VR & AR: Revolutionising Consumer Tech ? #techUKVRAR

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VR & AR: Revolutionising Consumer Tech ? #techUKVRAR
VR & AR: Revolutionising Consumer Tech ?
#techUKVRAR

                                           techuk.org |@techUK | #techUK
VR & AR: Revolutionising Consumer Tech ? #techUKVRAR
Welcome & Introductions
#techUKVRAR

Craig Melson
Programme Manager, techUK

Paul Hide
Directior of Market Engagement & Membership, techUK

                                                 techuk.org |@techUK |#techUK
VR & AR: Revolutionising Consumer Tech ? #techUKVRAR
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
VR & AR: Revolutionising Consumer Tech ? #techUKVRAR
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
VR & AR: Revolutionising Consumer Tech ? #techUKVRAR
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
VR & AR: Revolutionising Consumer Tech ? #techUKVRAR
The Market for VR
#techUKVRAR

Carl Hibbert
Associate Director, Futuresource

                                   techuk.org |@techUK |#techUK
VR & AR: Revolutionising Consumer Tech ? #techUKVRAR
London, 15 Feb 2018

VR in 2018
                                                       Carl Hibbert
                                        carl.hibbert@futuresource.-hq.com

 | © 2018 Futuresource Consulting Ltd
VR & AR: Revolutionising Consumer Tech ? #techUKVRAR
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
VR & AR: Revolutionising Consumer Tech ? #techUKVRAR
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
VR & AR: Revolutionising Consumer Tech ? #techUKVRAR
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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