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. 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)
http://www.slideshare.net/fullscreen/cibbva/ebook-virtual-reality/20
AR/VR is the fourth major platform shift
(after PC, web/cloud and mobile)
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
http://www.digi-capital.com/news/2015/07/the-7-drivers-of-150-billion-augmentedvirtual-reality/#.VdRL_60w-Uk
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. Market Overview - Where is the money?
http://www.slideshare.net/fullscreen/cibbva/ebook-virtual-reality/20
A lot of acquisitions
Oculus Rift & Facebook
Magic Leap & Google
Surreal Vision & Oculus
Kolor & GoPro
Apple & Metaio
http://manattdigitalmedia.com/reality-of-vr-and-ar/
Magic Leap (AR) Funding Rounds (3) - $1.42B
Feb 2016 + $827M (Serie C: Alibaba)
+ HTC Vive X « accelerator
program » ($100 million VR fund)
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. 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. 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”
https://www.linkedin.com/pulse/press-release-innovation-fund-invests-24-million-danish-marfelt
Asus VR: Asus working on a headset
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
http://recode.net/2015/12/03/virtual-reality-market-seen-actually-generating-70-billion-by-2020/
TrendForce Predicts
Sales of VR Devices
Will Reach 14M in 2016
with Most Used for
Gaming
15. Market Overview - Main Markets (other report)
January, 2016
Main markets
(AR/VR)
Videogames
Healthcare
Engineering
Live events
Video entertainment
Real Estate
http://www.bloomberg.com/news/articles/2016-01-13/goldman-sachs-has-four-charts-showing-the-huge-potential-in-virtual-and-augmented-reality
AR/VR : A future $80 billion market, said Goldman Sachs
16. Market Overview – VR Devices
Virtual Reality Devices Will Have 25 Million Units by the Year of 2020
http://www.businessinsider.com/virtual-reality-is-poised-to-explode-in-2016-2016-4?IR=T
April 2016 (Business Insider)
18. Market Overview – HMD Selling Price
http://fortune.com/2016/01/12/oculus-rift-pricing/ http://www.androidauthority.com/htc-vive-price-667174 /
Samsung Gear VR 99€
Google Card Board $15
(5 million sales – Sinds 2014 )
Playstation VR 399,99 €
(october 2016) FOVE $399 (Spring 2016)
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. 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
24. VR applications - Gaming
Portal 2
Roller Coaster
https://www.wearvr.com/
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. VR applications - Gaming
http://arstechnica.com/gaming/2016/05/steam-gauge-what-vr-games-are-popular-with-htc-vives-early-adopters/
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. VR applications – Film/cinema/360 video
Oculus Story Studio (January 2015)
Lost / Dear Angelica/Henry
Kabloom / Bullfighter
http://techcrunch.com/2015/01/26/oculus-lost-review/
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)
https://www.google.com/atap/spotlight-stories/
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. CNN & Next VR
CNN has streamed the Democratic Debate in
VR
VRT http://sandbox.vrt.be/
ARTE
Arte makes VR move with Polar Sea 360
Netflix & Gear VR
Netflix & Hulu launch VR apps
VR applications – TV shows
28. VR applications – Photography
Elle’s VR : The first-ever fashion shoot
(Jaunt camera)
http://wwd.com/globe-news/fashion-memopad/elles-virtual-reality-8066432/
Flickr VR & Samsung Gear VR
360VR Images http://360vr.com/
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° http://ivrpa.org/
29. VR applications - Tourism & sport
Hotel : Marriot Traveled to Hawaii and London
http://gizmodo.com/i-traveled-to-hawaii-and-london-in-this-weird-vr-holode-1636804117
Airline : British Airways
http://www.danstapub.com/british-airways-fait-voyager-les-europeens-aux-usa-grace-a-loculus-rift/
Citytrip : Paris, Venezia Rift, South Africa, etc
Fitness (biking experience): Widerun
http://www.widerun.com/
Basket, football, snowboard, Golf, Rugby, etc
http://www.sporttechie.com/2015/02/16/the-nba-experimented-with-virtual-reality-during-all-star-weekend/
31. VR applications - Health
Phobias (agoraphobia, arachnophobia and other phobias)
Obesity
Vertigo
Balance disorder
http://www.vrphobia.com/products.htm
https://www.indiegogo.com/projects/phobos-anxiety-management-vr-platform#/story
http://www.jmir.org/themes/55
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 https://thevoid.com/#home Virtual reality roller coasters
coming to Six Flags theme
parks (Samsung Gear VR)
http://arstechnica.com/gaming/2016/03/virtual-reality-
roller-coasters-coming-to-six-flags-theme-parks/
Alton Towers Resort in UK (Galactica)
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. 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. PROJECTS: VR FESTIVAL
1 FESTIVAL
1 CONFERENCE
30 PROJECTS
2 VENUES
4 DAYS OF SCREENING
FROM 14:00 to 20:00
