virtual reality (the nunatak group)
DESCRIPTION
VR immerses the user in an artificial 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 user’s 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. SPOTLIGHT 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. 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. Samsung and Google made headlines recently with the announcement of new devices connected to smartphones.TRANSCRIPT
![Page 1: Virtual Reality (The Nunatak Group)](https://reader035.vdocuments.mx/reader035/viewer/2022081821/547aae93b4af9fbe158b4c2b/html5/thumbnails/1.jpg)
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 technology1
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 m2 Samsung and Google made headlines recently with the announcement of new devices connected to smartphones
UPDATEVIRTUAL REALITY
wwwnunatakcom 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 artificial 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 userrsquosconscience 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 first 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 areused to perform the
first robotic surgery in Paris5
Ford starts using VR in design and
production of vehicle prototypes6
Oculus uses Kickstarter to finance 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 Cardboard 89
1991 1993 1998 2000 2012 2014
Active users worldwide are expected to grow from 600000 in
2014 to 476 m by 2018
Unit sales of VR products are expected to rise from 200000 by the
end of 2014 to 238 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)
Har
dwar
e (D
evic
es)
Soft
war
e (G
ames
amp A
pps)
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 Show19
Through Oculus Rift Red Bull let users experience a
realistic cliff dive resulting in strong physical reactions20
Topshop gave customers the opportunity to watch
its fashion show via VR glasses in order to make it
accessible to everyone present in the store at that
particular time21
BBC provides their viewers with a real time experience of
being in the newsroom22
B R A N D S
U S I N G V R FO R
M A R K E T I N G
gtMedia amp Advertising Generates new forms of interactive
social advertising which puts users in direct contact with the
product and the brand11
gtEntertainment industry Enriches user experience through
full immersion of the user in the virtual world of entertainment
(virtual museums interactive theater performances etc)12
gtSales amp E-Commerce VR is a great sales tool
for things that are hard to visualize remotely ndash like fashion
or real estate13
gtGaming Improved gameplay experiences
through ever more realistic representation For instance Virtuix
Omnirsquos hardware records physical movements and transports them
into the game14
gtAutomotive Industry VR engineering allows simultaneous
work on different entry points of the rendered model as well as
product demos15
gtHR amp Trainings Helps to conduct realistic
trainings and virtual meetings that save costs and CO216
In 2014 a VR device costs around USD 300 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
3800
4600
VR Products (Hardware)
Sources (all 2014) 23Nytimes 24Oculusvr 25Save Continue 26Techcrunch 27Dodocase 28Google 29Chip
H E A D M O U N T E D D I S P L AY S M A R T P H O N E E X T E N S I O N S
Oculus RiftgtAcquired by Facebook for USD 2bn gtThe most
advanced immersive entertainment system23 gtUsed beyond gaming (architecture education etc)
Price USD 35024
Sony Project MorpheusgtFirst major hardware company entering
the market gtOnly VR headset on the market working with other gaming devices
Price USD 249-29925
Google CardboardgtFoldable cardboard headset combined with Smartphone gtSmartphone app serves as VR
interface presented at Google IO in June 201426
Price USD 2027
Googlelsquos Project Tango (cooperation with LG)gtPrototype of 7-tablet device that tracks
motion and creates a 3D model of an environment gtCollaboration between nine countries
several companies and universities28
Price na
Samsungrsquos Gear VR (prospective design)
gtThis VR headset will have a slot to attach a Galaxy
smartphone within gtSoftware is developed with
Facebookrsquos Oculus
gtExpected to be released by end of 2014
gtEntire sectors and Samsung apps to be dedicated to
Gear VR
Price na29
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 Schaumlfer | wwwnunatakcom | infonunatakcom
Sources (all 2014) 30VirtualRealityio 31The Guardian 32Counton2 33Thalmic labs 34Virtusphere 35Mashable
Emergence of VR Software and Apps
gtVR headsets are incomplete without the software Oculus Rift created the open source software VirtualRealityio that is available for developers to use modify and run on any VR device30
gtVR apps are being developed for gaming and entertainment applications like Oculus VR Cinema software and the recently released version of ldquoSecond Lifeldquo which allows the use of the Oculus Rift headset31
