Inspirational presentation, given at ITP Academy VR on May 10 2016, by Kenny Deriemaeker (@kderiemaeker) & Frederik De Bosschere (@vrederik).
Outlining the history of VR (all the way from the Renaissance to the 90's), its revival (Carmack & Luckey, the smartphone war dividend) and the different approaches by all of the main players today. Next, we highlight a few key industries where VR/AR is already happening. Finally, we make a few predictions for the future.
5. —
• A truly new medium
that makes possible things
no other medium can do.
• 100% fits natural experience model:
whole body is input, output goes directly to
senses (lenses, haptic, spatial audio, …).
Why we believe VR is going to be huge
• Potential to be the final medium
as it can emulate any other medium.
• Major tech companies are investing
billions to make VR and AR a major
part of computing in our lifetimes.
7. In The Pocket
Renaissance
—
With widespread fascination with
perspective drawing in the
Renaissance, Italian painters began
painting illusionistic ceiling paintings.
Trompe-l’œil remains popular in the
visual arts, theatre set design,
architecture, …
8. In The Pocket
1792
—
Robert Barker coins the term
“panorama” for his enormous 360°
paintings of Edinburgh.
Panoramic galleries are built in
England, France and the US.
10. In The Pocket
Late 19th century
—
Erotic stereo photos drive early
adoption, technological advancements.
11. In The Pocket
1957
—
Morton Heilig invents the Sensorama,
a fully mechanical “multi-sensory
experience theater”.
It doesn’t set the world on fire.
12. In The Pocket
1968
—
Ivan Sutherland builds the first true
head-mounted 3D display at the
University of Utah.
His research paper, The Ultimate
Display, still reads as a great technical
introduction to VR today.
13. In The Pocket
70’s and 80’s
—
NASA and the US military keep doing VR
research and building better headsets.
3D graphics research and computer
performance keep improving steadily.
16. In The Pocket
Virtual Boy
—
Only released in Japan & US, and
available for only one year (1995 - ’96),
the Virtual Boy is Nintendo's second
lowest selling platform.
18. In The Pocket
Nintendo 3DS
—
In 2011, Nintendo recovers from its
Virtual Boy hangover, and releases a
handheld gaming console with
autostereoscopic 3D visuals.
In other words, this console produces
the desired 3D effects without any
special glasses and is portable.
24. In The Pocket
Google
—
Cardboard
• Very low-end device
• Getting VR to the masses
example: NY Times + Google
(free for 1.3 mio subscribers)
25. In The Pocket
Samsung
—
Gear VR
• Uses (high-end) smartphone.
• Affordable ($ 99), yet (somewhat)
qualitative.
• Media-focused (360° video & images)
see also: Samsung Gear 360 camera
• Partnership with Oculus.
26. In The Pocket
Sony
—
PlayStation VR
• Strong tie-in with biggest gaming
ecosystem in the world:
46 mio consoles + 230 studios.
• Qualitative, yet affordable (€ 399).
27. In The Pocket
Oculus
+ Facebook
—
Rift
• First movers.
• Requires high-end PC.
• Mostly aimed at high-quality gaming.
• Later this year: controllers.
28. In The Pocket
Oculus
+ Facebook
—
• Facebook acquires Oculus in 2014 for
a whopping $ 2 billion.
• People were like “whaaaa?”
• Ambition: social VR or “social
presence”
33. In The Pocket
While early sales of VR hardware like the Rift, HTC
Vive, PlayStation VR, and Gear VR could hit around 2
million units by the end of this year,
it will probably be between six and eight years
before the technology is truly mainstream.
source: Greenlight VR and Road to VR
34. In The Pocket
Together, virtual reality and augmented reality
are expected to generate about $150 billion in
revenue by the year 2020.
$ 120 billion from AR, $ 30 billion from VR
source: Manatt Digital Media
52. —
In The Pocket
Our Vision for the future of VR/AR
The internet brought the democratization of knowledge.
VR can bring the democratization of experience.
53. —
In The Pocket
Our Vision for the future of VR/AR
The future hardware will look nothing like today’s gear.
The “iPhone moment” hasn’t happened yet.
54. —
In The Pocket
Our Vision for the future of VR/AR
The physical world will actually change
due to the virtual reality.
(you can read that twice)
55. —
Our Vision for the future of VR/AR
https://youtu.be/cML814JD09g
The Void
56. —
In The Pocket
Our Vision for the future of VR/AR
VR will merge with AR.
AR will merge with RR.
(real reality)
That’s a real mind-fuck right there.
58. —
What can you do?
• Creators: create!
• Designers: discover interfaces, interactions, input means, …
• Developers: establish distribution platforms, connect creators with content consumers
59. —
In The Pocket
THANK YOU
Kenny Deriemaeker
kenny.deriemaeker@inthepocket.mobi
Competence Lead Unity & New Tech
@kderiemaeker
Frederik De Bosschere
frederik.debosschere@inthepocket.mobi
Strategist
@vrederik