1. Virtual Reality on the Web
@diekus / @samsunginternet
https://samsunginter.net
2.
3. Virtual Reality
the computer-generated simulation of a three-
dimensional image or environment that can be interacted
with in a seemingly real or physical way by a person using
special electronic equipment, such as a helmet with a
screen inside or gloves fitted with sensors.
source: Oxford Dictionaries
27. Panorama June 2016
• Over 200,000 developers registered to work on Oculus Rift.
• 1.3 million subscribers to the YouTube 360 channel.
• Cardboard app has been downloaded over 10 million times.
source: https://www.linkedin.com/pulse/hype-numbers-vr-industry-peeter-nieler
29. Price is a dominant factor in making a VR
purchase decision
source: Greenlight VR Consumer Adoption Report 2016, among 1300 people
30. How much would you be willing to pay for
a VR device?
28% up to 100 €
66% 101-500 €
5% 501-1000€
1% more than 1000€
source: Deutsche Messe Interactive Online-Befragung unter 1000 Besuchern INVR @ Beyond 2016
32. 61% Gaming
59% Meetings
56% Shopping
56% Live Sports
source: Greenlight VR Consumer Adoption Report 2016, among 1300 people
VR Uses Cases consumers are interested in
74% Travel and Adventure
67% Movies & Recorded Videos
67% Live Events (non sport)
66% Home Design
64% Classes
33. source: Virtuleap Partners’ debrief
Virtuleap Hackathon Topics
Categories included social VR, templates & tools, healthcare & medicine, education, arts &
crafts, products, engineering & science, sports, advertising, and trades & craft. Gaming and
entertainment represented only 17 percent of the submission pool. ‘Hello, worlds!’
developed by Paris-based Maud Nalpas, the sole female developer to participate in the
hackathon, was created as an educational experience for discovering astronomy.
35. WebVR on Mobile
VR can scale gracefully through different devices ranging from
mobile only to full room tracking experiences
headset gamepadmobilebrowser