introduction to webvr - feweb congress 2016 (brussels)

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When VR meets WebFEWEB Congress - 8th of December 2016

Agenda★ About us

★ VRE Market potential

★ VRE Distribution anno 16/17

★ WebVR○ What○ Community○ Specs○ Browser support○ Press

★ Q&A

team Cross platform/Web, rich content distribution experts

Thomas Balouet Leen SegersIT engineer who went from developing video games to social networks & TV apps.

Specialized in VR distribution on the web. Early WebVR

contributor.

Business strategist with +10 yrs experience w/startups in

online media. Went from social media, to online video to VR. Is convinced the future

of mobile is virtual.

Vision

Democratizing VR Discovery

PRE

ENERGY

VRE market potential

Market: VR will be bigger soon

VR/AR use cases (by

2025)

Source: Goldman Sachs

Market: Video bigger than gaming

Virtual reality video (VRE) will generate revenues of US$8.2 billion (€7.5 billion) by 2020 and will make more money than VR videogames by 2019

(Source: Ovum, nov 2016)

VRE Distribution anno 16/17

VRE Distribution todayYoutube or Facebook 360° player

- Desktop browser: mouse interaction- Mobile (app): magic window

Youtube:

- Mobile: VR-mode also available- HMD: cardboard & Daydream

Facebook:

- Mobile: No VR mode- HMD: Samsung Gear VR

Native applications

VR specific apps should be developed for:

- The high-end headsets: Playstation VR, HTC Vive, Oculus Rift

- The medium-end headsets: Samsung Gear VR & Daydream

- Operating systems iOS & Android.

Examples: JauntVR, NextVR, WeVR, EEYOU, ARTE360, NYTVR

VRE Distribution todayYoutube or Facebook 360° player

ADVANTAGE

- Known destination for video, great SEO- Easily accessible on desktop, social

sharing

DISADVANTAGE

- Not accessible via autonomous HMDs- Samsung Gear VR/Daydream: small niche

of phones compatible

Native applications

ADVANTAGE

- Fully immersive- Known access to high quality video

DISADVANTAGE

- Expensive, time consuming- Store procedures: requirements,

censorship, lengthy process- Complicated communication- End-consumer: lots of (storage) space- If HMD: still niche audience

VRE widespread distribution bottleneck

#100,000399$ Console

399$ HMD

#1,500,000599$ Mobile

99$HMD

#150,0001,000$ PC799$ HMD

#<100,0001,000$ PC599$ HMD

Distribution process in VRE is not working today:- For the content creators, because the audience is very niche, cameras too

expensive- For the audience, because high quality content is not conveniently accessible in an

immersive way

#> 5,000,000 0-25$

#NA649$ Mobile

79$ HMD

What if I no longer need to download apps, but just access a browser to experience high quality content in a truly immersive way?

What if● whatever headset I have at hand, on mobile or connected to a computer, ● whatever the connection speed, working on wifi or mobile data,

the browser is smart enough to identify my set-up & restrictions and autonomously shows the content in the best possible way?

WebVR

The next computing platform

→ VR VC industry: billions invested

→ Expected to grow from 14$ billion to 120$ billion by 2020

→ Today: few million headsets have shipped

Q: HOW DO WE REACH A BILLION HEADSETS?

A: NOT ONE APP AT A TIME

(Source: Tony Parisi’s “WebVR: Developing for the Immersive Web”)

WebVR?https://webvr.info/

→ Content creator: no store application procedures, fast, cost-effective, 1 URL

→ Audience: no storage, accessible via all devices & headsets, incl. adaptive streaming, accessible to anyone with internet connection

WebVR is a Web API bringing VR to the world of the browser:

★ by autonomously augmenting the medium's capacity

★ by handling the different devices' specificities in real-time, ranging from

○ desktop 2D presentation to VR headset lens distortion,

○ or to mobile orientation for the 'magic window’-mode

WebVR makes the Web = the most ubiquitous platform

= the most accessible to its audience

WebVRCommunity

→ Mozilla, Google, Facebook, Microsoft, Intel, Samsung, Comcast, Epson, Qualcomm, Dolby, Fraunhofer, Valve, LucidWeb, BBC, Khronos, Sketchfab...

WebVRSpecs?

https://w3c.github.io/webvr/

WebVRsupport today?https://iswebvrready.org/

Mobile VR★ Samsung GEAR VR & Samsung:

WebVR enabled through settings flag★ Cardboard: WebVR polyfill =

mimicking the WebVR API → Waiting for official support by browsers

Desktop browser (no headset connected)★ WebVR polyfill

Native VR★ Oculus and HTC Vive★ WebVR API active in dev versions of

the browsers Chromium & Firefox nightly

WebVRPress?

3 reasons WebVR is the future of virtual reality

How WebVR will make virtual reality massively available

09/09/2016, UploadVR

17/09/2016, Venturebeat

Oculus teases the VR Web, Carmel VR browser, and React VR

06/10/2016, Venturebeat

"With the VR Web, there will be an exponential growth of VR content"

06/10/2016, Nate Mitchell at OC3

Q&A

Thomas Balouet

Thomasbalou

thomas@lucidweb.io

Leen Segers

Leenus

leen@lucidweb.io

www.lucidweb.io@lucidw3b

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