vr passion project
TRANSCRIPT
PASSION PROJECT: VIRTUAL REALITY (VR)By: Shyaam Simpson
2
1Assignment
• What are the current digital trends
• Definition
• History
• Types of VR
• New Investors
• Trends
• Barriers
• Revenue Forecast
2 3 4Virtual Reality Market
ForecastRise of Virtual Reality
Overview
• Therapy
• Education
• Xeljanz
5VR in Healthcare
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Assignment
PASSION PROJECTAssignment
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VIRTUAL REALITY LOCATION BASED MARKETING
EPHEMERAL MARKETING
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Virtual Reality
PASSION PROJECTVR Definition
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Virtual reality is a three-dimensional, computer generated environment which can be explored and
interacted with by a person.
PASSION PROJECTTimeline of VR
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Mort Heilig
1956
Created illusion of reality
Ivan Sutherland
1968
Users could see a virtual world
Jaron Lanier
1987
Coined the term VR
PASSION PROJECTTypes of VR
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VIRTUAL REALITY
• Augmented Reality: An enhanced image or environment as viewed on a screen that produces computer-generated images, sounds, or other data in a real-world environment.
• Immersive: The presentation of an artificial environment that replaces users' real-world surroundings convincingly enough that they are able to suspend disbelief and fully engage with the created environment.
• Non-Immersive: Only a subset of a user's senses are stimulated, allowing for peripheral awareness of the reality outside the virtual reality simulation.
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Rise of Virtual Reality
PASSION PROJECTNew Investors
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• Facebook acquired VR company Oculus Rift for $2 billion.
• Venture capitol firm Rothenberg Ventures invested $100,000 to 10 new VR startups.
• MindMaze, a virtual reality company that help’s stroke victims recover and retrain themselves received $100 million funding.
PASSION PROJECTTrends
• 2016 NCAA Final Four was live streamed in VR
• NBA will broadcast more than 25 games in VR this season
• Movie and TV studios are using VR to hype their marketing promotions for upcoming projects.
• A-list directors such as Ridley Scott and Steven Spielberg are working on top-secret VR projects.
• Game developers will have a global audience of 55.8 million virtual reality users.
• Consumers will spend $5.1 billion on virtual reality gaming hardware, accessories and software in 2016. That’s up from the $660 million spent in 2015
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PASSION PROJECTBarriers
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By almost any metric, VR high-end headsets cost a lot. The Oculus Rift is $599 and the HTC Vive is $799. To get a guaranteed good experience, consumers should expect to spend close to $1,000.
Some users say VR headsets are outright painful to wear. Also, users continue to complain about the discomfort of using VR after a long period of time.
VR companies right now are focused on fitting existing content or ideas into a virtual space, but it will be those who create original content, designed for virtual reality, that will stand out.
Cost
Comfort
Content
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Market Forecast
PASSION PROJECTMarket Revenue Forecast
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• Sony Playstation VR and mobile VR are expected to be the initial consumer VR market drivers.
• Higher VR revenue per user is likely to come from North America, Western Europe, Japan and South Korea.
• VR is projected to be a $30 billion industry by the end of the decade.
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Virtual Reality + Healthcare
PASSION PROJECTTherapy
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• Virtual Reality is currently being used to treat panic and anxiety disorders.
• These conditions include specific phobias such as fear of flying, fear of driving, fear of heights, fear of public speaking, and claustrophobia.
PASSION PROJECTEducation
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• NeuroTouch is a virtual surgery simulator used in surgical training and studies.
• It’s currently used to simulate four surgery scenarios including microdissection, tumor debulking and hemostasis.
PASSION PROJECTXeljanz
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HCP’s Experience Consumer Experience
• Personalize patient testimonials
• Differentiate from competitors• Memorable experience
• Redefine Xeljanz experience• Reach digital consumers• Educational experience
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Final Thoughts