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Virtual Reality
September, 2016
Aswin Iskandar Zulkarnaen
For Virtual Experience
Apkomindo 2016
Augmented Reality
What is VR ?
Virtual Reality (VR) is the use of computer technology to create a
simulated environment. Unlike traditional user interfaces, VR places
the user inside an experience.Instead of viewing a screen in front of
them, users are immersed and able to interact with 3D worlds. By
simulating as many senses as possible, such as vision, hearing, touch,
even smell, the computer is transformed into a gatekeeper to this
artificial world.The only limits to near-real VR experiences are the
availability of content and cheap computing power
VR in the past, and why it failed
● Mostly Expensive (can be as high as $10.000 per unit)
● Big and Bulky
● Specifically built for a specialized industry (Military, Medical,
Academy)
● The Ecosystem that support VR industry is not there yet
including mobile tech advancement, Computing power of PC
is still limited, Software to create the application is not as
sophisticated as of now
VR in the past
Modern VR
● Relatively Cheap mostly under $1000 (not include PC)
● More Robust and Compact
● Ready for Mass Consumption
● The Ecosystem that support VR industry is finally here including mobile
device tech advancement with better screen, cheap sensor which drive the
whole industry altogether, Computing power of PC is far superior than
before, Software to create the application is ready and sophisticated
enough to built convincing simulation
● Basically VR is here to stay
Modern VR
PC Dedicated VR
● Oculus Rift
● HTC Vive (partner with valve)
● OSVR
● FOVE
Modern VR right now mainly classified into 3 big group with some of
biggest player on the VR industry pioneering it
User need high end PC system with at
least core i5, Ram 8GB, and GPU nvidia
GTX970 to enjoy an optimal VR
experience
Price between : $600-800 not include
PC price around $1000, Total can be up
to $1600-1800
Modern VR
(PC VR) Oculus Rift Consumer Version
Modern VR
(PC VR) HTC Vive with room scale technology
Modern VR
(PC VR) OSVR (Open Source Virtual Reality)
Modern VR
(PC VR) FOVE with Eye Tracking technology
Gaming Console VR
● Playstation VR (required PS4)
● Project Scorpio Microsoft
- User need a next gen gaming console only such as PS4
- Tend to be plug and play, easy to use
- Have a big support from big IP and game studio
- Price around $500 (not include Game console)
Modern VR
(Gaming Console VR) PSVR for PS4
Modern VR
(Gaming Console VR) Project Scorpio Microsoft
High End Mobile VR
● Samsung Gear VR
● Google Daydream based VR
Low End Mobile VR
● All Google Cardboard based VR
such as :
● Google Cardboard
● Shinecone
● VR Box
● Lenovo AntVR
● Converge VR
Mobile VR
- Use smartphone for computing
power
- Price low end : $5-20
- Price high end : $99
- Not include smartphone price
Modern VR
(High End Mobile VR) Samsung Gear VR & Samsung Gear VR black Edition
Modern VR
(High End Mobile VR) Google Daydream Technology
Google Daydream VR
● Announced on Google I/O 2016
● Standardized VR framework from google
● Consist of Standard for high end smartphone (low latency sensor, low
persistence display, high performance SOC)
● Then consist of standard for VR goggle itself with motion controller
● Optimized VR mode starting from Android N above
● Google determined to make this hundred of millions scale industry
● In other word within the next 2-3 year, most smartphone in the market are VR
daydream ready and certified with high quality experience on the same level
Samsung Gear VR
● Most likely will be the biggest VR ecosystem in the future
Modern VR
(Low End Mobile VR) Google Cardboard Technology
Modern VR
(Low End Mobile VR) Shinecon
Modern VR
(Low End Mobile VR) VR Box
Modern VR
(Low End Mobile VR) Lenovo ANTVR
Modern VR
(Low End Mobile VR) ConvergeVR from India (high FOV)
What is VR used for ?
● Video Game
● Military (Training Simulation)
● Education (Immersive Learning)
● HealthCare (Surgery Simulation)
● Entertainment (VR Arcade, Movie, Live Music)
● Construction / Architecture
● Sport
● Any Industry that beneficial from 3d spatial
VR Input
VR input will play a big role in the future since once user able to enter a
virtual world, the next step will be how to interact with the world, here are
some of input that will come or planned to come in the future
VR Development
● Each VR HMD most likely have its own SDK such as Oculus SDK for
Oculus Rift VR, SteamVR SDK for HTC VIVE, Osvr SDK for OSVR
and Fove SDK for FOVE
● SDK come in the form of raw library written in C / C++ or come in the
form of integration with modern and popular industry standard game
engine such as UNITY 5, UNREAL ENGINE 4
● Many popular 3d industry software such as Maya, 3dMax already have a
plugin to work with VR headset such as Oculus
How to monetize VR the right way ?
