the face of all other demands that compete for
the company’s resources”
 An example…
◦ They wanted to educate vehicle
consumers on vehicle safety
Returning to the impact on
markets…
• Market applications are
seemingly infinite
• Just to name a few
• Gaming (*major)
• Health (simulation)
• General Art
(https://vimeo.com/1387
90270) 2:40
Recommendations to American Apparel
& Campbell’s Soup
Don’t invest in VR/AR just yet, but keep a
close watch on it over the next few years.
 Many overall business applications
◦ Complex training sessions
◦ Immersive meetings
 AA & Campbell’s specific potential
applications
◦ Simulate/preview new products in virtual
space (potential cost savings)
◦ Simulate/preview new store layouts in virtual
space
Recommendations to Independence Blue
Cross
Absolutely invest in VR/AR as soon
as financially feasible
 Including the overall business
applications from the previous slide,
there’s a vast amount of possible
health insurance applications, mostly
surrounding effective education.
Bibliography
 http://www.zdnet.com/topic/wearables-fit-for-
business/
 http://www.zdnet.com/article/wearables-an-all-
body-network-of-marketing-pitches/
 http://www.wearables.com/where-how-why-vr-
headsets-will-change-the-world/
 http://www.digi-capital.com/news/2015/07/the-7-
drivers-of-150-billion-augmentedvirtual-
reality/#.ViVSVivoMkM
 http://www.computerworld.com/article/2931551/e
merging-technology/6-amazing-uses-for-virtual-
reality-in-business.html
 http://www.cio.com/article/2983679/it-industry/is-
virtual-reality-finally-ready-for-business-use.html

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Wearables - by Evan Tini

  • 2. SCOPE: Virtual Reality (VR) and Augmented Reality (AR) Wearables What type of disruptive innovation (DI) and where are we in the cycle?  New-Market Disruption  The market may be defined as VR/AR and should stand-alone from the overall “wearables” market… however, given the nature of VR/AR, it has the ability to disrupt literally any market  Still brand-new and not very accessible BUT CHANGE IS COMING
  • 3. The RPV Theory and VR/AR  “…argues that organizations successfully tackle opportunities when they have the resources to succeed, when their processes facilitate what needs to get done, and their values allow them to give adequate priority to that particular opportunity in the face of all other demands that compete for the company’s resources”  An example… ◦ They wanted to educate vehicle consumers on vehicle safety
  • 4. Returning to the impact on markets… • Market applications are seemingly infinite • Just to name a few • Gaming (*major) • Health (simulation) • General Art (https://vimeo.com/1387 90270) 2:40
  • 5. Recommendations to American Apparel & Campbell’s Soup Don’t invest in VR/AR just yet, but keep a close watch on it over the next few years.  Many overall business applications ◦ Complex training sessions ◦ Immersive meetings  AA & Campbell’s specific potential applications ◦ Simulate/preview new products in virtual space (potential cost savings) ◦ Simulate/preview new store layouts in virtual space
  • 6. Recommendations to Independence Blue Cross Absolutely invest in VR/AR as soon as financially feasible  Including the overall business applications from the previous slide, there’s a vast amount of possible health insurance applications, mostly surrounding effective education.
  • 7. Bibliography  http://www.zdnet.com/topic/wearables-fit-for- business/  http://www.zdnet.com/article/wearables-an-all- body-network-of-marketing-pitches/  http://www.wearables.com/where-how-why-vr- headsets-will-change-the-world/  http://www.digi-capital.com/news/2015/07/the-7- drivers-of-150-billion-augmentedvirtual- reality/#.ViVSVivoMkM  http://www.computerworld.com/article/2931551/e merging-technology/6-amazing-uses-for-virtual- reality-in-business.html  http://www.cio.com/article/2983679/it-industry/is- virtual-reality-finally-ready-for-business-use.html

Editor's Notes

  1. New-Market disruption is about “making it easier for people to do something that historically required deep-expertise or great wealth” VR DOES THAT.
  2. American Apparel…. you absolutely cannot afford now this but if you ever can in the future…check it out.