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Crossing the Chasm
What’s New For VR 2017
Pitfalls, Promises, Phones, Known Unknowns
& Big Predictions	
Charlie Fink
Contributing Editor, VR Voice
@charliefink
http://medium.com/@charliefink
About Me	
•  Industry Analyst, Contributing Editor, VR Voice, 2016-Present
•  Founder/CEO Charlie Company Internet Marketing 2005-15
•  President, American Greeting Interactive, 1999-2004
•  SVP AOL, 1996 – 1999
•  EVP & COO, Virtual World Entertainment 1992-1996
•  VP, Walt Disney Pictures, 1986 – 1992
These Things I Know Are True	
•  VR has been overhyped for 20 years
o  Example of hype: Unity says 770 Million people are using its VR platform
o  The hype will become real.
•  The killer app is people
o  Social Media
•  Technology and New Media succeed when they
make what we are already doing better, cheaper
and faster
o  Email & Messaging, Music, Photography, Travel
VR/AR/MR Definitions	
•  VR = A world which replaces this one
•  AR = Overlays digitally created content onto the users
real world
•  MR = Where the digital and real worlds interact
•  360 Video = Allows users to look in every direction
around them
•  Immersive Experience = A deeply engaging multi-
sensory experience delivered using VR, AR, MR, 360
video, and other technologies
The Big Picture	
•  The quest for the Seamless
o  We look at our phones 100+ times a day
•  The Network effect
o  You have to be there
•  Internet of Things
o  Your cloud of devices and data are the hub of your life
•  Artificial Intelligence
o  Things knowing you more than you know them
•  Wearables
o  Hands free mobile computing
•  The Fourth Transformation
o  Mainframes, PCs, Smartphones, and…
Consumer Technology
Adoption Rates
ADOPTION RATES ARE ACCELERATING
2015 & 2016 SAW A LOT OF EXCITING,
SEXY PRODUCT INTRODUCTIONS
	-  Oculus Rift
-  HTC Vive
-  Playstation VR
-  52MM VR ready PS4s already sold
-  Samsung Gear (partnership with Oculus)
-  5M shipped in 2016
-  Google Cardboard
-  20 million
-  Google Daydream
But 2016 Was Not the Year of VR	
•  Expense
o  This shit is expensive
•  Ease of Use
o  High end systems hard to use
o  Advantage mobile – plug and play
•  Ergonomics: heavy, restrictive, tethered
o  Advantage: mobile
•  Frame Rate Issues & Low Resolution
o  People are still getting nauseous
o  Poor optics create a “screen door” effect
•  Crossing the “Chasm”
o  Are we even there yet?
TECHNOLOGY ADOPTION LIFECYCLE
VR 2017 Developments	
•  360 Video Is Going Accelerate
o  Will be driven by consumers, not professional producers
•  Applications Explosion
o  SDKs in the hands of 1000s of developers
o  More & better native VR software
o  VR Movies, Storytelling, Animation & Art
•  Continued Growth in Business Use of VR and AR
o  Medical, Design, Travel, Military
o  Business users become home users
•  Location Based Entertainment
o  IMAX VR, HTC, UniVRS
o  The Void & Zero Latency: free roam, warehouse size VR
•  Prices are Going Up, not Down
o  More, better high resolution headsets are coming to market
o  Needed peripherals: wireless, multipoint input
•  Slow Adoption of High End Systems Continues
o  Playstation VR (52 MM install base)
o  No killer app (probably social)
VR/AR Ecosystem Exploding with New Products	
•  Developer Support
o  Economics, OSVR, Unity
•  Peripherals & Haptics
o  Data gloves, rings, treadmills, VR shoes, Wearables, Multi point (HTC)
o  Untethered headsets (Kwik VR, IMR)
•  Eye Tracking
o  SMI, Eyefluence (Google) and The Eye Tribe (FB)
•  Social VR
o  Second Life, AltSpaceVR
o  Facebook in 3D
o  Oculus Rooms
End of Report
Start of Predictions	
We are only in the second 2nd Inning of a long game.
