The Rebirth of Virtual Reality

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The challenges & opportunities for immersive media REBIRTH OF VIRTUAL REALITY All of the images used in this presentation are the copyright of the respective owners. None of the images used in this presentation belong to Start VR.

Transcript of The Rebirth of Virtual Reality

Page 1: The Rebirth of Virtual Reality

The challenges & opportunities for immersive media

REBIRTH OF VIRTUAL REALITY

All of the images used in this presentation are the copyright of the respective owners. None of the images used in this presentation belong to Start VR.

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VIRTUAL REALITY AUGMENTED REALITY

V

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AR/VR Market to reach $1.06 Billion by 2018~ MarketsandMarkets

Virtual reality will reach 10.8 Million users by end of 2016~ Superdata

Investments in AR/VR reached $2.6B in 2014~ Superdata

100,000 DK2’s Sold. 50-100 Million HMD by 2024~ Facebook

MARKET OPPORTUNITY

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CONTENT MARKET

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AUGMENTED REALITY

Powerful visualisation tool providing contextual data, animation and graphic overlaid into real world scenarios.

• Smartphone / Mobile • Head up displays (HUD) • Head Mounted Displays (HMD)

Emerging associations:

• Drones • Wearables • Artificial Intelligence • Machine learning • Facial / kinematic recognition • Ocular/RGB/Infrared gestural tracking • Live data sources (e.g. Mapping) • Anticipation customisation

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Example uses

• Real estate • Interactive print enhancements • In-car navigation • Retail experiences • Education & Training • Military • Medical • Gaming & Entertainment

HMD Platforms

• Google Glass (Cancelled) • Magic Leap (To be revealed) • HoloLens (Available soon) • Meta 1 (Developer kits available)

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Opportunities

• Solving problems • Collaboration • Productivity enhancements • Decision making • Staying in the moment • Staying human

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Challenges

• Believable presence • Field of view • Google “Glaze” • Bulky headwear • Tethering • Social acceptance • Transparency

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VIRTUAL REALITY

The perception of being physically present in a non-physical world. Presence is created by surrounding the user with stereoscopic imagery, sound or other stimuli that creates a realistic and total immersion in the artificially generated environment.

• Gaming • Media & entertainment • Experiences • Education • Social • Collaboration • Education & Training • Military • Medical • Tourism • Architecture • Construction

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GAME CONSOLES PC

MOBILE (LIGHT) MOBILE (PREMIUM)

WHERE IS YOUR CUSTOMER?

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WebVR (Firefox & Chrome) Janus VR (Open Worlds)

OSVRUnity / Unreal

WHERE DO YOU START?

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Opportunities

• Heightened emotion (presence) • Market is wide open • New ways to do business • New ways to engage customers • Rethink interfaces and interaction • Branded content • Limitless worlds • Rich storytelling • New narrative • Change the world

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Challenges

• Hardware trade-off (tether v mobile) • Motion sickness • Situation, motion & tracking • App marketplaces • Input devices • Killer app • Unproven (longevity) • Cost barrier • Social stigma • Fogging & eye wear • Feature video (1080p v 8000p) • Production • Skills & Talent • Realistic NPC interactions

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STORY TELLING / EMOTIONAL PRESENCE

TAPPING INTO THE HUMAN CONDITION

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APOLLO 11

EMPATHY & AWE

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BUTTS

HUMOUR & HEART

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MARRIOT “VIRTUAL TRAVEL TELPORTER”

ASPIRATION & POTENTIAL

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THE CHAIR

FOMO & CURIOSITY

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TITANS OF SPACE

RELEVANCE - FANTASY & REALITY