VR & AR: Revolutionising Consumer Tech ? #techUKVRAR
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Welcome & Introductions #techUKVRAR Craig Melson Programme Manager, techUK Paul Hide Directior of Market Engagement & Membership, techUK techuk.org |@techUK |#techUK
techUK represents the companies and technologies that are defining today the world that we will live in tomorrow. We deliver tangible value to members in four key areas: • Developing networks • Developing markets • Reducing business costs • Reducing business risks. A destination for UK tech • 24,000 visitors to techUK offices a year • 1 million web views a year • Major social campaigns have reached over 11 million stakeholders • Over 2,500 delegates at major techUK events in 2017. techuk.org |@techUK |#techUK
Agenda #techUKVRAR 10:00 - 10:10: Welcome and introductions 10:10 - 10:20: Presentation: The market for VR 10:25 - 11:30: VR/AR Content 11:30 - 11:45: Presentation: Why AR will be more successful than VR 11:45 - 12:00: Break 12:00 - 13:00: Monetising VR/AR 13:00 - 14:00 Lunch and product demonstrations 14:00 - 14:15 Presentation: Standardising VR 14:15 - 15:15 The VR/AR ecosystem 15:15 - 15:30 Break and product demonstrations 15:30 - 15:40 Presentation: The Way Back 15:40 - 16:40: Driving adoption, overcoming barriers & getting people on board 16:40 - 18:00: Networking drinks and product demonstrations techuk.org |@techUK |#techUK
Companies demonstrating #techUKVRAR There are a range of companies demonstrating their immersive tech experiences in the lobby and in the Northgate room opposite the Conference Room. techuk.org |@techUK |#techUK
The Market for VR #techUKVRAR Carl Hibbert Associate Director, Futuresource techuk.org |@techUK |#techUK
London, 15 Feb 2018 VR in 2018 Carl Hibbert carl.hibbert@futuresource.-hq.com | © 2018 Futuresource Consulting Ltd
Industry is Reaching Scale End 2017: 21m Headset in Use 160% Growth in excl. cardboard (~30m) 2018 Software Spend in 2017: USD350m 250% Growth in 2018 8 | © 2018 | ©Futuresource 2018 Futuresource Consulting Consulting Ltd Ltd
Consumer Choice Continuing to Rise Global Annual Demand for VR Headsets (millions) 100 80 60 40 20 0 2016 2017 2018 2019 2020 2021 Smartphone Powered All in One PC Based Console Based 9 | © 2018 | ©Futuresource 2018 Futuresource Consulting Consulting Ltd Ltd
Continued Rise in Consumer Usage & Content Experimentation VR Headset Ownership (Base: All Respondents FR, GER, UK, USA) Dec-16 Dec-17 15% 11% 10% 7% 5% 5% 3% 2% France Germany UK USA Watching Watching Playing Watching sport Watching short Viewing esport: 12% music videos: games: 34% events: 19% 360 videos: Education and 25% 37% Knowledge apps: 18% Q: Do you own a Virtual Reality Headset, including mobile Virtual Reality viewers/headsets such as a Google Cardboard - where you place your phone into the viewer/headset? Q: What have you used your Virtual Reality Headset for? Base: VR Headset Owners. Source: Futuresource Living With Digital Consumer Research Dec 2017 10 | © 2018 | © 2018 Futuresource Futuresource Consulting Consulting Ltd Ltd
Immersion Time at Over 30 Mins Per Session Typical Immersion Time per Session 50% 40% 30% 20% 10% 0% Less than 15 minutes 15 to 30 minutes 30 minutes to 1 hour 1-2 hours More than 2 hours PSVR (252) PC (201) Mobile (367) Q: How long do you typically spend in one go in a Virtual Reality session on your PSVR/ smartphone-based headset/ PC-based headset? Base: USA, UK, France, Germany, respective headset owners, totals in brackets, 11 | © 2018 | © 2018 Futuresource Futuresource Consulting Consulting Ltd Ltd
Games to Continue to Fuel Software Revenues Consumer VR Software Global Revenue Split by Key Global Annual Revenues Application (USD bn) 9.4 6% 2021 5.6 2.8 94% 1.2 0.35 2017 2018 2019 2020 2021 Gaming Video 12 | © 2018 | © 2018 Futuresource Futuresource Consulting Consulting Ltd Ltd
Carl Hibbert Thank You Head of Consumer Media & Technology carl.hibbert@futuresource-hq.com +44 (0) 1582 100 110 | © 2018 Futuresource Consulting Ltd
VR & AR Content #techUKVRAR • Maria Ingold, CEO, Mireality @MariaIngold • Greg Furber, Creative Director, Rewind @GregFurber • Mark Harrison, Director, Digital Production Partnership @thedppltd • Izaskun Ozerin, Business Development Manager, BBC @BBCRD • Mikela Eskanazi, CCO, Blippar @mikelaE • Nicholas Minter Green, CEO, Parable VR @MinterGreen techuk.org |@techUK |#techUK
Why AR will be more successful than VR #techUKVRAR David Wood Deputy Director, European Broadcasting Union techuk.org |@techUK |#techUK
VR or AR The Devil or the Deep Blue Sea? David Wood Consultant, EBU Technology and Technology
Two ways of assessing potential success? • Success Factor Analysis • Success Matrix
Success Factor analysis • User experience • Ease of use • They allow the • Equipment availability “business plan” • Equipment costs • Certainty in success • Content desirability • Content availability calls for high scores in • Content costs nearly everything • • Usage externality Network externality • How do these rate for • Adaptability of users VR and AR? • Creativity of content providers
Success Matrix e.g.DVR Degree of change e.g. Smart Phone Apps In which quadrant would VR and AR fall? Degree of benefit?
