In The Pocket Academy: VR // The Past, Present & Future of VR

In The Pocket
In The PocketIn The Pocket
In The Pocket
THE PAST, PRESENT
AND FUTURE OF VR
—
KENNY DERIEMAEKER

FREDERIK DE BOSSCHERE
—
What’s in a name?
VIRTUAL REALITY (VR)
AUGMENTED REALITY (AR)

MIXED REALITY (MR)
360° VIDEO
—
What’s in a name?
VIRTUAL REALITY (VR)
AUGMENTED REALITY (AR)

MIXED REALITY (MR)
360° VIDEO
—
WHY

KENNY VR*
* SERIOUSLY, THEY SHOULD GET A ROOM
—
• A truly new medium

that makes possible things

no other medium can do.

• 100% fits natural experience model:

whole body is input, output goes directly to
senses (lenses, haptic, spatial audio, …).


Why we believe VR is going to be huge
• Potential to be the final medium

as it can emulate any other medium.


• Major tech companies are investing
billions to make VR and AR a major
part of computing in our lifetimes.
In The Pocket
CHASING THE VIRTUAL
—
1433-1992
In The Pocket
Renaissance
—
With widespread fascination with
perspective drawing in the
Renaissance, Italian painters began
painting illusionistic ceiling paintings.



Trompe-l’œil remains popular in the
visual arts, theatre set design,
architecture, …
In The Pocket
1792
—
Robert Barker coins the term
“panorama” for his enormous 360°
paintings of Edinburgh.
Panoramic galleries are built in
England, France and the US.
In The Pocket
1838
—
Charles Wheatstone invents the
Stereoscope.
In The Pocket
Late 19th century
—
Erotic stereo photos drive early
adoption, technological advancements.
In The Pocket
1957
—
Morton Heilig invents the Sensorama,
a fully mechanical “multi-sensory
experience theater”.
It doesn’t set the world on fire.
In The Pocket
1968
—
Ivan Sutherland builds the first true
head-mounted 3D display at the
University of Utah.
His research paper, The Ultimate
Display, still reads as a great technical
introduction to VR today.
In The Pocket
70’s and 80’s
—
NASA and the US military keep doing VR
research and building better headsets.
3D graphics research and computer
performance keep improving steadily.
In The Pocket
VISIONS AND FAILURE
—
1993-2010
—
In The Pocket
Early 1990’s
In The Pocket
Virtual Boy
—
Only released in Japan & US, and
available for only one year (1995 - ’96),
the Virtual Boy is Nintendo's second
lowest selling platform.



In The Pocket
BUILDING THE FUTURE
—
2011-2015
In The Pocket
Nintendo 3DS
—
In 2011, Nintendo recovers from its
Virtual Boy hangover, and releases a
handheld gaming console with
autostereoscopic 3D visuals. 



In other words, this console produces
the desired 3D effects without any
special glasses and is portable.

Carmack gets Luckey
—
In The Pocket
The Smartphone War Dividend
—
In The Pocket
In The Pocket
THE FUTURE IS NOW
—
2016 - …
In The Pocket
“This is going to be the year of VR!”
In The Pocket
Google
—
Cardboard
• Very low-end device.
• Getting VR to the masses.
• Mostly for 360° video.
In The Pocket
Google
—
Cardboard
• Very low-end device
• Getting VR to the masses

example: NY Times + Google 

(free for 1.3 mio subscribers)

In The Pocket
Samsung
—
Gear VR
• Uses (high-end) smartphone.
• Affordable ($ 99), yet (somewhat)
qualitative.
• Media-focused (360° video & images)
see also: Samsung Gear 360 camera
• Partnership with Oculus.
In The Pocket
Sony
—
PlayStation VR
• Strong tie-in with biggest gaming
ecosystem in the world: 

46 mio consoles + 230 studios.
• Qualitative, yet affordable (€ 399).
In The Pocket
Oculus

+ Facebook
—
Rift
• First movers.
• Requires high-end PC.
• Mostly aimed at high-quality gaming.
• Later this year: controllers.
In The Pocket
Oculus

+ Facebook
—
• Facebook acquires Oculus in 2014 for
a whopping $ 2 billion.
• People were like “whaaaa?”
• Ambition: social VR or “social
presence”
Social VR
https://vimeo.com/162707492
In The Pocket
HTC

& Valve
—
Vive
• Requires high-end PC.
• Strong partnership:
• HTC = hardware maker
• Steam = established distribution platform
• Room-scale interactions.
In The Pocket
Microsoft
—
HoloLens
• Augmented reality.
• Development Kit.
• e.g. Small field of view.
• Microsoft at the top of their R&D
game.
Magic Leap
https://youtu.be/kPMHcanq0xM
In The Pocket
While early sales of VR hardware like the Rift, HTC
Vive, PlayStation VR, and Gear VR could hit around 2
million units by the end of this year,



it will probably be between six and eight years
before the technology is truly mainstream.
source: Greenlight VR and Road to VR
In The Pocket
Together, virtual reality and augmented reality
are expected to generate about $150 billion in
revenue by the year 2020.



$ 120 billion from AR, $ 30 billion from VR



source: Manatt Digital Media
—
INDUSTRIES
Porn (obviously)
Gaming
PlayStation VR: Rigs
https://youtu.be/xeSI2aj37MY
Sports
https://youtu.be/DqlUEiyku44
Jaunt VR - NHL
Reporting
Welcome to Aleppo
https://youtu.be/Nxxb_7wzvJI
Fundraising
average

donation

x8
charity:water
Entertainment
Entertainment
Art & creativity
Tilt Brush (by Google)
https://youtu.be/TckqNdrdbgk
Real Estate
Travel
British Columbia
Configurators
Ikea Virtual Kitchen
https://youtu.be/1S0GO5kbMYo
Manufacturing
30%

faster
90%

more

accurate
Education
Microsoft HoloLens
https://youtu.be/SKpKlh1-en0
Social
Microsoft HoloLens Holoportation
https://youtu.be/7d59O6cfaM0
Social
Oculus Toybox
https://youtu.be/iFEMiyGMa58
—
THE FUTURE
FUTURE?
—
In The Pocket
Our Vision for the future of VR/AR
The internet brought the democratization of knowledge.
VR can bring the democratization of experience.
—
In The Pocket
Our Vision for the future of VR/AR
The future hardware will look nothing like today’s gear.
The “iPhone moment” hasn’t happened yet.
—
In The Pocket
Our Vision for the future of VR/AR
The physical world will actually change

due to the virtual reality.



(you can read that twice)
—
Our Vision for the future of VR/AR
https://youtu.be/cML814JD09g
The Void
—
In The Pocket
Our Vision for the future of VR/AR
VR will merge with AR.
AR will merge with RR.

(real reality)
That’s a real mind-fuck right there.
—
WHAT

CAN YOU DO?
—
What can you do?
• Creators: create!

• Designers: discover interfaces, interactions, input means, …

• Developers: establish distribution platforms, connect creators with content consumers
—
In The Pocket
THANK YOU
Kenny Deriemaeker
kenny.deriemaeker@inthepocket.mobi 

Competence Lead Unity & New Tech
@kderiemaeker
Frederik De Bosschere
frederik.debosschere@inthepocket.mobi 

Strategist
@vrederik
In The Pocket
BIG SHOUTOUT
—
1 von 60

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