The document summarizes key developments in virtual reality (VR) in 2017 and makes predictions. Some of the main points covered are:
- VR adoption is accelerating but is still in the early innings, with high-end systems seeing slow adoption due to lack of killer apps and issues like low resolution.
- 360 video and mobile VR are areas that will see significant growth in 2017. New products will lower costs and improve ease of use.
- Major new announcements from companies like Microsoft, Apple, Google, and Magic Leap could reorder the VR/AR landscape.
- 2017 may be a breakout year for augmented reality as it addresses limitations of VR like being less restrictive to wear.
The Future of Software Development - Devin AI Innovative Approach.pdf
VR Predictions for 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…
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)