The VR options • For tablet, smart phone, TV • 180 video • 360 video • For HMD, Mono and Stereo • 3DoF systems – smart phone based • 6DoF systems – today connected to processor, but standalone coming. Can also be a personal or shared experience.
What will VR be best used for? • Live delivery of 360/180 4K with audio- following. TV, Tablet, Smart phone. Sports and Events. Backward compatible view can be simulcast • 3 DoF Stereoscopic/Monoscopic VR 4K HMD Type A short form content, with depth metadata for subtitle correction. Movie supplements • Augmentation of linear content • 6 DoF Video games/ medical/ virtual museums/personal communications
So what scores for 3DoF VR? Biggest advantage is probably low cost Otherwise overall modest Success not certain!
What about 6DoF VR? Biggest advantage is better user experience Overall modest because of high equipment costs Success not certain!
What will AR be used for? • Mixing, for smart phone, tablet, or TV, in real time, digital content (e.g. computer graphics) with the real world surrounding the user, without blocking it out. • Augmentation of linear content • Possibly replacing smart phone by glasses, eventually
What about AR? Biggest advantage is simplicity Arms length viewing can be tiring Success possible but not certain!
Standardisation joining up the dots • Common standards enable greater competition, and greater consumer awareness • In both areas, there are large numbers of different organisation developing standards. This may work against success for both VR and AR • Some polarisation on MPEG for VR and IEEE for AR
Decisive Aspects of VR • It’s an exciting and novel experience • You cannot socialize with others in the room wearing a headset • Bulky headsets are not comfortable for users • Multitasking (watch TV and check email) cannot be done wearing a VR headset • VR content duration needs to be short (up to 20 minutes only) – it is not suitable for many kinds of content • Sales of VR 3DoP headsets have slowed
Decisive Aspects of AR • It can be an exciting addition to content • Usage of PokemonGo has fallen • AR has multiple and valuable uses not needing HMDs • But holding a smart phone at arms length is not comfortable for long periods • AR glasses would be better and will need to be lightweight to succeed
Success Matrix? VR Degree of change AR Degree of benefit?
What could help? • Greater cooperation between the creative and the technology industries to identify compelling content. • Scientific approach to success factor analysis. Which are most important? • Greater cooperation between manufacturers to agree common standards, and coordination by bodies such as TechUK.
Conclusions • 180/360, 3DoF, and 6DoF VR do offer a user experience that is novel and attractive, but mainstream success for media delivery is not certain. At least niche success likely. • AR can offer an interesting and attractive experience, but mainstream success for media delivery with smart phones is not certain. At least niche success likely. • Of the two, AR has lesser weak points, and given small lightweight AR glasses are available, could find more mainstream success in the long term. • P.S. Do we need new versions of the DVB delivery formats that are suited to AR and VR? How important will it be? • WHAT DO YOU THINK?
