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SPOTLIGHT 
After many years of existence with early adopters in gaming and entertainment, Virtual Reality (VR) is just about to break into the mass market. 
Headsets running customized software create an immersion into an artificial world inducing 
reality-like feelings and experiences using 3D visuals and sound. 
Oculus VR is the first player to introduce an affordable device for the mass market. Its 
acquisition by Facebook for USD 2 bn raised awareness for future use of the technology.1 
It is a fast growing market: Total cumulative headset units by all manufacturers sold from 
2014 to 2018 are estimated to reach more than 55 m.2 Samsung and Google made headlines recently with the announcement of new devices connected to smartphones. 
UPDATE 
VIRTUAL REALITY 
www.nunatak.com 
Issue 4 
Sources: 1Business Insider (2014), 2Kzero (2014), 3Techtimes (2014), 4Tomshardware (2014), 5Howstuffworks (2014), 6Forbes (2014), 7Kickstarter (2012), 8TheVerge (2014), 9Sammobile (2014) 
August 2014 
DEFINITION 
TIMELINE OF VR INNOVATION 
VR immerses the user in an artificial environment created by software on display 
screens or through wearable devices like head mounted displays, VR glasses etc. These 
environments are experienced through the senses of sight and sound. The user’s 
conscience moves out of its real world environment. The simplest form of VR is a 3D image. Evolution of VR has led to the emergence of innovative technologies like 
haptic devices that deliver results based on touch coordination and pressure sensitivity. 
VR has its first 
appearance in 
arcade games: Users enter a 3D-world 
via goggles in 
a closed cabinet4 
SEGA introduces its wrap around VR glass "Genesis" at the Consumer Electronics Show4 
VR devices are 
used to perform the first robotic 
surgery in Paris5 
Ford starts using 
VR in design and 
production of vehicle prototypes6 
Oculus uses Kickstarter to finance its VR 
device "Rift" and 
allows developers to build games for their headsets7 
Facebook buys Oculus VR for USD 2 bn. 
Samsung cooperates with Oculus for Gear VR, Google creates Google Cardboard8,9 
1991 
1993 
1998 
2000 
2012 
2014
Active users worldwide are 
expected to grow from 600,000 in 
2014 to 47.6 m by 2018. 
Unit sales of VR products are 
expected to rise from 200,000 by the 
end of 2014 to 23.8 m by 2018. 
Sources: 11Adage (2014), 12Ehow (2014), 13Adnews (2014), 14Virtuix (2014), 15Thomasnet (2014), 16Ripublication (2013), 17Kzero (2014), 18Kzero (2014), 19Adage (2014), 20Red Bull Cliff Diving (2014), 21Marketingmagazine (2014), 22Kzero (2014) 
Market estimates 2014 and 201818 
Business opportunities using Virtual Reality 
Total Revenue for Consumer VR17 (in m USD) 
Hardware (Devices) 
Software (Games & Apps) 
Virtual Car Design 
Virtual Cliff Diving 
Virtual Catwalk 
Virtual Newsrooms 
Nissan and Oculus VR 
designed a virtual 
environment, in which young consumers were able to 
design their own Nissan car at the Tokyo Motor Show.19 
Through Oculus Rift, Red Bull let users experience a 
realistic cliff dive resulting in strong physical reactions.20 
Topshop gave customers the opportunity to watch 
its fashion show via VR 
glasses in order to make it 
accessible to everyone 
present in the store at that particular time.21 
BBC provides their viewers with a real time experience of being in the newsroom.22 
BRANDS 
USING VR FOR 
MARKETING>Media & Advertising: 
Generates new forms of interactive, social advertising, which puts 
users in direct contact with the 
product and the brand11>Entertainment industry: 
Enriches user experience through 
full immersion of the user in 
the virtual world of entertainment 
(virtual museums, interactive 
theater performances etc.)12>Sales & E-Commerce: 
VR is a great sales tool 
for things that are hard to 
visualize remotely – like fashion 
or real estate13>Gaming: 
Improved gameplay experiences 
through ever more realistic 
representation: For instance, Virtuix Omni’s hardware records physical 
movements and transports them 
into the game.14>Automotive Industry: 
VR engineering allows simultaneous work on different entry points 
of the rendered model as well as 
product demos.15>HR & Trainings: 
Helps to conduct realistic 
trainings and virtual meetings that save costs and CO216 
In 2014, a VR device costs around USD 
300 per unit and is expected to 
drop by circa USD 50 per year till 2018. 
2014 
2018 
2014 
2018 
2014 
2018 
90 
2300 
5200 
2014 
0 
1000 
2000 
3000 
4000 
5000 
6000 
2015 
2017 
2016 
2018 
3800 
4600
VR Products (Hardware) 
Sources (all 2014): 23Nytimes, 24Oculusvr, 25Save Continue, 26Techcrunch, 27Dodocase, 28Google, 29Chip 
HEAD MOUNTED DISPLAY 
SMARTPHONE EXTENSIONS 
Oculus Rift>Acquired by Facebook for USD 2bn >"The most 
advanced immersive entertainment system"23 >Used beyond gaming (architecture, education, etc.) 
