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What's Really Happening in Virtual Reality?

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Virtual reality (VR) has exploded on the consumer market over the last few years. There’s a rapidly rising interest in how to use this emerging technology for learning and performance. With VR now one of the industry buzzwords, how much is hype and how much is substance?

I have the pleasure of exploring this question in a talk I'm asked to give titled "What's Really Happening with Virtual Reality?". During the discussion, we explore the current state of virtual reality and look at examples of virtual reality in practice in both the consumer and enterprise markets. We look at what’s working—and what’s not—and how to apply those lessons to learning and development.

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What's Really Happening in Virtual Reality?

  1. 1. What’s Really Happening with Virtual Reality? David Kelly Executive Director bit.ly/Realities360DK
  2. 2. Is VR the right solution for your organization? No. Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  3. 3. Enjoy the rest of the conference! Thank You Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  4. 4. Is VR the right solution for your organization? No. Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  5. 5. Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  6. 6. Will VR be a valuable solution for your organization in the future? Maybe. Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  7. 7. Will VR be a valuable solution for your organization in the future? Maybe. First Things First… The best way to avoid the mistakes of the past is to let go of the baggage of “What Is”. Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  8. 8. What is Virtual Reality? Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  9. 9. Defining VR used to simple… Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  10. 10. Defining VR used to simple… Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  11. 11. “VR” Isn’t Specific Enough Anymore Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  12. 12. Let’s Talk About VR Hardware Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  13. 13. Types of Hardware Smartphone Dedicated VR Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  14. 14. Google Cardboard • Extremely Cheap • Leverages existing smartphones • Experiences are completely passive or offer limited engagement Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  15. 15. Standalone VR • More affordable • All-in-one VR solution • Offers robust interactivity • Driving VR adoption Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  16. 16. PC-Based VR • More Expensive • Requires additional hardware • Full-powered experiences Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  17. 17. Free-Roam VR • Most expensive • Requires mobile hardware & equipment Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  18. 18. Let’s Talk About VR Content Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  19. 19. Types of VR Content 2D Photosphere 3D Modeling Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  20. 20. 2D Photosphere • Relatively passive experiences • Quick and easy to create, provided you are on location • Can be viewed on most devices Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  21. 21. 3D Modeling • Can be highly immersive • Creating content takes much more skill, time, and money Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  22. 22. Type of Content Type of Hardware (Adapted from Four Types of VR by David Burden - http://bit.ly/2k7svvl) Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  23. 23. Levels of Immersion Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  24. 24. Passive Experiences Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  25. 25. Minimally Interactive Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  26. 26. Remote Control Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  27. 27. Virtual Hands Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  28. 28. Actual Hands Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  29. 29. Full Body Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  30. 30. Full Body Predicting the Future of VR Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  31. 31. 31 PC Premium mobile Console StandaloneOculus Go Oculus Quest Realities360 2020 | © 2020 SuperData, a Nielsen company | All rights reserved. @_SuperData | @XRSteph | #Realities360 The VR Market VR headset shipments by type 2016-2023
  32. 32. Discontinued Devices Oculus GoGoogle Daydream Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  33. 33. Where is Virtual Reality Happening? Video Games Everything Else Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  34. 34. Want to Better Understand VR? Follow the World of Video Gaming Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  35. 35. Where is Virtual Reality Happening? Video Games Everything Else Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  36. 36. Virtual Field Trips Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  37. 37. Military Training Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  38. 38. Medical Training Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  39. 39. Education, Training, and Learning Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  40. 40. 360 News and Documentaries Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  41. 41. Virtual Art Museums Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  42. 42. Location-Based VR Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  43. 43. Coaching Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  44. 44. The Impact of COVID-19 on VR Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  45. 45. 45 $2.5B Software/services Hardware $1.9B $2.9B $3.7B COVID-19 The impact of COVID-19 has been felt throughout the industry • Location-based VR venues were hit the hardest during the outbreak and will take time to recover • Supply issues caused VR headset sales to fall, but shipments are poised for a rebound • Games will account for 66% of software revenue this year as other types of in-home content have been difficult to monetize Realities360 2020 | © 2020 SuperData, a Nielsen company | All rights reserved. @_SuperData | @XRSteph | #Realities360 The Virtual Market’s Slow Start Virtual Reality consumer revenue by segment: 2019-2023 Billions of USD, worldwide $4.1B
  46. 46. The Impact of COVID-19 on VR Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  47. 47. The Impact of COVID-19 on VR Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  48. 48. Looking Beyond Training Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  49. 49. VR Filmmaking Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  50. 50. VR Filmmaking Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  51. 51. VR Filmmaking Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  52. 52. VR Filmmaking Twitter: @LnDDave Slides & Resources: https://bit.ly/Realities360DK
  53. 53. Twitter: @LnDDave Learn More Slides & Resources: http://bit.ly/Realities360VR https://bit.ly/XR4Learning March 29, 2021 Orlando, FL
  54. 54. David Kelly Executive Director For more resources, visit: bit.ly/Realities360DK Thank You

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