360 Video Will Hit an Inflection
point in 2017	
•  Low cost to producers & consumers
•  Amazing CES product introductions
o  Vuze, Giroptic
•  New Feature of Digital Photography (already huge)
o  Facebook and You Tube support
o  Great for travel, sports
•  Improved and cheap editing software
•  Lots of corporate activity
o  NY Times, Discovery, Gannet/USA, Movies/TV producer
•  By 2018, 360 will be everywhere
Mobile VR Growth Will Accelerate…
	•  Gear, Daydream are under $100
•  Plug and Play
•  Mobile and 360 Video Are Homies
o  You don’t need a headset, either
•  Latency an issue on mobile, but…
o  Qualcomm Tango (Google) based on Snapdragon processor
•  Qualcomm Snapdragon & Google Tango
o  AR is about to explode onto our phones (Samsung 8, Lenovo)
•  Much Bigger Market, Harder to Monetize
•  The Carriers Will Become Players
o  Communications is the base functionality
New Announcements Will Reorder the Deck
“It’s all about the guys at the top of the pyramid.” – Tim Merel, Digi-Capital	
•  Microsoft
o  Microsoft 10 is a VR and AR platform
o  OEMs promising $500 devices similar to Hololens for MS OS
•  Apple
o  iPhone turns 10
o  Buying up AR companies
•  Google
o  Daydream, but Magic Leap
o  Eyefluence
•  Oculus (Facebook)
o  Samsung VR sold 5MM GearVR headsets
o  Soft sales for RIFT (and 4 BN lawsuit)
•  ODG
o  Hololens patents
o  Under 1000 AR glasses
•  Magic Leap
o  1.3 Bn invested, including 400MM from Google
2017 May Be the Year of AR	
•  AR Leaders Strong in the Gate
o  Snap, Inc. is the first AR Empire
o  Pokemon Go made ONE BILLION DOLLARS
o  Holoportation is nothing less than pure magic
•  AR Advantages over VR
o  Plug & Play (on the low end)
o  Less restrictive to wear (more like glasses)
o  Better, clearer optics
o  Sanpdragon phones will work magic
•  Big AR Announcements Due This Year
o  Known: ODG, Apple (predicted)
o  Unknown: Magic Leap, or… ? Sony Future Labs – Concept T (Q4 17)
VR/AR Ecosystem
The Future’s So Bright, You Goba
Wear Shades

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Crossing The Chasm: What's New For VR 2017

  • 1. Crossing the Chasm What’s New For VR 2017 Pitfalls, Promises, Phones, Known Unknowns & Big Predictions Charlie Fink Contributing Editor, VR Voice @charliefink http://medium.com/@charliefink
  • 2. About Me •  Industry Analyst, Contributing Editor, VR Voice, 2016-Present •  Founder/CEO Charlie Company Internet Marketing 2005-15 •  President, American Greeting Interactive, 1999-2004 •  SVP AOL, 1996 – 1999 •  EVP & COO, Virtual World Entertainment 1992-1996 •  VP, Walt Disney Pictures, 1986 – 1992
  • 3. These Things I Know Are True •  VR has been overhyped for 20 years o  Example of hype: Unity says 770 Million people are using its VR platform o  The hype will become real. •  The killer app is people o  Social Media •  Technology and New Media succeed when they make what we are already doing better, cheaper and faster o  Email & Messaging, Music, Photography, Travel
  • 4. VR/AR/MR Definitions •  VR = A world which replaces this one •  AR = Overlays digitally created content onto the users real world •  MR = Where the digital and real worlds interact •  360 Video = Allows users to look in every direction around them •  Immersive Experience = A deeply engaging multi- sensory experience delivered using VR, AR, MR, 360 video, and other technologies
  • 5. The Big Picture •  The quest for the Seamless o  We look at our phones 100+ times a day •  The Network effect o  You have to be there •  Internet of Things o  Your cloud of devices and data are the hub of your life •  Artificial Intelligence o  Things knowing you more than you know them •  Wearables o  Hands free mobile computing •  The Fourth Transformation o  Mainframes, PCs, Smartphones, and…
  • 7. ADOPTION RATES ARE ACCELERATING
  • 8. 2015 & 2016 SAW A LOT OF EXCITING, SEXY PRODUCT INTRODUCTIONS -  Oculus Rift -  HTC Vive -  Playstation VR -  52MM VR ready PS4s already sold -  Samsung Gear (partnership with Oculus) -  5M shipped in 2016 -  Google Cardboard -  20 million -  Google Daydream
  • 9. But 2016 Was Not the Year of VR •  Expense o  This shit is expensive •  Ease of Use o  High end systems hard to use o  Advantage mobile – plug and play •  Ergonomics: heavy, restrictive, tethered o  Advantage: mobile •  Frame Rate Issues & Low Resolution o  People are still getting nauseous o  Poor optics create a “screen door” effect •  Crossing the “Chasm” o  Are we even there yet?
