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Virtual Reality in Belgium

  1. 1. Virtual Reality Concept, Markets & Belgium Community June 2016
  2. 2. Summary  Virtual Reality  Market Overview  VR applications  BE.VR Community  Contact
  3. 3. Virtual Reality
  4. 4. Virtual Reality ? “Emotions - Happiness, anger, jealousy... is the mind experiencing "presence" in our holographic existence” ― Clyde Dsouza, Memories With Maya Virtual Reality (VR) is a computer-simulated environment that can simulate physical presence in places in the real world or imagined worlds
  5. 5. Virtual Reality - « VR vs AR » Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer- generated sensory input such as sound, video, graphics or GPS data (Wikipedia) Virtual Reality (VR), which can be referred to as immersive multimedia or computer-simulated life, replicates an environment that simulates physical presence in places in the real world or imagined worlds. Virtual reality can recreate sensory experiences, which include virtual taste, sight, smell, sound, and touch. (Wikipedia) AR/VR is the fourth major platform shift (after PC, web/cloud and mobile)
  6. 6. Virtual Reality - « Immersive vs Ambient » Virtual: real world is blocked out (i.e. user can only see the virtual world and virtual objects) Augmented: real world is not blocked out (i.e. user can see the real world and virtual objects) Immersive: the drivers (see below) combine to trick the user’s brain into reacting as though it was a real experience Ambient: one or more of the drivers doesn’t provide the same level of experience as Immersive (Note: this may be desirable, particularly for some Augmented Reality applications) 7 drivers Of AR/VR Industry  Mobility  Vision  Immersion  Usability  Flexibility  Wearability  Affordability
  7. 7. Virtual Reality - VR Ecosystem
  8. 8. Market overview
  9. 9. Market Overview – VR : HYPE? Virtual reality first entered Gartner's annual hype cycle chart in 2013 Virtual reality In August 2015 (Gartner) :  « Peak of inflated expectations »  « Mass market » in 5-10 years Now, after CES 2016 (with 40 VR demonstration according Bloomberg) & MWC 2016 Show, VR is in the “slope of enlightenment”  “More instances of how the technology can benefit the enterprise start to crystallize and become more widely understood. Second- and third-generation products appear from technology providers. More enterprises fund pilots; conservative companies remain cautious“ (Gartner) Gartner's 2015 Hype Cycle for Emerging Technologies
  10. 10. Market Overview - Where is the money? A lot of acquisitions  Oculus Rift & Facebook  Magic Leap & Google  Surreal Vision & Oculus  Kolor & GoPro  Apple & Metaio Magic Leap (AR)  Funding Rounds (3) - $1.42B Feb 2016 + $827M (Serie C: Alibaba) + HTC Vive X « accelerator program » ($100 million VR fund)
  11. 11. Market Overview - Where is the money? VR Investments (R&D project) Google - “Daydream” Project  Platform for high quality mobile virtual reality  Daydream is for new Android phones ((Android N) only (with specific components)  Daydream-ready phones: Samsung, HTC, LG, Xiaomi, Huawei, ZTE, Asus and Alcatel  Coming in Fall 2016 Microsoft – Windows Holographic (with Windows 10)  The platform that powers the amazing mixed reality experiences available on Microsoft HoloLens  Microsoft want WH to power all AR/VR devices (not just Hololens) – but not for Oculus Rift  Micorsoft began shipping Microsoft HoloLens in March 2016 and customers across industries are embracing the potential of mixed reality already, including NASA, Volvo, Lowe’s and more
  12. 12. Market Overview - Where is the money? Facebook (10 Year Roadmap - F8 conference)  World Domination Plan A lot of new investments :  Connectivity  Artificial intelligence  Virtual reality and augmented reality (Mobile VR, Rift, Social VR, Touch, AR tech) “Facebook's mission is to give people the power to share and make the world more open and connected” “Facebook is working on changing the way we experience the world”  Social VR : “Connecting two or more real people in a virtual world” VR Investments (R&D project)
