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Virtual Reality
Concept, Markets & Belgium Community
June 2016
Summary
 Virtual Reality
 Market Overview
 VR applications
 BE.VR Community
 Contact
Virtual Reality
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
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)
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
Virtual Reality - VR Ecosystem
Market overview
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
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)
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
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)
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
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
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
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)
Market Overview – HMD Selling Price
http://fortune.com/2016/01/12/oculus-rift-pricing/ http://www.androidauthority.com/htc-vive-price-667174 /
Oculus Rift $599
HTC VIVE $799 (estimation)
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)
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
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
VR : Biggest Challenges
VR applications
VR applications
Tourism
Automotive
Media
Sport
Gaming
Health
Cinema
Engineering
Theme Park
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
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)
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)
 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
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/
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/
VR applications - Automotive industry
 Volvo
http://lareclame.fr/115669-volvo-google-cardboard
 Ford
http://pc.gameplay.be/actualite/38697/1/Mme-Ford-utilise-lOculus-Rift
 Peugeot
http://www.industrie-techno.com/oculus-rift-fait-son-entree-au-mondial-de-l-automobile.33252
 Nissan
http://lareclame.fr/112841-nissan-oculus-rift-salon-automobile
 Lexus
http://www.engadget.com/2014/10/03/lexus-rift/
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
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)
Community
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
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
EXPERIENCE VR
 BRUSSELS VIRTUAL REALITY FESTIVAL
PROJECTS: VR FESTIVAL
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
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
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
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/
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
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/
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/
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/

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VR Document Provides Overview of Virtual Reality Concept, Markets & Community

  • 1. Virtual Reality Concept, Markets & Belgium Community June 2016
  • 2. Summary  Virtual Reality  Market Overview  VR applications  BE.VR Community  Contact
  • 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
  • 7. Virtual Reality - VR Ecosystem
  • 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)
  • 17. Market Overview – HMD Selling Price http://fortune.com/2016/01/12/oculus-rift-pricing/ http://www.androidauthority.com/htc-vive-price-667174 / Oculus Rift $599 HTC VIVE $799 (estimation)
  • 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
  • 21. VR : Biggest Challenges
  • 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/
  • 30. VR applications - Automotive industry  Volvo http://lareclame.fr/115669-volvo-google-cardboard  Ford http://pc.gameplay.be/actualite/38697/1/Mme-Ford-utilise-lOculus-Rift  Peugeot http://www.industrie-techno.com/oculus-rift-fait-son-entree-au-mondial-de-l-automobile.33252  Nissan http://lareclame.fr/112841-nissan-oculus-rift-salon-automobile  Lexus http://www.engadget.com/2014/10/03/lexus-rift/
  • 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
  • 36. EXPERIENCE VR  BRUSSELS VIRTUAL REALITY FESTIVAL PROJECTS: VR FESTIVAL
  • 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/