virtual reality: nunatak update iv

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  • 7/27/2019 Virtual Reality: Nunatak Update IV

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    S P O T L I G H T

    After many years of existence with early adopters in gaming and entertainment, Virtual Reality(VR) is just about to break into the mass market.

    Headsets running customized software create an immersion into an artificial world inducing

    reality-like feelings and experiences using 3D visuals and sound.

    Oculus VR is the first player to introduce an affordable device for the mass market. Its

    acquisition by Facebook for USD 2 bn raised awareness for future use of the technology.1

    It is a fast growing market: Total cumulative headset units by all manufacturers sold from

    2014 to 2018 are estimated to reach more than 55 m.2Samsung and Google made headlines

    recently with the announcement of new devices connected to smartphones.

    UPDATEVIRTUAL REALITY

    www.nunatak.com Issue 4

    Sources:1Business Insider (2014), 2Kzero (2014), 3Techtimes (2014), 4Tomshardware (2014), 5Howstuffworks (2014), 6Forbes(2014), 7Kickstarter (2012), 8TheVerge (2014), 9Sammobile (2014)

    August 2014

    D E F I N I T I O N

    T I M E L I N E O F V R I N N O VAT I O N

    VR immerses the user in an articial environment created by software on display

    screens or through wearable devices like head mounted displays, VR glasses etc. These

    environments are experienced through the senses of sight and sound. The users

    conscience moves out of its real world environment. The simplest form of VR is a 3D

    image. Evolution of VR has led to the emergence of innovative technologies like

    haptic devices that deliver results based on touch coordination and pressure sensitivity.

    VR has its frst

    appearance in

    arcade games: Users

    enter a 3D-world

    via goggles in

    a closed cabinet4

    SEGA introduces its

    wrap around VR glass

    "Genesis" at the

    Consumer Electronics

    Show4

    VR devices are

    used to perform the

    frst robotic

    surgery in Paris5

    Ford starts using

    VR in design and

    production of vehicle

    prototypes6

    Oculus uses Kickstarter

    to fnance its VR

    device "Rift" and

    allows developers to

    build games for their

    headsets7

    Facebook buys Oculus

    VR for USD 2 bn.

    Samsung cooperates

    with Oculus for Gear

    VR, Google creates

    Google Cardboard8,9

    1991 1993 1998 2000 2012 2014

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    Active users worldwideareexpected to grow from 600,000 in

    2014 to 47.6 m by 2018.

    Unit sales of VR products areexpected to rise from 200,000 by the

    end of 2014 to 23.8 m by 2018.

    Sources:11Adage (2014), 12Ehow (2014), 13Adnews (2014), 14Virtuix (2014), 15Thomasnet (2014), 16Ripublication (2013), 17Kzero(2014), 18Kzero (2014), 19Adage (2014), 20Red Bull Cliff Diving (2014), 21Marketingmagazine (2014), 22Kzero (2014)

    Market estimates 2014 and 201818

    Business opportunities using Virtual Reality

    Total Revenue for Consumer VR17(in m USD)

    Hardware(Devices)

    Software(Games&

    Apps)

    Virtual Car Design

    Virtual Cliff Diving

    Virtual Catwalk

    Virtual Newsrooms

    Nissan and Oculus VR

    designed a virtual

    environment, in which young

    consumers were able to

    design their own Nissan car

    at the Tokyo Motor Show.19

    Through Oculus Rift, Red Bull

    let users experience a

    realistic cliff dive resulting in

    strong physical reactions.20

    Topshop gave customers the

    opportunity to watch

    its fashion show via VR

    glasses in order to make itaccessible to everyone

    present in the store at that

    particular time.21

    BBC provides their viewers

    with a real time experience of

    being in the newsroom.22

    B R A N D S

    U S I N G V R F O R

    M A R K E T I N G

    >Media & Advertising:

    Generates new forms of interactive,

    social advertising, which puts

    users in direct contact with the

    product and the brand11

    >Entertainment industry:

    Enriches user experience through

    full immersion of the user in

    the virtual world of entertainment

    (virtual museums, interactive

    theater performances etc.)12

    >Sales & E-Commerce:

    VR is a great sales tool

    for things that are hard to

    visualize remotely like fashionor real estate13

    >Gaming:

    Improved gameplay experiences

    through ever more realistic

    representation: For instance, Virtuix

    Omnis hardware records physical

    movements and transports theminto the game.14

    >Automotive Industry:

    VR engineering allows simultaneous

    work on different entry points

    of the rendered model as well as

    product demos.15

    >HR & Trainings:

    Helps to conduct realistic

    trainings and virtual meetings thatsave costs and CO216

    In 2014, a VR device costsaround USD300 per unit and is expected to

    drop by circa USD 50 per year till 2018.

    2014 2018 2014 2018 2014 2018

    90

    2300

    5200

    20140

    1000

    2000

    3000

    4000

    5000

    6000

    2015 20172016 2018

    38004600

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    VR Products (Hardware)

    Sources (all 2014):23Nytimes, 24Oculusvr, 25Save Continue, 26Techcrunch, 27Dodocase, 28Google, 29Chip

    H E A D MO U N T E D D I S PL AY S M A R T PH O N E E X T E N S I O NS

    Oculus Rift

    >Acquired by Facebook for USD 2bn >"The most

    advanced immersive entertainment system"23>Used

    beyond gaming (architecture, education, etc.)

    Price:USD 35024

    Sony Project Morpheus

    >First major hardware company entering

    the market >Only VR headset on the market

    working with other gaming devices

    Price:USD 249-29925

    Google Cardboard

    >Foldable cardboard headset combined with

    Smartphone >Smartphone app serves as VR

    interface presented at Google I/O in June 201426

    Price:USD 2027

    Googles Project Tango (cooperation with LG)

    >Prototype of 7"-tablet device that tracks

    motion and creates a 3D model of an environment

    >Collaboration between nine countries,

    several companies and universities28

    Price:n/a

    Samsungs Gear VR (prospective design)

    >This VR headset will have

    a slot to attach a Galaxy

    smartphone within

    >Software is developed with

    Facebooks Oculus

    >Expected to be released

    by end of 2014

    >Entire sectors and Samsung

    apps to be dedicated to

    Gear VR

    Price:n/a29

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    The Nunatak Group is a digital strategy consultancy based in Munich.

    Our focus is on Mobile Media, Social Media, Growth Strategy, Digital Coaching and

    Investment Support for companies in growth industries.

    The Nunatak Group GmbH |Managing Partners: Robert Jacobi, Rupert Schfer |www.nunatak.com |[email protected]

    Sources (all 2014):30VirtualReality.io, 31The Guardian, 32Counton2, 33Thalmic labs, 34Virtusphere, 35Mashable

    Emergence of VR Software and Apps

    >VR headsets are incomplete without the software.

    Oculus Rift created the open source software

    VirtualReality.io that is available for developers to

    use, modify and run on any VR device.30

    >VR apps are being developed for gaming and

    entertainment applications, like Oculus VR Cinema

    software and the recently released version of Second

    Life, which allows the use of the Oculus Rift headset.31

    >Agencies and Publishers see great potential in ad-

    vertising on the VR space. E.g. Oculu is developing

    a video player to serve pre-roll ads directly into the

    platforms using VR technologies.32

    Although VR has recently emerged in terms of hard-

    and software development, the industry still faces

    huge challenges, e.g. in terms of lack of technical

    expertise and under-developed infrastructure.

    F U R T H E R R E A D I N G

    If you have enjoyed reading this Nunatak Update, be sure

    to check out our past issues on nunatak.com:

    Myo by Thalmic Labs

    Virtusphere

    VR Gloves & Sensors

    The armband tracks muscle

    movements on the users forearm

    and wirelessly connects to

    different devices to control them

    (laptop, phone, TV, etc.).33

    The company produces a

    locomotion sphere that gives

    users the impression of movingfreely while staying in the

    same place.34

    WorldViz produces a 22-

    sensor data glove, which helps

    in tracking gestures, and

    picking and dropping objects in

    the virtual world.35

    C O M P A N I E S

    WITH

    V R A S S O L E

    P R O D U C T

    No.1 No.2 No.3

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