Price: USD 35024 
Sony Project Morpheus>First major hardware company entering 
the market >Only VR headset on the market 
working with other gaming devices 
Price: USD 249-29925 
Google Cardboard>Foldable cardboard headset combined with Smartphone >Smartphone app serves as VR 
interface presented at Google I/O in June 201426 
Price: USD 2027 
Google‘s Project Tango (cooperation with LG) >Prototype of 7"-tablet device that tracks 
motion and creates a 3D model of an environment >Collaboration between nine countries, 
several companies and universities28 
Price: n/a 
Samsung’s Gear VR (prospective design) >This VR headset will have 
a slot to attach a Galaxy smartphone within >Software is developed with Facebook’s Oculus>Expected to be released 
by end of 2014>Entire sectors and Samsung apps to be dedicated to 
Gear VR 
Price: n/a29
The Nunatak Group is a digital strategy consultancy based in Munich. 
Our focus is on Mobile Media, Social Media, Growth Strategy, Digital Coaching and 
Investment Support for companies in growth industries. 
The Nunatak Group GmbH | Managing Partners: Robert Jacobi, Rupert Schäfer | www.nunatak.com | info@nunatak.com 
Sources (all 2014): 30VirtualReality.io, 31The Guardian, 32Counton2, 33Thalmic labs, 34Virtusphere, 35Mashable 
Emergence of VR Software and Apps>VR headsets are incomplete without the software. Oculus Rift created the open source software 
VirtualReality.io that is available for developers to 
use, modify and run on any VR device.30>VR apps are being developed for gaming and 
entertainment applications, like Oculus VR Cinema 
software and the recently released version of “Second Life“, which allows the use of the Oculus Rift headset.31>Agencies and Publishers see great potential in ad- 
vertising on the VR space. E.g. Oculu is developing 
a video player to serve pre-roll ads directly into the platforms using VR technologies.32 
Although VR has recently emerged in terms of hard- and software development, the industry still faces huge challenges, e.g. in terms of lack of technical expertise and under-developed infrastructure. 
FURTHER READING 
If you have enjoyed reading this Nunatak Update, be sure 
to check out our past issues on nunatak.com: 
Myo by Thalmic Labs 
Virtusphere 
VR Gloves & Sensors 
The armband tracks muscle 
movements on the user’s forearm 
and wirelessly connects to 
different devices to control them (laptop, phone, TV, etc.).33 
The company produces a 
locomotion sphere that gives users the impression of moving 
freely while staying in the 
same place.34 
WorldViz produces a 22- 
sensor data glove, which helps 
in tracking gestures, and 
picking and dropping objects in the virtual world.35 
COMPANIES 
WITH 
VR AS SOLE 
PRODUCT 
No.1 
No.2 
No.3

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Virtual Reality (The Nunatak Group)

  • 1. SPOTLIGHT After many years of existence with early adopters in gaming and entertainment, Virtual Reality (VR) is just about to break into the mass market. Headsets running customized software create an immersion into an artificial world inducing reality-like feelings and experiences using 3D visuals and sound. Oculus VR is the first player to introduce an affordable device for the mass market. Its acquisition by Facebook for USD 2 bn raised awareness for future use of the technology.1 It is a fast growing market: Total cumulative headset units by all manufacturers sold from 2014 to 2018 are estimated to reach more than 55 m.2 Samsung and Google made headlines recently with the announcement of new devices connected to smartphones. UPDATE VIRTUAL REALITY www.nunatak.com Issue 4 Sources: 1Business Insider (2014), 2Kzero (2014), 3Techtimes (2014), 4Tomshardware (2014), 5Howstuffworks (2014), 6Forbes (2014), 7Kickstarter (2012), 8TheVerge (2014), 9Sammobile (2014) August 2014 DEFINITION TIMELINE OF VR INNOVATION VR immerses the user in an artificial environment created by software on display screens or through wearable devices like head mounted displays, VR glasses etc. These environments are experienced through the senses of sight and sound. The user’s conscience moves out of its real world environment. The simplest form of VR is a 3D image. Evolution of VR has led to the emergence of innovative technologies like haptic devices that deliver results based on touch coordination and pressure sensitivity. VR has its first appearance in arcade games: Users enter a 3D-world via goggles in a closed cabinet4 SEGA introduces its wrap around VR glass "Genesis" at the Consumer Electronics Show4 VR devices are used to perform the first robotic surgery in Paris5 Ford starts using VR in design and production of vehicle prototypes6 Oculus uses Kickstarter to finance its VR device "Rift" and allows developers to build games for their headsets7 Facebook buys Oculus VR for USD 2 bn. Samsung cooperates with Oculus for Gear VR, Google creates Google Cardboard8,9 1991 1993 1998 2000 2012 2014