● VR advertising model ?
● Selling the Application through VR Store portal (Steam, Oculus Home,
Playstore) ?
● In-App Purchase
● Commissioned based VR project ?
● VR Arcade
● The opportunity will be really big once the industry began to mature
(Google daydream could lead to a big candidate to drive mass VR
industry forward with its hundred of million scale target, with Samsung
GearVR could be the second)
Brief info about AR - What is AR ?
Augmented Reality (AR) is the projection or addition of a layer of
digital content into a real environment. AR has been commonly tied to
image recognition or geolocation in the past, and was similar in nature
to QR codes, using an image rather than a black and white code to
launch content or an experience. There has recently been a shift away
from QR code-like experiences and toward more sophisticated
experiences that use advanced 3D animations, markerless experiences
(no image required) and create unique experiences that expand
learning opportunities and engagement for end users.
Several Modern AR device
Cast AR
Several Modern AR device
Meta
Several Modern AR device
Project Microsoft Hololens
Several Modern AR device
Magic Leap
Most popular AR app right now
Pokemon GO and Ingress
Where to go from here ?
● The AR and VR tech will be more advance within the next 5-15 years
● The device will be smaller, lighter, more higher resolution
● Hopefully the dedicated VR will be wireless
● It is not impossible, the two device will be merged into single VR/AR
device
● AR/VR industry valued at $ 120 Billion in 2020
● http://www.digi-capital.com/news/2015/04/augmentedvirtual-reality-to-h
it-150-billion-disrupting-mobile-by-2020/#.VwEmnfl97IU
Literature Source
● http://www.explainthatstuff.com/virtualreality.html
● http://www.marxentlabs.com/what-is-virtual-reality-definition-and-exam
ples/
● http://www.marxentlabs.com/augmented-reality-resources/
● http://download.dakehonline.com/2016/01-january/Game-Informer-2016.
pdf
● http://vr.cs.uiuc.edu/
● And other literature and website such as roadtovr.com, vrfocus.com,
uploadvr.com and countless reddit vr thread
Visit my web for more info
www. vrnusantara.com
Speaker
Aswin Iskandar Z
CEO Woodenboxlwp,
Indie Appreneur, VR
Evangelist

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VR presentation APKOMINDO 2016

  • 1. Virtual Reality September, 2016 Aswin Iskandar Zulkarnaen For Virtual Experience Apkomindo 2016 Augmented Reality
  • 2. What is VR ? Virtual Reality (VR) is the use of computer technology to create a simulated environment. Unlike traditional user interfaces, VR places the user inside an experience.Instead of viewing a screen in front of them, users are immersed and able to interact with 3D worlds. By simulating as many senses as possible, such as vision, hearing, touch, even smell, the computer is transformed into a gatekeeper to this artificial world.The only limits to near-real VR experiences are the availability of content and cheap computing power
  • 3. VR in the past, and why it failed ● Mostly Expensive (can be as high as $10.000 per unit) ● Big and Bulky ● Specifically built for a specialized industry (Military, Medical, Academy) ● The Ecosystem that support VR industry is not there yet including mobile tech advancement, Computing power of PC is still limited, Software to create the application is not as sophisticated as of now
  • 4. VR in the past
  • 5. Modern VR ● Relatively Cheap mostly under $1000 (not include PC) ● More Robust and Compact ● Ready for Mass Consumption ● The Ecosystem that support VR industry is finally here including mobile device tech advancement with better screen, cheap sensor which drive the whole industry altogether, Computing power of PC is far superior than before, Software to create the application is ready and sophisticated enough to built convincing simulation ● Basically VR is here to stay
  • 6. Modern VR PC Dedicated VR ● Oculus Rift ● HTC Vive (partner with valve) ● OSVR ● FOVE Modern VR right now mainly classified into 3 big group with some of biggest player on the VR industry pioneering it User need high end PC system with at least core i5, Ram 8GB, and GPU nvidia GTX970 to enjoy an optimal VR experience Price between : $600-800 not include PC price around $1000, Total can be up to $1600-1800
  • 7. Modern VR (PC VR) Oculus Rift Consumer Version
  • 8. Modern VR (PC VR) HTC Vive with room scale technology
  • 9. Modern VR (PC VR) OSVR (Open Source Virtual Reality)
  • 10. Modern VR (PC VR) FOVE with Eye Tracking technology
  • 11. Gaming Console VR ● Playstation VR (required PS4) ● Project Scorpio Microsoft - User need a next gen gaming console only such as PS4 - Tend to be plug and play, easy to use - Have a big support from big IP and game studio - Price around $500 (not include Game console)
