Date post: | 20-Feb-2017 |
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Crossing the Chasm What’s New For VR 2017 Pitfalls, Promises, Phones, Known Unknowns
& Big Predictions
Charlie Fink Contributing Editor, VR Voice
@charliefink http://medium.com/@charliefink
About Me • Industry Analyst, Contributing Editor, VR Voice, 2016-Present
• Founder/CEO Charlie Company Internet Marketing 2005-15
• President, American Greeting Interactive, 1999-2004
• SVP AOL, 1996 – 1999
• EVP & COO, Virtual World Entertainment 1992-1996
• VP, Walt Disney Pictures, 1986 – 1992
These Things I Know Are True
• VR has been overhyped for 20 years o Example of hype: Unity says 770 Million people are using its VR platform o The hype will become real.
• The killer app is people o Social Media
• Technology and New Media succeed when they make what we are already doing better, cheaper and faster o Email & Messaging, Music, Photography, Travel
VR/AR/MR Definitions• VR = A world which replaces this one
• AR = Overlays digitally created content onto the users real world
• MR = Where the digital and real worlds interact
• 360 Video = Allows users to look in every direction around them
• Immersive Experience = A deeply engaging multi-sensory experience delivered using VR, AR, MR, 360 video, and other technologies
The Big Picture• The quest for the Seamless
o We look at our phones 100+ times a day
• The Network effect o You have to be there
• Internet of Things o Your cloud of devices and data are the hub of your life
• Artificial Intelligence o Things knowing you more than you know them
• Wearables o Hands free mobile computing
• The Fourth Transformation o Mainframes, PCs, Smartphones, and…
Consumer Technology Adoption Rates
ADOPTION RATES ARE ACCELERATING
2015 & 2016 SAW A LOT OF EXCITING,
SEXY PRODUCT INTRODUCTIONS
- Oculus Rift - HTC Vive - Playstation VR
- 52MM VR ready PS4s already sold
- Samsung Gear (partnership with Oculus) - 5M shipped in 2016
- Google Cardboard - 20 million
- Google Daydream
But 2016 Was Not the Year of VR• Expense
o This shit is expensive
• Ease of Use o High end systems hard to use o Advantage mobile – plug and play
• Ergonomics: heavy, restrictive, tethered o Advantage: mobile
• Frame Rate Issues & Low Resolution o People are still getting nauseous o Poor optics create a “screen door” effect
• Crossing the “Chasm” o Are we even there yet?
TECHNOLOGY ADOPTION LIFECYCLE
VR 2017 Developments
• 360 Video Is Going Accelerate o Will be driven by consumers, not professional producers
• Applications Explosion o SDKs in the hands of 1000s of developers o More & better native VR software o VR Movies, Storytelling, Animation & Art
• Continued Growth in Business Use of VR and AR o Medical, Design, Travel, Military o Business users become home users
• Location Based Entertainment o IMAX VR, HTC, UniVRS o The Void & Zero Latency: free roam, warehouse size VR
• Prices are Going Up, not Down o More, better high resolution headsets are coming to market o Needed peripherals: wireless, multipoint input
• Slow Adoption of High End Systems Continues o Playstation VR (52 MM install base) o No killer app (probably social)
VR/AR Ecosystem Exploding with New Products
• Developer Support o Economics, OSVR, Unity
• Peripherals & Haptics o Data gloves, rings, treadmills, VR shoes, Wearables, Multi point (HTC) o Untethered headsets (Kwik VR, IMR)
• Eye Tracking o SMI, Eyefluence (Google) and The Eye Tribe (FB)
• Social VR o Second Life, AltSpaceVR o Facebook in 3D o Oculus Rooms
End of Report Start of Predictions
We are only in the second 2nd Inning of a long game.
360 Video Will Hit an Inflection point in 2017
• Low cost to producers & consumers • Amazing CES product introductions
o Vuze, Giroptic
• New Feature of Digital Photography (already huge) o Facebook and You Tube support
o Great for travel, sports
• Improved and cheap editing software • Lots of corporate activity
o NY Times, Discovery, Gannet/USA, Movies/TV producer
• By 2018, 360 will be everywhere
Mobile VR Growth Will Accelerate… • Gear, Daydream are under $100
• Plug and Play • Mobile and 360 Video Are Homies
o You don’t need a headset, either
• Latency an issue on mobile, but… o Qualcomm Tango (Google) based on Snapdragon processor
• Qualcomm Snapdragon & Google Tango o AR is about to explode onto our phones (Samsung 8, Lenovo)
• Much Bigger Market, Harder to Monetize • The Carriers Will Become Players
o Communications is the base functionality
New Announcements Will Reorder the Deck
“It’s all about the guys at the top of the pyramid.” – Tim Merel, Digi-Capital
• Microsoft o Microsoft 10 is a VR and AR platform o OEMs promising $500 devices similar to Hololens for MS OS
• Apple o iPhone turns 10 o Buying up AR companies
• Google o Daydream, but Magic Leap o Eyefluence
• Oculus (Facebook) o Samsung VR sold 5MM GearVR headsets o Soft sales for RIFT (and 4 BN lawsuit)
• ODG o Hololens patents o Under 1000 AR glasses
• Magic Leap o 1.3 Bn invested, including 400MM from Google
2017 May Be the Year of AR• AR Leaders Strong in the Gate
o Snap, Inc. is the first AR Empire o Pokemon Go made ONE BILLION DOLLARS o Holoportation is nothing less than pure magic
• AR Advantages over VR o Plug & Play (on the low end) o Less restrictive to wear (more like glasses) o Better, clearer optics o Sanpdragon phones will work magic
• Big AR Announcements Due This Year o Known: ODG, Apple (predicted) o Unknown: Magic Leap, or… ? Sony Future Labs – Concept T (Q4 17)
VR/AR Ecosystem
The Future’s So Bright, You Goba Wear Shades