gtAgencies and Publishers see great potential in ad-vertising on the VR space Eg Oculu is developing a video player to serve pre-roll ads directly into the platforms using VR technologies32
Although VR has recently emerged in terms of hard- and software development the industry still faces huge challenges eg 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 nunatakcom
Myo by Thalmic Labs
Virtusphere
VR Gloves amp Sensors
The armband tracks muscle movements on the userrsquos 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 moving freely while staying in the
same place34
WorldViz produces a 22-sensor data glove which helps
in tracking gestures and picking and dropping objects in
the virtual world35
C O M PA N I E S
W I T H
V R A S S O L E
P R O D U C T
No1 No2 No3
![Page 2: Virtual Reality (The Nunatak Group)](https://reader035.vdocuments.mx/reader035/viewer/2022081821/547aae93b4af9fbe158b4c2b/html5/thumbnails/2.jpg)
Active users worldwide are expected to grow from 600000 in
2014 to 476 m by 2018
Unit sales of VR products are expected to rise from 200000 by the
end of 2014 to 238 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)
Har
dwar
e (D
evic
es)
Soft
war
e (G
ames
amp A
pps)
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 Show19
Through Oculus Rift Red Bull let users experience a
realistic cliff dive resulting in strong physical reactions20
Topshop gave customers the opportunity to watch
its fashion show via VR glasses in order to make it
accessible to everyone present in the store at that
particular time21
BBC provides their viewers with a real time experience of
being in the newsroom22
B R A N D S
U S I N G V R FO R
M A R K E T I N G
gtMedia amp Advertising Generates new forms of interactive
social advertising which puts users in direct contact with the
product and the brand11
gtEntertainment industry Enriches user experience through
full immersion of the user in the virtual world of entertainment
(virtual museums interactive theater performances etc)12
gtSales amp E-Commerce VR is a great sales tool
for things that are hard to visualize remotely ndash like fashion
or real estate13
gtGaming Improved gameplay experiences
through ever more realistic representation For instance Virtuix
Omnirsquos hardware records physical movements and transports them
into the game14
gtAutomotive Industry VR engineering allows simultaneous
work on different entry points of the rendered model as well as
product demos15
gtHR amp Trainings Helps to conduct realistic
trainings and virtual meetings that save costs and CO216
In 2014 a VR device costs around USD 300 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
3800
4600
VR Products (Hardware)
Sources (all 2014) 23Nytimes 24Oculusvr 25Save Continue 26Techcrunch 27Dodocase 28Google 29Chip
H E A D M O U N T E D D I S P L AY S M A R T P H O N E E X T E N S I O N S
Oculus RiftgtAcquired by Facebook for USD 2bn gtThe most
advanced immersive entertainment system23 gtUsed beyond gaming (architecture education etc)
Price USD 35024
Sony Project MorpheusgtFirst major hardware company entering
the market gtOnly VR headset on the market working with other gaming devices
Price USD 249-29925
Google CardboardgtFoldable cardboard headset combined with Smartphone gtSmartphone app serves as VR
interface presented at Google IO in June 201426
Price USD 2027
Googlelsquos Project Tango (cooperation with LG)gtPrototype of 7-tablet device that tracks
motion and creates a 3D model of an environment gtCollaboration between nine countries
several companies and universities28
Price na
Samsungrsquos Gear VR (prospective design)
gtThis VR headset will have a slot to attach a Galaxy
smartphone within gtSoftware is developed with
Facebookrsquos Oculus
gtExpected to be released by end of 2014
gtEntire sectors and Samsung apps to be dedicated to
Gear VR
Price na29
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 Schaumlfer | wwwnunatakcom | infonunatakcom
Sources (all 2014) 30VirtualRealityio 31The Guardian 32Counton2 33Thalmic labs 34Virtusphere 35Mashable
Emergence of VR Software and Apps
gtVR headsets are incomplete without the software Oculus Rift created the open source software VirtualRealityio that is available for developers to use modify and run on any VR device30
gtVR apps are being developed for gaming and entertainment applications like Oculus VR Cinema software and the recently released version of ldquoSecond Lifeldquo which allows the use of the Oculus Rift headset31
gtAgencies and Publishers see great potential in ad-vertising on the VR space Eg Oculu is developing a video player to serve pre-roll ads directly into the platforms using VR technologies32