  • 12. Modern VR (Gaming Console VR) PSVR for PS4
  • 13. Modern VR (Gaming Console VR) Project Scorpio Microsoft
  • 14. High End Mobile VR ● Samsung Gear VR ● Google Daydream based VR Low End Mobile VR ● All Google Cardboard based VR such as : ● Google Cardboard ● Shinecone ● VR Box ● Lenovo AntVR ● Converge VR Mobile VR - Use smartphone for computing power - Price low end : $5-20 - Price high end : $99 - Not include smartphone price
  • 15. Modern VR (High End Mobile VR) Samsung Gear VR & Samsung Gear VR black Edition
  • 16. Modern VR (High End Mobile VR) Google Daydream Technology
  • 17. Google Daydream VR ● Announced on Google I/O 2016 ● Standardized VR framework from google ● Consist of Standard for high end smartphone (low latency sensor, low persistence display, high performance SOC) ● Then consist of standard for VR goggle itself with motion controller ● Optimized VR mode starting from Android N above ● Google determined to make this hundred of millions scale industry ● In other word within the next 2-3 year, most smartphone in the market are VR daydream ready and certified with high quality experience on the same level Samsung Gear VR ● Most likely will be the biggest VR ecosystem in the future
  • 18. Modern VR (Low End Mobile VR) Google Cardboard Technology
  • 19. Modern VR (Low End Mobile VR) Shinecon
  • 20. Modern VR (Low End Mobile VR) VR Box
  • 21. Modern VR (Low End Mobile VR) Lenovo ANTVR
  • 22. Modern VR (Low End Mobile VR) ConvergeVR from India (high FOV)
  • 23. What is VR used for ? ● Video Game ● Military (Training Simulation) ● Education (Immersive Learning) ● HealthCare (Surgery Simulation) ● Entertainment (VR Arcade, Movie, Live Music) ● Construction / Architecture ● Sport ● Any Industry that beneficial from 3d spatial
  • 24. VR Input VR input will play a big role in the future since once user able to enter a virtual world, the next step will be how to interact with the world, here are some of input that will come or planned to come in the future
  • 25. VR Development ● Each VR HMD most likely have its own SDK such as Oculus SDK for Oculus Rift VR, SteamVR SDK for HTC VIVE, Osvr SDK for OSVR and Fove SDK for FOVE ● SDK come in the form of raw library written in C / C++ or come in the form of integration with modern and popular industry standard game engine such as UNITY 5, UNREAL ENGINE 4 ● Many popular 3d industry software such as Maya, 3dMax already have a plugin to work with VR headset such as Oculus
  • 26. How to monetize VR the right way ? ● VR advertising model ? ● Selling the Application through VR Store portal (Steam, Oculus Home, Playstore) ? ● In-App Purchase ● Commissioned based VR project ? ● VR Arcade ● The opportunity will be really big once the industry began to mature (Google daydream could lead to a big candidate to drive mass VR industry forward with its hundred of million scale target, with Samsung GearVR could be the second)
  • 27. Brief info about AR - What is AR ? Augmented Reality (AR) is the projection or addition of a layer of digital content into a real environment. AR has been commonly tied to image recognition or geolocation in the past, and was similar in nature to QR codes, using an image rather than a black and white code to launch content or an experience. There has recently been a shift away from QR code-like experiences and toward more sophisticated experiences that use advanced 3D animations, markerless experiences (no image required) and create unique experiences that expand learning opportunities and engagement for end users.
  • 28. Several Modern AR device Cast AR
  • 29. Several Modern AR device Meta
  • 30. Several Modern AR device Project Microsoft Hololens
  • 31. Several Modern AR device Magic Leap
  • 32. Most popular AR app right now Pokemon GO and Ingress
  • 33. Where to go from here ? ● The AR and VR tech will be more advance within the next 5-15 years ● The device will be smaller, lighter, more higher resolution ● Hopefully the dedicated VR will be wireless ● It is not impossible, the two device will be merged into single VR/AR device ● AR/VR industry valued at $ 120 Billion in 2020 ● http://www.digi-capital.com/news/2015/04/augmentedvirtual-reality-to-h it-150-billion-disrupting-mobile-by-2020/#.VwEmnfl97IU
  • 34. Literature Source ● http://www.explainthatstuff.com/virtualreality.html ● http://www.marxentlabs.com/what-is-virtual-reality-definition-and-exam ples/ ● http://www.marxentlabs.com/augmented-reality-resources/ ● http://download.dakehonline.com/2016/01-january/Game-Informer-2016. pdf ● http://vr.cs.uiuc.edu/ ● And other literature and website such as roadtovr.com, vrfocus.com, uploadvr.com and countless reddit vr thread
  • 35. Visit my web for more info www. vrnusantara.com
  • 36. Speaker Aswin Iskandar Z CEO Woodenboxlwp, Indie Appreneur, VR Evangelist