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VR Comes of Age
Henry Stuart | Co-Founder & CEO
@henrystuart | @visualise360
VR Comes of Age
Henry Stuart | Co-Founder & CEO
@henrystuart | @visualise360
Who are we?
QUICK HISTORY OF VR
1930’s SciFi
1950’s Morton Heilig’s Sensorama
QUICK HISTORY OF VR
NASA Experiments
NASA Experiments
1990’s Arcade Group
1990’s Popular Culture
1990’s Popular Culture
…20 years go by
…Oculus Rift
…Oculus Rift
WHY NOW?
WHAT’S SPECIAL ABOUT VR?
IT’S EMOTIONAL
IT’S TRANSPORTIVE
IT’S MAGIC
IS IT GOING TO BE BIG?
“One day, we believe virtual
reality will become a part of daily
life for billions of people.”
Mark Zuckerberg, Founder
Facebook.
“One day, we believe virtual
reality will become a part of daily
life for billions of people.”
Mark Zuckerberg, Founder
Facebook.
“One day, we believe virtual
reality will become a part of daily
life for billions of people.”
Mark Zuckerberg, Founder
Facebook.
5 million Cardboard headsets
shipped in 2015, estimated 20
million in 2016 (Google/YouTube)
VR will have it’s first billion dollar
year in 2016 (Deloitte)
VR industry set to be worth $30B in
2020 (Digi-Capital)
VR set to be BIGGER THAN TV in
2025 (Goldman Sachs)
PRESENCE
PRESENCE FACTORS*
1. FIDELITY
2. TRACKING (HEAD AND BODY)
3. HAND/BODY AWARENESS (Can you see hands, body?)
4. NATURAL INTERACTIVITY (The world acting as you would
expect)
5. (SOCIAL)
*Modified from Richard Marks, Playstation VR
TWO TYPES OF VR
CG 360 VIDEO
INTERACTIVE (& PASSIVE!) PASSIVE?
TRUE VR TRUE VR?
REAL WORLDIMAGINED/
RECREATED WORLDS
FIXED POSITION
(FOR NOW!)
POSITIONAL TRACKING
CG VR
360 VIDEO
HOW DO YOU VIEW VR?
The Main Players
Web-players
Apps
YouTube
Facebook
Flickr
NON HMD
(360 Video)
HOW IS IT BEING USED?
Brand
Experiences
Film Trailers
THOMAS COOK
Brand
Experiences
Brand
Experiences
Brand
Experiences
EMPATHY VR
MSF (Doctors Without Borders)
United Nations
Epilepsy Awareness
PR vs ROI
VR PRODUCTION
A WHOLE NEW
MEDIUM
NEW MEDIUM - NEW RULES
KEEP IT SIMPLE
“The film (Hard World For Small
Things) presents four conversations
in parallel, all of which require
looking away from one to see and
hear the other. This doesn't play out
in a compelling, "the noise is the
sum of its parts" manner; instead, it
sees a great concept slamming
head-first into the realities of current
VR headsets, in which viewpoints
are choked into tiny fields of view,
and comfort su!ers as a result.”
FOCUS THE VIEWER
*Nick Bicanic - Medium.com
MAKE IT COMFORTABLE
=
=+
ENGAGEMENT
GREAT VR!
THE FUTURE OF VR?
CONSUMER MARKET?
GAMING WILL DRIVE ADOPTION
ENTERTAINMENT WILL FOLLOW
SPORT WILL FOLLOW
FILMS WILL FOLLOW
Branded shops
RETAIL WILL FOLLOW
Plugging purchase and pure emotion
RETAIL IN VR
Branded shops
RETAIL IN VR
3D Scanning and Photogrammetry
RETAIL IN VR
Tailored VR Shopping
RETAIL IN VR
‘Physical’ VR
Shopping
RETAIL IN VR
Guided VR Shopping
RETAIL IN VR
Social VR Shopping
RETAIL IN VR
CONTROLLERS
HAPTICS
RESOLUTION
HEADSET SIZE
AR
METAVERSE
@henrystuart | @visualise360
www.visualise.com

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