  13. 13. Market Overview - Where is the money? Other VR Investments (R&D project) Labster “Virtual Reality Laboratories with Labster on the Oculus Rift” DENMARK’S INNOVATION FUND GRANT LABSTER 24 MILLION KRONER TO DEVELOP CUTTING EDGE TECHNOLOGY “Danish technology company Labster has created the world’s first laboratory simulator for competency development and training of high-tech workflows in virtual learning spaces” Asus VR: Asus working on a headset
  14. 14. Market Overview - Where is the money? (TrendForce) Market researcher TrendForce said that the total value of the virtual reality market, including both hardware and software, will reach $70 billion by 2020 TrendForce Predicts Sales of VR Devices Will Reach 14M in 2016 with Most Used for Gaming
  15. 15. Market Overview - Main Markets (other report) January, 2016 Main markets (AR/VR)  Videogames  Healthcare  Engineering  Live events  Video entertainment  Real Estate AR/VR : A future $80 billion market, said Goldman Sachs
  16. 16. Market Overview – VR Devices  Virtual Reality Devices Will Have 25 Million Units by the Year of 2020 April 2016 (Business Insider)
  17. 17. Market Overview – HMD Selling Price / Oculus Rift $599 HTC VIVE $799 (estimation)
  18. 18. Market Overview – HMD Selling Price / Samsung Gear VR 99€ Google Card Board $15 (5 million sales – Sinds 2014 ) Playstation VR 399,99 € (october 2016) FOVE $399 (Spring 2016)
  19. 19. AR/VR Business Models  Hardware/software sales (headset, controller, camera, platform, etc)  Oculus (HS)  HTC Vive (HS)  Playstation VR (HS)  Unreal (software)  Jaunt (camera)  Enterprise/B2B  InsiteVR (archit.)  IrisVR (archit./design)  Superlink (Engin.)  Inreal (archit.)  Advertising sales  VirtualSKY (Airpush)  Vrse  Blippar (AR) “But hardware is hard to win. So why this much interest in an unproven early- stage hardware market? Looking at the future through the lens of the past helps, and that’s what is happening here. Apple owns global mobile hardware profits in the market it created, making it the most valuable company on the planet (mostly)” said TIM MEREL (FOUNDER/MANAGING DIRECTOR @ Digi-Capital) “For app and content developers (not selling hardware, goods or services), advertising sales could be the most valuable business model at around $1 of every $10 generated by AR/VR. The first AR advertising unicorn emerged this year with Blippar, and that’s before the head- mounted display market hits its stride.” said TIM MEREL Economic development based on brands (Coca-Cola, Procter & Gamble, Nestlé)  50 million people, and 1.5 billion recorded interactions “The enterprise market is well-served by AR players like Microsoft, Meta, ODG and DAQRI, as well as a range of VR service/solution providers. With use cases across military, medical, education, architecture/construction, maintenance and beyond, enterprise sales will be a driver for both AR and, to a lesser extent, VR… Replacing traditional desktop/laptop machines might take some time, but business users will be able to improve productivity in specific areas. With HoloLens now on the International Space Station, AR/VR will reach new heights for enterprise users (pun intended).” said TIM MEREL
  20. 20. AR/VR Business Models  Subscription  Netflix  Spotify  Hulu  Amazon (Video platform)  Mobile network data revenue  Proximus  Mobistar  Base  E-commerce sales  Alibaba/Magicleap (AR)  Amazon  Ebay  Service (Content/Animation)  Baobab Studios (VR animation company that creates story and character driven cinematic experiences)  Vrse (Storytelling for Virtual Reality) “Netflix, Amazon, Hulu, Spotify and others proved how effective subscription business models can be for web/mobile. AR/VR content and SaaS players are set to offer services that folks will happily subscribe to every month” said TIM MEREL “YouTube estimates that each frame of 360 video requires 4-5 times the bandwidth of traditional video. .” said TIM MEREL (FOUNDER/MANAGING DIRECTOR @ Digi-Capital) “E-commerce sales (goods and services, not in-app purchases) could take almost $2 of every $10 spent using AR/VR in five years’ time. Alibaba, Amazon, eBay and a range of new startups will be able to sell stuff to folks in totally new ways. Some of this might cannibalize existing e-commerce/m- commerce, but AR/VR could also grow e-commerce’s share of all sales.” said TIM MEREL
