4. Total Immersion
VR and AR will become
the predominant way that we
work, play, transact and
communicate using digital
technologies.
Billions invested
2020 market projections range
from $14B to $120B
5. $5B
$8B
$11B
$14B
$17B
$20B
$23B
1999 2001 2003 2005 2007 2009
Music Cinema
Games +
Srsly? Yes. Here’s Why.
Entertainment Media One Generation After Atari
Cheap electronics
Large, experienced developer base
A culture addicted to our digital toys
and information
The “Interactive Generation”
“Conversion on Contact”
Chart: Ari Hollander, DeepStream VR
6. Q: How do VR and AR reach 5B users by 2020?
A: Not one app at a time.
10. Q: But didn’t mobile kill the web?
“Superapplications”
your everyday mobile apps are
based on web tech and
standard formats
A: Nope; just merged with it and made it bigger.
HTML
mobile browsers are now
fast, fun and feature-rich
11. The Web Eats Everything in Its Path
√ Graphics
√ Animation
√ Location
√ Motion Input
√ Real-Time 3D
√ Camera
√ Messaging
√ Real-Time Messaging
√ IOT/Wearables
√ Robotics
12. There are 3 million mobile apps.
There are 1 BILLION web sites.
18. Built on Standards
Universal playback engine aka “VR browser”
Standard formats and APIs for 3D graphics
and 360 VR video
Free, open source tools
Collaborative effort
20. The 3D Rendering Standard
Runs on all desktop and mobile
browsers
3B seats!
21. Cardboard VR
and Mobile Browsers
Works today.
Just render side-by-side
using WebGL and pop it
into a Carboard viewer.
22. WebVR
Quake 3 WebVR demo, developed by Brandon
Jones of Google
http://media.tojicode.com/q3bsp/
Multi-vendor effort to define new
browser API and features
Head tracking and fullscreen
stereo VR mode
Desktop and mobile
23. WebVR Development Status
Developer builds of Chrome, Firefox (desktop and mobile)
Beta of Samsung Internet browser for Gear VR!
WebVR 1.0 API - preliminary spec
http://mozvr.github.io/webvr-spec/
W3C Community Group
https://www.w3.org/community/webvr/
24. The Ecosystem
Frameworks
JavaScript libraries
Markup systems
Polyfills
Formats
The “JPEG of 3D”
Tools
Unity, Unreal export
Browser-based VR creation
<glam>
<scene>
<cube id="photocube”></cube>
</scene>
</glam>
#photocube {
image:url(../images/photo.png);
}
25. VR
Superapplications
Native apps use
embedded browser tech,
standard VR formats and APIs
AltSpaceVR
Social VR application uses WebGL
for content creation
Wevr Transport
Distribution network - access
videos, apps, web content
26. From here to the Metaverse
Current WebVR-enabled browsers are just a first step
Browser UI was designed for old paradigms; time to reinvent
WebGL not optimized for VR; might need additional high-level
graphics APIs
Will need standardized 6DOF, motion, voice inputs
VR/AR use cases will likely drive new network protocols