Documenti di Didattica
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by Brian Radmin
Augmented Reality
(AR)
in a real or imagined
environment with
environment.
digital assets.
Beginnings of VR
Thomas A. Furness III
introduced Super Cockpit,
a visual flight simulator for
the Air Force.
1962!
1968!
1966!
Morton Heilig created
the Sensorama, a 3D
display, vibrating seat,
and scent producer.
1982!
1977!
Ivan Sutherland created
the Sword of Damocles,
widely considered to be
the first VR headset.
1994!
1990!
Atari Sunnyvale
Research Laboratory,
led by Alan Kay,
founded to explore VR.
Sega introduced
the Sega VR-1, a
head-tracking VR
device.
Modern Era of VR
Oculus crowdfunds
$2.4M, promises a $300
VR development headset.
QUARTER1!
Google releases
Cardboard, a do-ityourself VR headset.
Oculus plans to
release consumer
Rift VR headset.
MARCH!
2011!
QUARTER1!
2014!
OCTOBER!
2012!
JUNE!
2014!
Facebook
acquires Oculus
for reported $2B.
P
R
E
S
E
N
T
2016E!
2016E!
QUARTER1!
2016E!
Valve and HTC
plan to release
Vive VR headset.
Billions
Widely affordable
CREATION
DISTRIBUTION
CONSUMPTION
Crowdfunding Investments
Bandwidth Cost
Computing Cost
(per 1M transistors)
$20
$1,400
$8
$15
$1,050
$6
$10
$700
$4
$5
$350
$2
$0
$0
2011
2012
2013
$0
2000
2014
2005
2010
2015
2000
2007
2014
Internet Penetration
Smartphone Penetration
2.00
225
1.50
150
1.00
75
2008
2010
2012
2014
Billions
300
Billions
Hours
More content is
being created.
1
2000
2005
2010
2015
0.50
2006
2009
2012
2015
Sources: eMarketer (Mobile User Forecast), Deloitte University Press (Exponential Technologies to Exponential Innovation), Crowdsourcing (Crowdfunding Industry Report)
Telephone
(1876)
Television
(1938)
PC
(1975)
Internet
(1990)
Smartphone
(2005)
Tablet
(2010)
Virtual Reality
(2015)
10
15
20
25
Years
Sources: Technology Review (US Technology Adoption Rates), The World Bank (Internet Users), Asympco (Smartphone Penetration)
Disruptive Potential of VR
SOCIAL
FILM
GAMES
[VR] has the potenCal to
be the most social plaEorm
ever. Immersive, virtual and
augmented reality will be
part of peoples daily lives.
Working on game
development, we always try
to create a new kind of
experience, and having VR
technology is almost unfair.
Mark Zuckerberg
CEO of Facebook
Shuhei Yoshia
President of Sony PS Studios
Peter Jackson
Director of Lord of the Rings Trilogy
MUSIC
ADVERTISING
EDUCATION
I can only do so many
concerts. So to be able to have
more people experience
them through VR
that would be epic.
Miley Cyrus
Singer / Songwriter
Mitch Gelman
Palmer Luckey
Creator of the Oculus RiO
PLATFORMS
MEDIA
BRANDS
purchased Oculus, VR
headset producer, for
reported $2B
produced the VR
documentary film
Millions March
developed VR
experiences to tour
tropical destinations
created VR experiences
for the 40th Anniversary
SNL Special
Projected VR Market
VR Headset Sales
VR Revenues by Category
100
Other
Games
80
Theme Park
60
$30B
Millions
40
2020E
20
0
2016E
2017E
2018E
Film
2020E
Hardware
mobile
VR Hardware Revenues
VR Software Revenues
$3
$3
$2
$2
$1
$1
Billions
Billions
console / PC
2019E
$0
2016E
2017E
2018E
$0
2016E
2017E
2018E
Sources: KZero (Consumer Virtual Reality Report), Piper Jaffray (Next Mega Tech Theme is Virtual Reality), Digi-Capital (Augmented / Virtual Reality Report)
Projected VR Market
VR Headset Sales
VR Revenues by Category
100
Other
Games
80
Theme Park
60
$30B
Millions
40
2020E
20
0
2016E
2017E
2018E
Film
2020E
Hardware
mobile
VR Hardware Revenues
VR Software Revenues
$3
$3
$2
$2
$1
$1
Billions
Billions
console / PC
2019E
$0
2015E
2016E
2017E
2018E
$0
2015E
2016E
2017E
2018E
Sources: KZero (Consumer Virtual Reality Report), Piper Jaffray (Next Mega Tech Theme is Virtual Reality), Digi-Capital (Augmented / Virtual Reality Report)
10
Landscape of VR
11
VR Studios
Jurassic World
FILM | COMPUTER-GENERATED
Volvo Reality
Paul McCartney
ADVERTISING | BLENDED
MUSIC | LIVE-ACTION
12
VR Capture
360 Degree
Stereoscopic
3D
Lightfield
13
Engines
Compression
14
VR Distribute
Companies in the distribution space provide platforms
where users can access (stream or download)
content. In regards to being closed / open, they can
be evaluated across three dimensions:
Hardware can be a closed ecosystem tied to a
specific headset (walled garden) or hardware-agnostic.