40 SEATS
Partners
Screen.brussels
Immersia Films
BE.VR
Samsung
Galeries
UGC
DATE: June, 23rd – 26th
PLACE: Galeries Cinéma and UGC De Brouckère Cinéma
38. BE.VR Community
Brussels
Companies
Nozon : PresenZ (Interactive Parallax in pre-rendered 360 movies)
http://www.nozon.com/
Emakina : transformation agency with 700 customer experience experts in 8 European
countries www.emakina.com/vr
Ouat : Marketing, VR experiences & 3D modeling http://www.ouat.eu/
Bigbadwolf : Augmented Reality (AR), Virtual Reality (VR), 3D object recognition, 2D
image recognition, interactive screens www.bigbadwolf.be/
Poolpio : Brussels based immersive content agency that creates VR experience such
like 360° video http://www.poolpio.com/
Superlink Labs : The team has developed CrosslinkVR. CrosslinkVR is a software
platform that connects and manages VR headsets and other devices
https://www.f6s.com/superlinklabs
Softkinetic (Sony) : 3D Vision Leader (Sensors, Cameras & Modules - Middleware)
www.softkinetic.com
VectionVR ) : VR Headset enabled motion simulator http://www.vectionvr.com
39. BE.VR Community
Belgian
Companies
Vigo Universal (Namur) : VR, AR, IT, Robotics, photo, design, etc www.vigo-
universal.com/
Graphine (Gent) : Texture streaming is the process of progressively loading a texture
into GPU memory http://graphinesoftware.com/
ActiveMe (Louvain-La-Neuve) & PLG (Malmédy myoculus project) : Fly to Rio
(simulation 4D)
www.activeme.be
VR Intelligence (Wavre) : « Operational intelligence and complex events processing »
http://www.vrintelligence.com
Sidema (Verviers) : VR Studio http://www.sidema.be
Belle production - VR4child (Genval) : AR Apps (Health) http://www.belle.be/fr/jeux-
liste/vr4child
40. BE.VR Community
Belgian
Companies
Immersia (Verviers) : To deliver high quality content, rich in emotions, sensations and
experiences
http://www.immersiafilms.com/fr/index.html .
YONDR (Beveren) : Immersive Media Agency
http://www.theyondr.com/
41. BE.VR Community
Education LISA - Laboratories of Image, Signal processing and Acoustics & CRAL (Brussels)
Virtual Reality solution for treatment of neuropathic pain http://lisa.ulb.ac.be/index.php/LISA
Erasmus Hoge School – MediaLab http://www.hallodigitalemetropool.be/onderzoek/labs/
LaCambre (Brussels) http://www.lacambre.be/index.php?nodeid=11
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, ..ww.vrphobia.eu
Wise (Brussels) : The Web & Information Systems Engineering (WISE) Laboratory is a
research unit of the department of Computer Science of the Vrije Universiteit Brussel.
http://wise.vub.ac.be/content/serious-games
CAD (Brussels) : Private, international art school in Brussels (3D motion design)
http://www.cad.be/ - Lacambre
CHU Charleroi (Charleroi) : Treatment of phobias
http://www.chu-charleroi.be/
Haute Ecole Albert Jacquard (Namur) : Video game, 3D, communication
http://www.infographie-sup.be/
Psy-NAPS/UCL (Louvain-la-Neuve) : perception and action behaviour in the disciplines of
psychology and more specifically, neuropsychology http://www.psy-naps.org/
Brussels
42. BE.VR Community
Partners
(worldwide)
Microsoft (US/Brussels) : Hololens https://www.microsoft.com/microsoft-hololens/en-us
Google (US/Brussels) : Cardboard https://www.google.com/get/cardboard/
Samsung (Korea/Diegem) : Gear VR
http://www.samsung.com/global/microsite/gearvr/gearvr_features.html
Jaunt VR (US) : The Future of Cinematic VR http://www.jauntvr.com/#about
Barco (Kortrijk) : Barco designs and develops visualization solutions for a variety of
selected professional markets http://www.barco.com/en/
EVS Broadcast Equipment (Liège) manufactures live outside broadcast digital video
production systems https://evs.com/en
Virtuix Omni (US): The first virtual reality interface for moving freely and naturally in
your favorite game. http://www.virtuix.com/
Video-Stich (France) : VR and 360 degrees video stitching software
www.video-stitch.com
VR Bits - Darkfield (Germany) : VR CO-OP Space Shooter http://www.darkfield-vr.com/
Pixel Rift (Brazil) : Game for the Oculus DK2 www.pixelriftgame.com
VR Factory (Nederlands) http://www.vrfactory.nl/
VR Meetup (France) http://www.meetup.com/fr/Paris-Realites-Alternatives/
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 http://www.meetup.com/Virtual-Reality-in-Belgium/
Facebook https://www.facebook.com/pages/BEVR-Virtual-Reality-in-
Belgium/630624070372758
Clusters in Brussels
http://www.softwareinbrussels.be/
http://www.screenbrussels.be/
http://www.brusselslifetech.com/
European Platform in VR http://www.euvr.org/
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 http://www.meetup.com/Virtual-Reality-in-Belgium/
Facebook https://www.facebook.com/pages/BEVR-Virtual-Reality-in-
Belgium/630624070372758
Clusters in Brussels
http://www.softwareinbrussels.be/
http://www.screenbrussels.be/
http://www.brusselslifetech.com/
European Platform in VR http://www.euvr.org/