  21. 21. VR : Biggest Challenges
  22. 22. VR applications
  23. 23. VR applications Tourism Automotive Media Sport Gaming Health Cinema Engineering Theme Park
  24. 24. VR applications - Gaming Portal 2 Roller Coaster  Minecraft (Oculus Rift/Gear VR)  Arizona Sunshine (HTC Vive)  System Shock 3  Rigs: Mechanized Combat League  P.O.L.L.E.N  Portal 2  Elite Dangerous  Dead Space 3  Alien Isolation  Half life 2  Mass Effect 3  NoLimits 2 Roller Coaster  Unreal Tournament 3  Colin Mac Rea  Motorbike  Etc Minecraft Arizona Sunshine
  25. 25. VR applications - Gaming What VR games are popular with HTC Vive’s early adopters Based on this new information, our best guess is that about 25,000 to 30,000 HTC Vive units have been sent to consumers (may 2016)
  26. 26. VR applications – Film/cinema/360 video  Oculus Story Studio (January 2015)  Lost / Dear Angelica/Henry  Kabloom / Bullfighter  Samsung / 20th Century Fox  Wild / Night at the Museum  X-Men Origins / The Counselor  HTC / HBO & Lionsgate  I Philip (ARTE)  Google Spotlight Story: On Ice (full 360° storytelling)  Felix & Paul Studios Focused on the creation of cinematic VR experiences  Cirque du Soleil's Zarkana Review  Adult videos New Trends  France (CNC) & Canada (ONF) : new fund/initiative dedicated to international co- productions  VR has become an important topic of many Film Festivals (tribecafilm, Sundance, SxsW) & ICT Events (NAB, CES, Mobile World Congress, Cebit, etc )  VR Videos available on YouTube (in live), Facebook 360, Netflix VR (Samsung)
  27. 27.  CNN & Next VR  CNN has streamed the Democratic Debate in VR  VRT  ARTE  Arte makes VR move with Polar Sea 360  Netflix & Gear VR  Netflix & Hulu launch VR apps VR applications – TV shows
  28. 28. VR applications – Photography  Elle’s VR : The first-ever fashion shoot (Jaunt camera)  Flickr VR & Samsung Gear VR  360VR Images  Google’s cardboard camera app makes anyone a vr photographer  IVRPA : The International Virtual Reality Photography Association is an international association of photographers who create and produce 360°
  29. 29. VR applications - Tourism & sport  Hotel : Marriot  Traveled to Hawaii and London  Airline : British Airways  Citytrip : Paris, Venezia Rift, South Africa, etc  Fitness (biking experience): Widerun  Basket, football, snowboard, Golf, Rugby, etc
  30. 30. VR applications - Automotive industry  Volvo  Ford  Peugeot  Nissan  Lexus
  31. 31. VR applications - Health  Phobias (agoraphobia, arachnophobia and other phobias)  Obesity  Vertigo  Balance disorder
  32. 32. VR applications – Others initiatives Nasa & Playstation VR Military (army, navy and air force) uses of virtual reality :  Flight simulation  Battlefield simulation  Medic training (battlefield)  Vehicle simulation  Virtual boot camp VR Theme Park Virtual reality roller coasters coming to Six Flags theme parks (Samsung Gear VR) roller-coasters-coming-to-six-flags-theme-parks/ Alton Towers Resort in UK (Galactica)
  33. 33. Community
  34. 34. BE.VR Community What? BE.VR is a community of people interested in VR in Belgium Why a meetup? The meetup is an opportunity to enjoy together Virtual Reality every two months, with an informal set up, beers and cheese, demos and speakers… Exchange ideas and get inspired! Who supports the Meet-up? Software gathers the software companies in Brussels Screen supports companies in the audiovisual sector Lifetech is the entry point for health related projects in Brussels
  35. 35. PROJECTS: VR INCUBATOR VR in Brussels  2014: 1st VR Meetup  2015: VR LAB  2016: Hackathon  980+ members  20+ Companies OPPORTUNITY Brussels could be a leader place for VR in Europe ECOSYTEM sensibilization  idea  project  start a business grow  internationalize
  37. 37. PROJECTS: VR FESTIVAL  1 FESTIVAL  1 CONFERENCE  30 PROJECTS  2 VENUES  4 DAYS OF SCREENING  FROM 14:00 to 20:00  40 SEATS Partners   Immersia Films  BE.VR  Samsung  Galeries  UGC DATE: June, 23rd – 26th PLACE: Galeries Cinéma and UGC De Brouckère Cinéma
