Ferhan Ozkan (VR First) Democratizing VR/AR Innovation

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DEMOCRATIZING VR/AR INNOVATION in partnership with

Transcript of Ferhan Ozkan (VR First) Democratizing VR/AR Innovation

DEMOCRATIZING VR/AR INNOVATION

in partnership with

in partnership with

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

in partnership with

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

in partnership with

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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

SURVEY RESULTS

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V R D E V E LO P M E N T E D U C AT I O N

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

in partnership with

R AT I O O F D E V I C E S AT U N I V E R S I T I E S

in partnership with

/[email protected]

www.vrfirst.com

in partnership with