virtual reality (the nunatak group)

4
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. 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. 2 Samsung and Google made headlines recently with the announcement of new devices connected to smartphones. UPDATE VIRTUAL REALITY www.nunatak.com Issue 4 Sources: 1 Business Insider (2014), 2 Kzero (2014), 3 Techtimes (2014), 4 Tomshardware (2014), 5 Howstuffworks (2014), 6 Forbes (2014), 7 Kickstarter (2012), 8 TheVerge (2014), 9 Sammobile (2014) August 2014 DEFINITION TIMELINE OF VR INNOVATION 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. VR has its first appearance in arcade games: Users enter a 3D-world via goggles in a closed cabinet 4 SEGA introduces its wrap around VR glass "Genesis" at the Consumer Electronics Show 4 VR devices are used to perform the first robotic surgery in Paris 5 Ford starts using VR in design and production of vehicle prototypes 6 Oculus uses Kickstarter to finance its VR device "Rift" and allows developers to build games for their headsets 7 Facebook buys Oculus VR for USD 2 bn. Samsung cooperates with Oculus for Gear VR, Google creates Google Cardboard 8,9 1991 1993 1998 2000 2012 2014

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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)

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)

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)

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)

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