Download - Fabio Matsui - Virtual Reality and Augmented Reality Applications for Immersive Customer Experiences
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Vi r t ua l Rea l i t y and A ugmen ted Rea l i t yA p p l i c a t i o n s f o r I m m e r s i v e E x p e r i e n c e s
Fabio MatsuiCTO, Wire Stone
2
Motion Sickness
“People remember VR experiencesnot as a memory of something they saw, but assomething that happened to them”–Kevin Kelly, The Untold Story of Magic Leap, Wired Magazine
“VR talks to our subconscious mindlike no other media”
–Kent Bye, Voices of VR Podcast
P R E S E N C E
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AUGMENTEDVIRTUALMIXED
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S TAT S A N D FA C T S
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$120B in revenue
by 2020(Digi-Capital)
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$700M HW +$300M content
in 2016(Deloitte)
VR Will Reach 52 Million Units In
The US By 2020(*Forrester Research)
New York Times distributed 1.3 millionGoogle Cardboard viewers
92% early views came from Cardboard(*Forrester Research)
171M users with
28M paying forcontent in 2018
(KZero)
* The Coming Wave Of Virtual Reality, May 2016 Forrester Report
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NEEDSREVISION
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T E C H N O L O G Y I S T H E R E
CURRENTOBSTACLES
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W h a t d e v i c e s h o u l d I u s e ?
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APPLICATIONS TODAY
T E L E P O RTAT I O N
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STORY
TELLING
EVENTS
P R O D U C T D E M O N S T R AT I O N S
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EXCLUSIVEACCESS
MU
LTI S
EN
SO
RY
Sensorama
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G E T T I N GS TA RT E D
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Participant
Real Life360 Video
ArtificialEnvironment
MixedReality
Ghostor
FreeMovement
DirectedMovement
or
Ghost
DirectedMovement
FreeMovement
Participant Ghostor
90 FPS is new 60 FPS
Image: Wikipedia/Smurrayinchester viaCC by SA 3.0
Sound
Jonathan Gross via Flickr
Steffen Voß viaFlickr
Eye Contact
Physical Environment
Fabrice Florin via Flickr
Carsten (Witzke) Knoblich via Flickr