How virtual and augmented reality will transform the …...Source: Ericsson ConsumerLab, Merged...
Transcript of How virtual and augmented reality will transform the …...Source: Ericsson ConsumerLab, Merged...
Merged reality How virtual and augmented reality will transform the everyday
Ericsson ConsumerLab
© Ericsson AB | 5G Merged Reality | June-2017 | Page 2
METHODOLOGY
USA
Italy
Germany
South Korea
Japan Spain
France
UK
These respondents represent only 51 million smartphone users aware of VR out of 800 million living in these 8 markets
Qualitative research
VR focus groups in a VR environment – a world first
VR nausea-inducing lag tests
Quantitative research
Online survey of 9,200 consumers aged 15-69
© Ericsson AB | 5G Merged Reality | June-2017 | Page 3
Key findings
We explore the impact of AR and VR as we move towards a merged reality, where the boundaries of real and virtual worlds begin to blur
1
2
7 out of 10 early adopters expect VR/AR to change everyday life fundamentally in 6 domains: media, education, work, social interaction, travel and retail
Media is already being transformed. Consumers expect virtual screens to start replacing televisions and theaters in less than a year
3
4
Lack of mobility, bulky headsets and network lag keep merged reality at bay
For merged reality to become mainstream, 5G is central to provide mobility, improve social experiences and address nausea
© Ericsson AB | 5G Merged Reality | June-2017 | Page 4
VR replaces physical spaces
Integration of VR and AR with everyday life means the way we live, work and consume information and media may fundamentally change
42%
26%
Offices
55% 50%
Movie theatres
44%
35%
Classrooms
39%
32%
Showrooms
40%
30%
Megastores
52%
35%
HD TVs
51%
30%
Smartphones
49%
42%
Monitors/PCs/ laptops
Source: Ericsson ConsumerLab, Merged Reality, 2017 Base: Smartphone users aged 15-69 across 8 markets who currently use tethered VR headsets at least several times a week
Early adopters of VR Those planning to use a headset
49% 42%
Big screens in general
© Ericsson AB | 5G Merged Reality | June-2017 | Page 5
AR/VR will change daily life beyond recognition
7 out of 10 early adopters expect these 6 domains to fundamentally change:
Social interaction
Tourism
Retail
Media
Education
Work
© Ericsson AB | 5G Merged Reality | June-2017 | Page 6
VR already transforming media
Source: Ericsson ConsumerLab, Merged Reality, 2017 Base: Smartphone users aged 15-69 across 8 markets who currently use tethered VR headsets at least several times a week
Within a year Between 1-3 years from now
Nearly half of early adopters have increased their VR video usage
A quarter of early adopters expect to be watching movies on a virtual screen within a year
60 percent of early adopters expect that interactive music concerts and events in VR will be mainstream in the next 3 years
28%
39%
24%
41%
23%
36%
22%
37%
Watching video content on a virtual screen without owning a physical screen
Immersive, interactive experience of movies
Watching videos with people from around the world in a virtual environment
Participating in interactive music concerts and other events
© Ericsson AB | 5G Merged Reality | June-2017 | Page 7
Education and tOURISM – all in VR
© Ericsson AB | 5G Merged Reality | June-2017 | Page 7
VR could give rise to a new concept of tourism and adventure:
TOURISM
VR will transform education and learning say:
EDUCATION
61 percent of early adopters
49 percent of consumers who are planning to use a headset
25 percent of laggards, who are particularly open to the use of VR training in medicine and surgery
25 percent of early adopters believe that we will be exploring destinations through AR-enabled information and maps overlaid onto the physical environment
23 percent of early adopters believe that we will be virtually travelling with others within a year
© Ericsson AB | 5G Merged Reality | June-2017 | Page 8
Source: Ericsson ConsumerLab, Merged Reality, 2017 Base: Smartphone users aged 15-69 across 8 markets who currently use tethered VR headsets at least several times a week
Challenges for VR
Early adopters Those who are planning to use a headset Laggards
The current headset blocks
my view and restricts mobility
The headset and equipment are too
expensive
The headset is uncomfortable to wear for a
long time
VR consumes a lot of the data plan
VR causes sickness and
nausea
The resolution on the visuals is still grainy
The smartphone heats up and
consumes battery
Content in VR is limited to gaming and
entertainment
I cannot involve my family in the VR experience
The tethered headset and equipment are
complicated to set up
70%
60%
50%
40%
30%
20%
10%
0%
© Ericsson AB | 5G Merged Reality | June-2017 | Page 9
Mixed reality paradoxes
The paradox of isolation – VR lets you socialize remotely with people from around the globe but isolates you from your physical environment
The paradox of mobility – VR lets you go anywhere but you can’t go anywhere with it
The social paradox of integration – those who are socially challenged in the real world are the ones who are more socially oriented in VR
© Ericsson AB | 5G Merged Reality | June-2017 | Page 10
AR WILL INTEGRATE WITH VR
“ Eventually VR and AR hardware will merge and you will be able to do both from a single device.” Miku, Japan, traditional focus group discussion
51% AR will have more real-world applications because it integrates the physical environment
AR and VR will eventually be integrated into one common device
AR will be mainstream since it allows mobility, unlike VR
AR has greater mass market potential compared to VR
AR is going to be better than VR since it can be useful even without a headset strapped on
While VR will be for gaming/entertainment, AR will have more real-world applications
AR will remain restricted to a niche audience or specialist industries
49%
47%
45%
44%
44%
34%
Source: Ericsson ConsumerLab, Merged Reality, 2017 Base: Smartphone users aged 15-69 across 8 markets who are aware of VR
© Ericsson AB | 5G Merged Reality | June-2017 | Page 11
5G is expected to play a central role in meeting many of the challenges VR and AR currently face; enabling mobility and improving merged reality
Consumer expectations of 5G
Source: Ericsson ConsumerLab, Merged Reality, 2017 Base: Smartphone users aged 15-69 across 8 markets who currently use tethered VR headsets at least several times a week
36%
Expect 5G will provide mobility through a stable, fast, and high-bandwidth network
35%
Expect 5G will improve the viewing experience in VR with better resolution
31%
Expect 5G will increase the efficiency of devices by consuming less battery power
31%
Expect 5G will enable more shared experiences through a less-lag network
30%
Expect 5G will make VR and AR more accessible through cheaper data plans
30%
Expect 5G will enable tethered VR headsets to become wireless by providing
a high-bandwidth, less-lag network
28%
Expect 5G will enable haptic feedback on VR devices
26%
Expect 5G will address the nausea and sickness in VR