Nathan Reed, VR Software Engineer GameWorks VR. 2 How is VR rendering different?
Ferhan Ozkan (VR First) Democratizing VR/AR Innovation
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Transcript of Ferhan Ozkan (VR First) Democratizing VR/AR Innovation
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2020 will face a potential workforce deficit due to limited capacities at universities
CHALLENGE I:INDUSTRY FACES SHORTAGE OF WORKFORCE
Insufficient equipment for developing, testing and working with VR at universities
Demand for VR Developers increasing in education, real estate, journalism, automotive, medicine, tourism, etc.
1.5 Headsets per
university
51 Students per headset
at universities
320,000Estimated employees in VR industry in 2020
40,000 Employees in VR industry in 2016
Sources: VR First research, VB Profiles
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Content development process depends on preceding hardware development
CHALLENGE II: IMPROVING THE CURRENT TECHNOLOGY CYCLE
• Missing VR technology standards are preventing parallel development of VR content along with VR hardware
• Lifecycle of products is too short to nurture optimized content creation process for same products
• Technology too often comes with a self-fulfilling purpose rather than enabling content which leads to new experiences and higher sales
• Industry often brings products to the market first without adequate content offerings
• Unsatisfying experience leads to consumers becoming indifferent and slow to adopt the new technology
More than 650 start-up founders, executives with established technology companies and investors have been asked:
What is the biggest challenge facing the AR&VR industry as a whole?
Source: AR/VR Industry Survey Report by PerkinsCoieand Upload, Sep 2016
Inadequate content offerings
Consumer and business reluctance to embrace AR&VR innovation
37%
23%
20%
9%
5%
4%
2%
Technological limitations
Other
Lack of financing
Regulation and legal risks
Reluctance of mobile carriers and other device manufacturers to partner on AR&VR solutions
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VR focused cooperation empowering developers
ADDRESSING INDUSTRY CHALLENGES
• Establish a global connected network of VR developers
• Drive the creation of new vertical markets
• Build Academia-Industry-Investment ecosystem
• Help VR creators become successful entrepreneurs
• Create a VR development knowledge base
• Establish dedicated VR labs & centers worldwide
VR First objectives
VR DevelopersResearchersStudents
HW ManufacturersSW Providers
VR CurriculumsVR Labs
PARTNERS UNIVERSITIES
COMMUNITY
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• Located on campus and accessible 24/7
• Full access to VR development tools
• Branding of partners inside lab
• Connection to global VR network and community
• Globally accessible knowledge base and tutorials
• Events and meet-ups to promote local VR awareness
INSIGHT INTO A VR FIRST LAB
Each VR workstation unit includes:High-end PC + 2 displays + VR Headset + controllers
in partnership with
in partnership withCERTIFIED SOFTWARE: CRYENGINE
• The only All-in-One Engine flexible to other plug-ins through an API system
• Truly free, no future revenue impact
• Launched US$1 million Indie Development Fund to support innovation
• Supporting all major platforms and standards:
• Graphics, Physics, Sound
• Cloud, Console, Mobile, PC
• Dedicated to Real-Time 3D, VR and AR
• Base platform of many exclusive titles
• Good way of revealing the potential of the products and platforms in the highest quality
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JAN FEB MAR APR MAY JUN JUL AUG SEP OCT
• 26 VR First Labs
• VR First launched
• VR First Pilot Lab
• 8 VR First Labs
• IEEE Partnership
• 14 VR First Labs
• Infographic published
• GDC • Quo Vadis
• VR World Congress
• VRX Europe
• VRLA
• Gamescom
Academic network: 509 universities
Media value created: 1.25 million USD
Social media reach: 183,544 impressions
214 university applications
26 confirmed VR First Labs
• VRLA • E3 • IFA
PROGRESS SINCE LAUNCH in partnership with
V R E Q U I P M E N T A L LO C AT I O N AT U N I V E R S I T I E SB E FO R E V R F I R ST S U P P O RT
in partnership with
D I ST R I B U T I O N O F E X I ST I N G H E A D S E TS * AT U N I V E R S I T I E S
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