  • 2. Active users worldwide are expected to grow from 600,000 in 2014 to 47.6 m by 2018. Unit sales of VR products are expected to rise from 200,000 by the end of 2014 to 23.8 m by 2018. Sources: 11Adage (2014), 12Ehow (2014), 13Adnews (2014), 14Virtuix (2014), 15Thomasnet (2014), 16Ripublication (2013), 17Kzero (2014), 18Kzero (2014), 19Adage (2014), 20Red Bull Cliff Diving (2014), 21Marketingmagazine (2014), 22Kzero (2014) Market estimates 2014 and 201818 Business opportunities using Virtual Reality Total Revenue for Consumer VR17 (in m USD) Hardware (Devices) Software (Games & Apps) Virtual Car Design Virtual Cliff Diving Virtual Catwalk Virtual Newsrooms Nissan and Oculus VR designed a virtual environment, in which young consumers were able to design their own Nissan car at the Tokyo Motor Show.19 Through Oculus Rift, Red Bull let users experience a realistic cliff dive resulting in strong physical reactions.20 Topshop gave customers the opportunity to watch its fashion show via VR glasses in order to make it accessible to everyone present in the store at that particular time.21 BBC provides their viewers with a real time experience of being in the newsroom.22 BRANDS USING VR FOR MARKETING>Media & Advertising: Generates new forms of interactive, social advertising, which puts users in direct contact with the product and the brand11>Entertainment industry: Enriches user experience through full immersion of the user in the virtual world of entertainment (virtual museums, interactive theater performances etc.)12>Sales & E-Commerce: VR is a great sales tool for things that are hard to visualize remotely – like fashion or real estate13>Gaming: Improved gameplay experiences through ever more realistic representation: For instance, Virtuix Omni’s hardware records physical movements and transports them into the game.14>Automotive Industry: VR engineering allows simultaneous work on different entry points of the rendered model as well as product demos.15>HR & Trainings: Helps to conduct realistic trainings and virtual meetings that save costs and CO216 In 2014, a VR device costs around USD 300 per unit and is expected to drop by circa USD 50 per year till 2018. 2014 2018 2014 2018 2014 2018 90 2300 5200 2014 0 1000 2000 3000 4000 5000 6000 2015 2017 2016 2018 3800 4600
  • 3. VR Products (Hardware) Sources (all 2014): 23Nytimes, 24Oculusvr, 25Save Continue, 26Techcrunch, 27Dodocase, 28Google, 29Chip HEAD MOUNTED DISPLAY SMARTPHONE EXTENSIONS Oculus Rift>Acquired by Facebook for USD 2bn >"The most advanced immersive entertainment system"23 >Used beyond gaming (architecture, education, etc.) Price: USD 35024 Sony Project Morpheus>First major hardware company entering the market >Only VR headset on the market working with other gaming devices Price: USD 249-29925 Google Cardboard>Foldable cardboard headset combined with Smartphone >Smartphone app serves as VR interface presented at Google I/O in June 201426 Price: USD 2027 Google‘s Project Tango (cooperation with LG) >Prototype of 7"-tablet device that tracks motion and creates a 3D model of an environment >Collaboration between nine countries, several companies and universities28 Price: n/a Samsung’s Gear VR (prospective design) >This VR headset will have a slot to attach a Galaxy smartphone within >Software is developed with Facebook’s Oculus>Expected to be released by end of 2014>Entire sectors and Samsung apps to be dedicated to Gear VR Price: n/a29
  • 4. The Nunatak Group is a digital strategy consultancy based in Munich. Our focus is on Mobile Media, Social Media, Growth Strategy, Digital Coaching and Investment Support for companies in growth industries. The Nunatak Group GmbH | Managing Partners: Robert Jacobi, Rupert Schäfer | www.nunatak.com | info@nunatak.com Sources (all 2014): 30VirtualReality.io, 31The Guardian, 32Counton2, 33Thalmic labs, 34Virtusphere, 35Mashable Emergence of VR Software and Apps>VR headsets are incomplete without the software. Oculus Rift created the open source software VirtualReality.io that is available for developers to use, modify and run on any VR device.30>VR apps are being developed for gaming and entertainment applications, like Oculus VR Cinema software and the recently released version of “Second Life“, which allows the use of the Oculus Rift headset.31>Agencies and Publishers see great potential in ad- vertising on the VR space. E.g. Oculu is developing a video player to serve pre-roll ads directly into the platforms using VR technologies.32 Although VR has recently emerged in terms of hard- and software development, the industry still faces huge challenges, e.g. in terms of lack of technical expertise and under-developed infrastructure. FURTHER READING If you have enjoyed reading this Nunatak Update, be sure to check out our past issues on nunatak.com: Myo by Thalmic Labs Virtusphere VR Gloves & Sensors The armband tracks muscle movements on the user’s forearm and wirelessly connects to different devices to control them (laptop, phone, TV, etc.).33 The company produces a locomotion sphere that gives users the impression of moving freely while staying in the same place.34 WorldViz produces a 22- sensor data glove, which helps in tracking gestures, and picking and dropping objects in the virtual world.35 COMPANIES WITH VR AS SOLE PRODUCT No.1 No.2 No.3