Although VR has recently emerged in terms of hard- and software development the industry still faces huge challenges eg 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 nunatakcom
Myo by Thalmic Labs
Virtusphere
VR Gloves amp Sensors
The armband tracks muscle movements on the userrsquos 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 moving freely while staying in the
same place34
WorldViz produces a 22-sensor data glove which helps
in tracking gestures and picking and dropping objects in
the virtual world35
C O M PA N I E S
W I T H
V R A S S O L E
P R O D U C T
No1 No2 No3
![Page 3: Virtual Reality (The Nunatak Group)](https://reader035.vdocuments.mx/reader035/viewer/2022081821/547aae93b4af9fbe158b4c2b/html5/thumbnails/3.jpg)
VR Products (Hardware)
Sources (all 2014) 23Nytimes 24Oculusvr 25Save Continue 26Techcrunch 27Dodocase 28Google 29Chip
H E A D M O U N T E D D I S P L AY S M A R T P H O N E E X T E N S I O N S
Oculus RiftgtAcquired by Facebook for USD 2bn gtThe most
advanced immersive entertainment system23 gtUsed beyond gaming (architecture education etc)
Price USD 35024
Sony Project MorpheusgtFirst major hardware company entering
the market gtOnly VR headset on the market working with other gaming devices
Price USD 249-29925
Google CardboardgtFoldable cardboard headset combined with Smartphone gtSmartphone app serves as VR
interface presented at Google IO in June 201426
Price USD 2027
Googlelsquos Project Tango (cooperation with LG)gtPrototype of 7-tablet device that tracks
motion and creates a 3D model of an environment gtCollaboration between nine countries
several companies and universities28
Price na
Samsungrsquos Gear VR (prospective design)
gtThis VR headset will have a slot to attach a Galaxy
smartphone within gtSoftware is developed with
Facebookrsquos Oculus
gtExpected to be released by end of 2014
gtEntire sectors and Samsung apps to be dedicated to
Gear VR
Price na29
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 Schaumlfer | wwwnunatakcom | infonunatakcom
Sources (all 2014) 30VirtualRealityio 31The Guardian 32Counton2 33Thalmic labs 34Virtusphere 35Mashable
Emergence of VR Software and Apps
gtVR headsets are incomplete without the software Oculus Rift created the open source software VirtualRealityio that is available for developers to use modify and run on any VR device30
gtVR apps are being developed for gaming and entertainment applications like Oculus VR Cinema software and the recently released version of ldquoSecond Lifeldquo which allows the use of the Oculus Rift headset31
gtAgencies and Publishers see great potential in ad-vertising on the VR space Eg Oculu is developing a video player to serve pre-roll ads directly into the platforms using VR technologies32
Although VR has recently emerged in terms of hard- and software development the industry still faces huge challenges eg 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 nunatakcom
Myo by Thalmic Labs
Virtusphere
VR Gloves amp Sensors
The armband tracks muscle movements on the userrsquos 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 moving freely while staying in the
same place34
WorldViz produces a 22-sensor data glove which helps
in tracking gestures and picking and dropping objects in
the virtual world35
C O M PA N I E S
W I T H
V R A S S O L E
P R O D U C T
No1 No2 No3
![Page 4: Virtual Reality (The Nunatak Group)](https://reader035.vdocuments.mx/reader035/viewer/2022081821/547aae93b4af9fbe158b4c2b/html5/thumbnails/4.jpg)
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 Schaumlfer | wwwnunatakcom | infonunatakcom
Sources (all 2014) 30VirtualRealityio 31The Guardian 32Counton2 33Thalmic labs 34Virtusphere 35Mashable
Emergence of VR Software and Apps
gtVR headsets are incomplete without the software Oculus Rift created the open source software VirtualRealityio that is available for developers to use modify and run on any VR device30
gtVR apps are being developed for gaming and entertainment applications like Oculus VR Cinema software and the recently released version of ldquoSecond Lifeldquo which allows the use of the Oculus Rift headset31
gtAgencies and Publishers see great potential in ad-vertising on the VR space Eg Oculu is developing a video player to serve pre-roll ads directly into the platforms using VR technologies32
Although VR has recently emerged in terms of hard- and software development the industry still faces huge challenges eg 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 nunatakcom
Myo by Thalmic Labs
Virtusphere
VR Gloves amp Sensors
The armband tracks muscle movements on the userrsquos 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 moving freely while staying in the
same place34
WorldViz produces a 22-sensor data glove which helps
in tracking gestures and picking and dropping objects in
the virtual world35
C O M PA N I E S
W I T H
V R A S S O L E
P R O D U C T
No1 No2 No3