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A learning curve for marketers
Virtual Reality
OCT 2015
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1962 1975 2007
Is Virtual Reality
The next big thing?
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Elimination of market entry barrier for VR headsets
Google Cardboard
$20
HTC Vive
$700Sony Morpheus
$400
Samsung Gear
$100
Oculus Rift
$350
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Where is the money?
Billions invested in:
Virtual RealityA closed, fully immersive
experience that puts the user
inside virtual worlds
Augmented RealityAn open and partly immersive
experience that puts virtual things
into user’s worlds
Notable investments:
By 2020 VR/AR is expected to reach
$150BMost notable exit: Oculus
$2B
$592M
$131M
$110M
$100M
$94.8M
$56M
$44M
*Digi-Capital Augmented Virtual Reality Report Q2 2015
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Who’ s leading the pack?
*Digi-Capital Augmented Virtual Reality Report Q2 2015
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New thinkers seeing VR through different eyes
Developers Creatives Storytellers Marketers Consumers
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Marketers don’t like learning curves.
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Vectorform Case Studies
9
2008/2009 20152014
Understanding
how to design
for 360°
interface
AR experience
for head
mounted
display
Gesture control
and human
machine
interaction
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BMW – i8 Google Glass Experience
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BMW – i8 Google Glass Experience
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What can marketers learn from this?
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Human-Centered Design
context of use
motivation
empathyfrustrations
expectations
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The modes of Virtual Reality
Spectator Explorer Avatar
Immerse your self
in a brand new
world
Explore your
environment and
influence the story
Step into someone
else’s shoes
Multiplayer
Experience the
action with friends
across the world
Immersive Embodied
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Chevy Dealership Cardboard experience
• Experience a virtual
Chevy showroom with or
without VR device
• When using Google
Cardboard the user can
interact with a virtual
showroom and vehicles
• Find information on
features, new models,
price points, and see
vehicles from any angle
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What is the difference between invention
and innovation?
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Thank you.
Alissia Iljaitsch
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