  • 11. VR 2017 Developments •  360 Video Is Going Accelerate o  Will be driven by consumers, not professional producers •  Applications Explosion o  SDKs in the hands of 1000s of developers o  More & better native VR software o  VR Movies, Storytelling, Animation & Art •  Continued Growth in Business Use of VR and AR o  Medical, Design, Travel, Military o  Business users become home users •  Location Based Entertainment o  IMAX VR, HTC, UniVRS o  The Void & Zero Latency: free roam, warehouse size VR •  Prices are Going Up, not Down o  More, better high resolution headsets are coming to market o  Needed peripherals: wireless, multipoint input •  Slow Adoption of High End Systems Continues o  Playstation VR (52 MM install base) o  No killer app (probably social)
  • 12. VR/AR Ecosystem Exploding with New Products •  Developer Support o  Economics, OSVR, Unity •  Peripherals & Haptics o  Data gloves, rings, treadmills, VR shoes, Wearables, Multi point (HTC) o  Untethered headsets (Kwik VR, IMR) •  Eye Tracking o  SMI, Eyefluence (Google) and The Eye Tribe (FB) •  Social VR o  Second Life, AltSpaceVR o  Facebook in 3D o  Oculus Rooms
  • 13. End of Report Start of Predictions We are only in the second 2nd Inning of a long game.
  • 14. 360 Video Will Hit an Inflection point in 2017 •  Low cost to producers & consumers •  Amazing CES product introductions o  Vuze, Giroptic •  New Feature of Digital Photography (already huge) o  Facebook and You Tube support o  Great for travel, sports •  Improved and cheap editing software •  Lots of corporate activity o  NY Times, Discovery, Gannet/USA, Movies/TV producer •  By 2018, 360 will be everywhere
  • 15. Mobile VR Growth Will Accelerate… •  Gear, Daydream are under $100 •  Plug and Play •  Mobile and 360 Video Are Homies o  You don’t need a headset, either •  Latency an issue on mobile, but… o  Qualcomm Tango (Google) based on Snapdragon processor •  Qualcomm Snapdragon & Google Tango o  AR is about to explode onto our phones (Samsung 8, Lenovo) •  Much Bigger Market, Harder to Monetize •  The Carriers Will Become Players o  Communications is the base functionality
  • 16. New Announcements Will Reorder the Deck “It’s all about the guys at the top of the pyramid.” – Tim Merel, Digi-Capital •  Microsoft o  Microsoft 10 is a VR and AR platform o  OEMs promising $500 devices similar to Hololens for MS OS •  Apple o  iPhone turns 10 o  Buying up AR companies •  Google o  Daydream, but Magic Leap o  Eyefluence •  Oculus (Facebook) o  Samsung VR sold 5MM GearVR headsets o  Soft sales for RIFT (and 4 BN lawsuit) •  ODG o  Hololens patents o  Under 1000 AR glasses •  Magic Leap o  1.3 Bn invested, including 400MM from Google
  • 17. 2017 May Be the Year of AR •  AR Leaders Strong in the Gate o  Snap, Inc. is the first AR Empire o  Pokemon Go made ONE BILLION DOLLARS o  Holoportation is nothing less than pure magic •  AR Advantages over VR o  Plug & Play (on the low end) o  Less restrictive to wear (more like glasses) o  Better, clearer optics o  Sanpdragon phones will work magic •  Big AR Announcements Due This Year o  Known: ODG, Apple (predicted) o  Unknown: Magic Leap, or… ? Sony Future Labs – Concept T (Q4 17)
  • 19. The Future’s So Bright, You Goba Wear Shades