THANK YOU FOR LISTENING! DR DAVID WOOD WOOD@EBU.CH
Monetising VR & AR #techUKVRAR • Bertie Mills, Managing Director, Virtual Umbrella @Bertaroo • Dan Pharoah, Founder, 360 Guy @DanPharaoh • Andy Wise, Owner, Engine Creative @EngineCreative • Liz Rosenthal, CEO, Power to the Pixel & Venice Film Festival @LizRosenthal • Edwin Lyons, CEO, Firebolt Games @edlyons techuk.org |@techUK |#techUK
Standardising VR #techUKVRAR Tim McGarr Market Development Manager, BSI techuk.org |@techUK |#techUK
Virtual/Augmented Reality research Tim McGarr 15th February 2018 Copyright © 2018 BSI. All rights reserved 20/02/2018
National, European and international standards BSI as NSB manages Int’l Standards BS, EN & ISO, IEC (ISO, IEC) standards. PAS route to Regional Standards national and All EN and most (EN) international international standards standards are National Standards, e.g. “adopted” as British British Standards (BS) Standards Sponsored standards – BSI PAS Private & Private and Consortia Standards professional standards, Corporate Technical Specifications codes and guidance Professional Codes, Guidance, Best Practice 37
VR/AR market research • Full research will be available in early March 2018 • Research on need for standards in AR/VR conducted by FutureSource and DTG • Desktop research and interviews • Aim to bring together stakeholders to develop identified standards areas • Standards needs identified • Terminology/specification • Content capture • Post production • Health & safety Copyright © 2018 BSI. All rights reserved 38 20/02/2018
Thank you. Tim.McGarr@bsigroup.com
The VR & AR Ecosystem #techUKVRAR • Ed Greig, Chief Dirsputor, Deloitte @edgreig • Rebecca Gregory Clarke, Lead Technologist, Digital Catapult @BecGC • Max Doelle, Chief Prototyper, Kazendi @M_Doelle • Sue Daley, Head of Cloud, Data, Analytics & AI Programme, techUK @chennelswimsue • Jeremy Yates, Sr. Business Development Manager, Zappar @JezYates techuk.org |@techUK |#techUK
- 850,000 people in the UK with
850,000 in the UK with dementia (40,000 under 65). - 850,000 people in the UK with stats = Alzheimer’s Society & Alzheimer’s Research UK
850,000 in the UK with dementia (40,000 under 65). - 850,000 people in the UK with 1 million by 2025. stats = Alzheimer’s Society & Alzheimer’s Research UK
850,000 in the UK with dementia (40,000 under 65). - 850,000 people in the UK with 1 million by 2025. 2 million by 2051. stats = Alzheimer’s Society & Alzheimer’s Research UK
850,000 in the UK with dementia (40,000 under 65). - 850,000 people in the UK with 1 million by 2025. 2 million by 2051. 1 in 3 born after 2015 will develop dementia. stats = Alzheimer’s Society & Alzheimer’s Research UK
850,000 in the UK with dementia (40,000 under 65). - 850,000 people in the UK with 1 million by 2025. 2 million by 2051. 1 in 3 born after 2015 will develop dementia. 46 million globally. 115 million by 2050. stats = Alzheimer’s Society & Alzheimer’s Research UK
- 850,000 people in the UK with
- 850,000 people in the UK with 1. Bring the person into the present.
- 850,000 people in the UK with 1. Bring the person into the present. 2.Encourage them to live in the past - ‘Butterfly Care’
850,000 people in the UK with dementia (40,000 under 65 - 850,000 people in the UK with 1 million by 2025. ?? 2 million by 2051. 225,000 will develop dementia this year - 1 every 3 minute 1 in 3 (people born after 2015) will develop dementia.
WHAT THE EXPERTS SAY “The Wayback offers those living with dementia the opportunity to live in the moment, to go back in time and just ' BE ' again. To still experience and feel who they were – and share those memories with their families.” Dr David Sheard, Founder, Dementia Care Matters. “The Wayback is a powerful and useful resource for professionals and families alike.” Professor Martin Green OBE, Head of Care England and former Government lead adviser on Dementia. “You could visibly tell that residents were being flooded by emotion; smiling and laughing at happy memories of familiar times. The potential for The Wayback not only in dementia care but all kinds of elderly care, is huge.” Charlie Hoare, Managing Director of Huntington House & Langham Court Nursing Homes
The way forward: VR ‘Memory Bank’ Global Database
Episode 2: 1966
thewaybackVR.com info@thewaybackVR.com
850,000 people in the UK with dementia (40,000 under 65 - 850,000 people in the UK with 1 million by 2025. ?? 2 million by 2051. 225,000 will develop dementia this year - 1 every 3 minute 1 in 3 (people born after 2015) will develop dementia.
Driving Adoption & Overcoming Barriers #techUKVRAR • Mark Harrison, Director, Digital Production Partnership @theDPPltd • Luke Hebblethwaite, Research Analyst, UKIE @ukieluke • Arnaud Baernhoft, Digital Producer, Alchemy @ArnaudVvr • Sammy Kingston, Founder, Virtual Umbrella @K_Samantha1 • Anrick Bregman, Director, Unit9 @Anrick • Julian Williams, Founder, Wizdish ROVR @Wizdish techuk.org |@techUK |#techUK
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