VR presentation APKOMINDO 2016

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Virtual Reality September, 2016 Aswin Iskandar Zulkarnaen For Virtual Experience Apkomindo 2016 Augmented Reality

Transcript of VR presentation APKOMINDO 2016

Page 1: VR presentation APKOMINDO 2016

Virtual Reality September, 2016

Aswin Iskandar Zulkarnaen

For Virtual Experience

Apkomindo 2016

Augmented Reality

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What is VR ?Virtual Reality (VR) is the use of computer technology to create a

simulated environment. Unlike traditional user interfaces, VR places

the user inside an experience.Instead of viewing a screen in front of

them, users are immersed and able to interact with 3D worlds. By

simulating as many senses as possible, such as vision, hearing, touch,

even smell, the computer is transformed into a gatekeeper to this

artificial world.The only limits to near-real VR experiences are the

availability of content and cheap computing power

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VR in the past, and why it failed● Mostly Expensive (can be as high as $10.000 per unit)

● Big and Bulky

● Specifically built for a specialized industry (Military, Medical,

Academy)

● The Ecosystem that support VR industry is not there yet

including mobile tech advancement, Computing power of PC

is still limited, Software to create the application is not as

sophisticated as of now

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VR in the past

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Modern VR● Relatively Cheap mostly under $1000 (not include PC)

● More Robust and Compact

● Ready for Mass Consumption

● The Ecosystem that support VR industry is finally here including mobile

device tech advancement with better screen, cheap sensor which drive the

whole industry altogether, Computing power of PC is far superior than

before, Software to create the application is ready and sophisticated

enough to built convincing simulation

● Basically VR is here to stay

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Modern VR

PC Dedicated VR

● Oculus Rift

● HTC Vive (partner with valve)

● OSVR

● FOVE

Modern VR right now mainly classified into 3 big group with some of

biggest player on the VR industry pioneering it

User need high end PC system with at

least core i5, Ram 8GB, and GPU nvidia

GTX970 to enjoy an optimal VR

experience

Price between : $600-800 not include

PC price around $1000, Total can be up

to $1600-1800

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Modern VR

(PC VR) Oculus Rift Consumer Version

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Modern VR

(PC VR) HTC Vive with room scale technology

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Modern VR

(PC VR) OSVR (Open Source Virtual Reality)

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Modern VR

(PC VR) FOVE with Eye Tracking technology

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Gaming Console VR

● Playstation VR (required PS4)

● Project Scorpio Microsoft

- User need a next gen gaming console only such as PS4

- Tend to be plug and play, easy to use

- Have a big support from big IP and game studio

- Price around $500 (not include Game console)

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Modern VR

(Gaming Console VR) PSVR for PS4

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Modern VR

(Gaming Console VR) Project Scorpio Microsoft

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High End Mobile VR

● Samsung Gear VR

● Google Daydream based VR

Low End Mobile VR

● All Google Cardboard based VR

such as :

● Google Cardboard

● Shinecone

● VR Box

● Lenovo AntVR

● Converge VR

Mobile VR

- Use smartphone for computing

power

- Price low end : $5-20

- Price high end : $99

- Not include smartphone price

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Modern VR

(High End Mobile VR) Samsung Gear VR & Samsung Gear VR black Edition

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Modern VR

(High End Mobile VR) Google Daydream Technology

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Google Daydream VR● Announced on Google I/O 2016

● Standardized VR framework from google

● Consist of Standard for high end smartphone (low latency sensor, low

persistence display, high performance SOC)

● Then consist of standard for VR goggle itself with motion controller

● Optimized VR mode starting from Android N above

● Google determined to make this hundred of millions scale industry

● In other word within the next 2-3 year, most smartphone in the market are VR

daydream ready and certified with high quality experience on the same level

Samsung Gear VR

● Most likely will be the biggest VR ecosystem in the future

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Modern VR

(Low End Mobile VR) Google Cardboard Technology

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Modern VR

(Low End Mobile VR) Shinecon

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Modern VR

(Low End Mobile VR) VR Box

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Modern VR

(Low End Mobile VR) Lenovo ANTVR

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Modern VR

(Low End Mobile VR) ConvergeVR from India (high FOV)

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What is VR used for ?● Video Game

● Military (Training Simulation)

● Education (Immersive Learning)

● HealthCare (Surgery Simulation)

● Entertainment (VR Arcade, Movie, Live Music)

● Construction / Architecture

● Sport

● Any Industry that beneficial from 3d spatial

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VR InputVR input will play a big role in the future since once user able to enter a

virtual world, the next step will be how to interact with the world, here are

some of input that will come or planned to come in the future

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VR Development● Each VR HMD most likely have its own SDK such as Oculus SDK for

Oculus Rift VR, SteamVR SDK for HTC VIVE, Osvr SDK for OSVR

and Fove SDK for FOVE

● SDK come in the form of raw library written in C / C++ or come in the

form of integration with modern and popular industry standard game

engine such as UNITY 5, UNREAL ENGINE 4

● Many popular 3d industry software such as Maya, 3dMax already have a

plugin to work with VR headset such as Oculus

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How to monetize VR the right way ?● VR advertising model ?

● Selling the Application through VR Store portal (Steam, Oculus Home,

Playstore) ?

● In-App Purchase

● Commissioned based VR project ?

● VR Arcade

● The opportunity will be really big once the industry began to mature

(Google daydream could lead to a big candidate to drive mass VR

industry forward with its hundred of million scale target, with Samsung

GearVR could be the second)

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Brief info about AR - What is AR ?Augmented Reality (AR) is the projection or addition of a layer of

digital content into a real environment. AR has been commonly tied to

image recognition or geolocation in the past, and was similar in nature

to QR codes, using an image rather than a black and white code to

launch content or an experience. There has recently been a shift away

from QR code-like experiences and toward more sophisticated

experiences that use advanced 3D animations, markerless experiences

(no image required) and create unique experiences that expand

learning opportunities and engagement for end users.

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Several Modern AR device

Cast AR

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Several Modern AR device

Meta

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Several Modern AR device

Project Microsoft Hololens

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Several Modern AR device

Magic Leap

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Most popular AR app right now

Pokemon GO and Ingress

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Where to go from here ?● The AR and VR tech will be more advance within the next 5-15 years

● The device will be smaller, lighter, more higher resolution

● Hopefully the dedicated VR will be wireless

● It is not impossible, the two device will be merged into single VR/AR

device

● AR/VR industry valued at $ 120 Billion in 2020

● http://www.digi-capital.com/news/2015/04/augmentedvirtual-reality-to-h

it-150-billion-disrupting-mobile-by-2020/#.VwEmnfl97IU

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Visit my web for more info

www. vrnusantara.com

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Speaker

Aswin Iskandar Z

CEO Woodenboxlwp,

Indie Appreneur, VR

Evangelist