  38. 38. BE.VR Community Brussels Companies Nozon : PresenZ (Interactive Parallax in pre-rendered 360 movies) Emakina : transformation agency with 700 customer experience experts in 8 European countries Ouat : Marketing, VR experiences & 3D modeling Bigbadwolf : Augmented Reality (AR), Virtual Reality (VR), 3D object recognition, 2D image recognition, interactive screens Poolpio : Brussels based immersive content agency that creates VR experience such like 360° video Superlink Labs : The team has developed CrosslinkVR. CrosslinkVR is a software platform that connects and manages VR headsets and other devices Softkinetic (Sony) : 3D Vision Leader (Sensors, Cameras & Modules - Middleware) VectionVR ) : VR Headset enabled motion simulator
  39. 39. BE.VR Community Belgian Companies Vigo Universal (Namur) : VR, AR, IT, Robotics, photo, design, etc www.vigo- Graphine (Gent) : Texture streaming is the process of progressively loading a texture into GPU memory ActiveMe (Louvain-La-Neuve) & PLG (Malmédy myoculus project) : Fly to Rio (simulation 4D) VR Intelligence (Wavre) : « Operational intelligence and complex events processing » Sidema (Verviers) : VR Studio Belle production - VR4child (Genval) : AR Apps (Health) liste/vr4child
  40. 40. BE.VR Community Belgian Companies Immersia (Verviers) : To deliver high quality content, rich in emotions, sensations and experiences . YONDR (Beveren) : Immersive Media Agency
  41. 41. BE.VR Community Education LISA - Laboratories of Image, Signal processing and Acoustics & CRAL (Brussels) Virtual Reality solution for treatment of neuropathic pain Erasmus Hoge School – MediaLab LaCambre (Brussels) Virtual Reality Medical Center (Brussels) : VRMC currently uses virtual reality exposure therapy (3-dimensional computer simulation) in combination with physiological monitoring and feedback to treat panic and anxiety disorders. These conditions include specific phobias such as fear of flying, fear of driving, fear of heights, fear of public speaking, fear of thunderstorms, claustrophobia, Wise (Brussels) : The Web & Information Systems Engineering (WISE) Laboratory is a research unit of the department of Computer Science of the Vrije Universiteit Brussel. CAD (Brussels) : Private, international art school in Brussels (3D motion design) - Lacambre CHU Charleroi (Charleroi) : Treatment of phobias Haute Ecole Albert Jacquard (Namur) : Video game, 3D, communication Psy-NAPS/UCL (Louvain-la-Neuve) : perception and action behaviour in the disciplines of psychology and more specifically, neuropsychology Brussels
  42. 42. BE.VR Community Partners (worldwide) Microsoft (US/Brussels) : Hololens Google (US/Brussels) : Cardboard Samsung (Korea/Diegem) : Gear VR Jaunt VR (US) : The Future of Cinematic VR Barco (Kortrijk) : Barco designs and develops visualization solutions for a variety of selected professional markets EVS Broadcast Equipment (Liège) manufactures live outside broadcast digital video production systems Virtuix Omni (US): The first virtual reality interface for moving freely and naturally in your favorite game. Video-Stich (France) : VR and 360 degrees video stitching software VR Bits - Darkfield (Germany) : VR CO-OP Space Shooter Pixel Rift (Brazil) : Game for the Oculus DK2 VR Factory (Nederlands) VR Meetup (France)
  43. 43. Stay tuned #BEVR Newsletter We want to prepare for all the BEaVeRs a brief newsletter that we will send to you every month with the news and trends in Virtual Reality (Please, if you don’t want to receive it, jus send us an email) Twitter  #BEVR Website  Facebook  Belgium/630624070372758 Clusters in Brussels European Platform in VR
  44. 44. Stay tuned #BEVR Newsletter We want to prepare for all the BEaVeRs a brief newsletter that we will send to you every month with the news and trends in Virtual Reality (Please, if you don’t want to receive it, jus send us an email) Twitter  #BEVR Website  Facebook  Belgium/630624070372758 Clusters in Brussels European Platform in VR