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REALITY: We can be whoever we want - Avatar driven metaverse service and UX R&D #SIGGRAPHAsia2021

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REALITY: We can be whoever we want - Avatar driven metaverse service and UX R&D #SIGGRAPHAsia2021

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"REALITY: We can be whoever we want - Avatar driven metaverse service and UX R&D" in SIGGRAPH Asia 2021 Birds of a Feather "CG in Japan".
2021/12/14
Talk by Akihiko SHIRAI, Ph.D
https://youtu.be/VpfjRFD4fhw

"REALITY: We can be whoever we want - Avatar driven metaverse service and UX R&D" in SIGGRAPH Asia 2021 Birds of a Feather "CG in Japan".
2021/12/14
Talk by Akihiko SHIRAI, Ph.D
https://youtu.be/VpfjRFD4fhw

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REALITY: We can be whoever we want - Avatar driven metaverse service and UX R&D #SIGGRAPHAsia2021

  1. 1. REALITY: We can be whoever we want - Avatar driven metaverse service and UX R&D [Agenda] ● History of GREE’s VR ● “REALITY.app” Virtual Live Broadcasting ● CG Arts and Events in REALITY ● “Metaverse in Japan” ● GREE VR Studio Lab in SIGGRAPH ● Next step in Metaverse R&D Akihiko SHIRAI, Ph.D
 GREE VR Studio Laboratory, REALITY, Inc.
 Twitter@o_ob / @VRStudioLab

  2. 2. History of GREE’s VR
  3. 3. GREE, Inc. • Founded in 2004. Headquartered in Tokyo, Japan. • Social mobile game publisher & platform. • Listed on Tokyo Stock Exchange. • 1,604(Group total; as of September 30, 2021) 5
  4. 4. History Always chasing for next-gen platform. 2004~ Japan’s first mobile social network 2007~ Web based mobile games 2010~ Mobile game platform 2013~ Smartphone app games 2015~ VR content and investment 6
  5. 5. Products In pre- Tuber era 7 Character CommunicationVR Social / MultiplayerVR MobileVR PC / ConsoleVR LocationVR Casual ActionVR Device Platform Genre
  6. 6. Products Roadmap 8 VTuber explosion!
  7. 7. Fishing Star VR VR game based on the GREE mobile game. Available on Google Daydream Platform 9 Social / Multiplayer VR MobileVR Casual ActionVR
  8. 8. Fishing Star VR With classic game play loved by millions of fans in tact, added casting and hooking action to enrich the fishing experience. Multiplayer mode enables you to compete with global players. 2018 GREE, Inc. 10 Fishing Mobile Social Social / Multiplayer VR MobileVR Casual ActionVR
  9. 9. “REALITY.app” Virtual Live Broadcasting App
  10. 10. GREE VR Studio Laboratory in REALITY, Inc. REALITY BizDev and operating the metaverse through our own service “REALITY.app” Corporate solutions for B2B Metaverse construction REALITY XR cloud [R&D Division] Long-span R&D, IP Creation, Alliances, CSR, Academic Relations, Social implementation, Experimental Service, Consulting, PoC Dev WebXR, new tech. Supports Shareholder: GREE, Inc. (100%)
  11. 11. なりたい自分で、生きていく。 We can be whoever we want.
  12. 12. “REALITY.app” Virtual Live Broadcasting
  13. 13. REALITY.app, its elements Avatar Making Live Broadcast Gifting and Collaboration Multiplayer Gaming Live Watching 15
  14. 14. REALITY.app, its growth 170min Active users Average time spent per day 38% Broadcasters ratio to all users 2019 Q3 2020 Q3 Q4 Q1 Q2 Q4 Q2 Active Broadcasters At June 2021 User regions Japan 15% Others 85% 2021 Q1
  15. 15. CG Arts and Events in REALITY
  16. 16. REALITY.app, its events in metaverse 18
  17. 17. Various Events
  18. 18. We can be whoever we want. Animal ears and tails
  19. 19. Costumes + Emotes by Gacha
  20. 20. “Metaverse in Japan”
  21. 21. VTuber (KEMONOZ) since 2018
  22. 22. In the “Sanrio Virtual Fes” https://twitter.com/kmnzlita/status/1469982776405676032/photo/1
  23. 23. In the “Sanrio Virtual Fes” https://twitter.com/kmnzliz/status/1469978765719916544
  24. 24. Search results “metaverse” in Japanese metaverse 10 Billion Yen Investment to Attract Hundreds of Millions of Users Worldwide; REALITY to Play a Key Role in GREE's Metaverse Business - Diamond, 2021/Sep/21
  25. 25. REALITY Spaces
  26. 26. VTuber to Avatar driven metaverse services...
  27. 27. GREE VR Studio Lab in SIGGRAPH
  28. 28. GREE VR Studio Laboraotry http://j.mp/VRSYT
  29. 29. SIGGRAPH ASIA 2018 TOKYO “Real-Time Live!”
 Collaborated with IKINEMA & StretchSense 

  30. 30. Global Bidirectional Remote Haptic Live Entertainment by Virtual Beings
  31. 31. [Recommend] LATENCY: 10ms or less DOWNLOAD: 50 Mbps or higher UPLOAD: 50 Mbps or higher PACKET LOSS: 0% [Minimum] LATENCY: around 20ms DOWNLOAD: around 10Mbps UPLOAD: around 20Mbps PACKET LOSS 0% Ref. [YouTube recommend] 3840 x 2160p(4K)@60 fps Video Bitrate: 20 - 50Mbps Distance from Brisbane to Tokyo 7,154 km = 20.95 fps By ideal optic speed (round trip) Remote VTuber live by Virtual Cast
  32. 32. リアル会場の熱気 笑いや歓声が リアルタイムで 配信画面や演出 出演者の装備・振動で表現
  33. 33. Amount of applause from audiences Amount of cheering from audiences Performer's (real) LEDs glow in sync with the left and right bars The performers all wear Hapbeat in real, and the vibrations show how excited the audience is. The audience can visually see that their cheers are reaching the performers, which contributes to enhance the excitement. Vibeshare::Performer at SIGGRAPH ASIA 2019 Real-Time Live! Please watch a video here: https://www.yout ube.com/watch? v=yTrDRKazksM &t=1s
  34. 34. Virtual Beings World - WebXR Events in SIGGRAPH
  35. 35. Next step in Metaverse R&D
  36. 36. GREE VR Studio Laboratory Annual Teaser 2022 [YouTube] https://j.mp/VRSYT [Web] http://vr.gree.net/lab/ Music "R U Game" by KMNZ
  37. 37. We are looking forward to see you virtually… and …. We're hiring! Research Intern also welcome! Twitter @VRStudioLab
  38. 38. Team / Credits / Special Thanks Labo Interns: Yusuke Yamazaki, Takayuki Horibe, Tomosuke Nakano, Takuma -Yahagi- Kato, Miku Takemasa Ext. Intern: Mila Bredikina REALITY Avatar and Banners: REALITY Art Team Publication: Yuichi Isogai, Yuho Yokoyama (GREE, Inc.) Director: Akihiko Shirai (GREE, VR Studio Laboratory) Executive Producer: Eiji Araki (GREE, Inc. / REALITY, Inc.) jp-gi-vr@gree.net [YouTube] https://j.mp/VRSYT [Web] http://vr.gree.net/lab/

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