Content can provide premium content (Netflix of VR) or
be open to any user-generated content (YouTube of VR).
Price can be fee-based (e.g., pay-per-download,
subscription) or free for consumers.
Closed
Only available on specific
devices.
Open
Available on many devices
for free, and allow open
uploading of content.
15
VR Display
Mobile Low-End Best for first, introductory VR experiences
and quick demonstrations.
Pros least expensive, portable, only requires smartphone
Cons basic tracking, limited input (i.e., button)
Mobile Low-End
Mobile High-End
PC / Console
Name
Google Cardboard
Wearality
MergeVR
Samsung Gear VR
Oculus Rift
PlayStation VR
Price
~$20-30
~$69
~$129
$200
$350-450
$300-400
Display
requires smartphone
requires
smartphone
requires
smartphone
requires Samsung
S6 or Note 4
integrated
integrated
Computing
requires smartphone
requires
smartphone
requires
smartphone
requires Samsung
S6 or Note 4
requires gaming PC
(~$1000)
requires PS4
($399)
Tracking
requires smartphone
requires
smartphone
requires smartphone /
integrated
integrated
integrated
integrated
button on headset
not included
included
touchpad on headset
included
included
Input
16
VR Input / Output
Input that uses hands to interact
with VR environments.
Hands
Leap Motion
Nod Backspin
$149
$80
controller
camera
Feet
Virtuix Omni
$599
treadmill
Stompz
KOR-FX
$150
$150
$200
glove w/sensors
Haptic
Perception Neuron
vest
Tactical Haptics
$160
hand controller
17
VR Business Models
The studio model
includes companies
that create VR
content. Some
produce their own IP,
while others work
primarily as
contractors.
Pros:
many want to create VR
but lack expertise (in
high demand)
Pros:
potential for defensible
technology
large potential market
Cons:
not very scalable
relatively low barrier to
entry
Cons:
capital intensive
many competitors
manufacturing risk
research & development
risk
The middleware
model includes
companies that
develop software and
technology for the
creation and
distribution of VR.
Pros:
very scalable
potential for defensible,
differentiated offering
picks and shovels
approach
Cons:
research & development
risk
difficult to predict the
needs of content creators
Integrated
The integrated model includes companies that operate two or more of the business models shown above.
Pros:
Cons:
diversified business
many competitors
The modern era of VR is still in its infancy. A majority of companies in the space are pre-product / pre-revenue, and are frequently
pivoting and repositioning. This state of flux guarantees that new business models will continue to emerge in the future.
18
Projected AR Market
Augmented Reality could be $120B business in 2020
AR is expected to dwarf the VR market by 4x in 5 years. The wholly immersive nature of VR limits
its usage to seated or physically closed experiences (to prevent users from bumping into things),
making it primarily suitable for gaming and video consumption. AR, however, allows users to
interact within real-world environments. This functionality expands ARs applicable reach to
many other verticals, giving it the potential to disrupt the smartphone / tablet industries.
AR vs VR Revenue
(2020E)
VR
AR
$0
$20
$40
$60
$80
$100
$120
Billions
Hardware
Commerce
Data
Voice
Film/TV
Enterprise
Adspend
Consumer
Games
Theme Park
19