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Welcome to the VR revolution
1. Connecting the dots between business and technology
Welcome to the VR revolution
Initech, 2017
2. www.initech.co.il
• We develop digital products for web, mobile, VR and messengers
• We are in business for 8 years
• We have delivered 200+ projects
•We are involved in Israeli startup ecosystem through board membership,
mentoring and innovation visa program
Who’s Initech?
3. www.initech.co.il
Cross-industry disruption
• Every 5 - 10 years the world is shaken by new wave of technology
• Each new wave brings ever more powerful implications on life and business
• The previous one was mobile revolution, it completely changed many industries
including entertainment, shopping, personal productivity and more
• Business that did early leap of faith gained enormous advantage
• What’s next?
4. www.initech.co.il
Virtual Reality
• The last major change in human to computer interaction happened in 80ies of the
past century with the mass introduction of GUI and mouse.
• The visualisation capabilities of computers has grown exponentially: what would
be the next killer application for the end-user to harness this power?
• We need a new interface paradigm that will bring our interaction with computers
to the next level: intuitive, fast and efficient way to control virtual worlds in a
natural way
5. www.initech.co.il
What kinds of VR exist?
•VR (Virtual Reality) - an immersive experience created entirely from computer-
generated content, it’s a “classic” virtual reality where the user only sees the
computer-generated visualisation
•AR (Augmented Reality) - is an overlay of content on the real world, but that
content is not anchored to any part of it and doesn’t interact with the real-world
objects.
•MR (Mixed Reality) - is an overlay of synthetic content on the real world that is
anchored to and interacts with the real world: physical and digital objects co-exist
and interact in real time.
Still feel confused? Read here
6. www.initech.co.il
Popular implementations of VR
There are numerous VR implementations and related technologies.
For the purposes of our discussion, we choose to focus on implementations that
are readily available for end consumer:
• Desktop-driven VR / AR headsets
• Mobile-driven VR headsets
• Standalone VR headsets
• AR glasses
7. www.initech.co.il
Desktop-driven headsets
•Powerful devices with highest image quality and highest demand for
computation power.
•Are driven by desktop computers with high-end CPU and specialized GPU (cost
2-3 times the regular home / business desktop).
•Manufacturers supply SDKs for producing games and business applications.
•A wide selection of controllers are available (usually proprietary)
•Leading devices: Oculus Rift, Microsoft Hololens
•Main disadvantages: limited mobility, platform fragmentation, costly hardware
8. www.initech.co.il
Mobile-driven headsets
•VR headsets of this type utilize smartphones as a source of visualization
• The prevailing mode of work is a headset, that uses mobile device’s display to
generate images for both eyes
• The market is divided:
•Custom implementations by Samsung, LG, etc.
•Google Daydream platform as a standardized alternative for Android
•Advantages: increased mobility, easy setup, negligible extra hardware cost
• Disadvantages : poor image quality and limited visualization capabilities, no
additional controllers
9. www.initech.co.il
Standalone headsets
•Emerging class of VR headsets that combine high-quality dedicated displays
found in Desktop VRs with the GPU / OS unit based on high-end mobile platforms
• As the name implies, complete self sufficiency in terms of operation
• Many no-name poor-quality headsets available
• High-quality headsets announced by leading vendors (Samsung, LG)
•Advantages: improved VR experience, increased mobility, easy setup,
• Disadvantages : expensive hardware, limited support for controllers
10. www.initech.co.il
AR Glasses
•Headsets of this type focus on AR implementation with limited field of view.
•Usually driven by dedicated separate mobile unit.
• The most widely known example is Google Glasses
•Advantages: robust and easy to use
• Disadvantages : failed to penetrate the market until now
12. www.initech.co.il
Business challenges
• Limited devices availability
• Total incompatibility of applications between VR platforms
• Scarcity of VR-adjusted content
• Lack of established ecosystem (distribution channels, marketplaces)
• Lack of certified / experienced R&D resources
13. Thanks for listening!
More questions?
See you at the next meetup!
VR / AR for Business TLV
drop me a line at: ishay@initech.co.il
follow our blog: https://initech.co.il/en/blog/
Initech, 2017