Farewell, holograms! Looking through the window…

The force is strong with this one!

… we thought. Well, Jedis wouldn`t need holograms or AR… they just see through the force. But puny little humans on Earth like us need devices for holograms. R2D2 had some real cool holographic technology included using the air particles as the canvas. Well, while there are some smoke or vaporized water screens out there, that´s not the real deal. As of today we cannot project holograms in a useful consumer way without some kind of medium. Holograms are a photographic recording of a light field that works in 3D without the need of glasses.

Damn, now and here, reality (real reality) hits us: currently all mixed reality tech is viewed through some piece of gadget (DLP, pocket device, glasses…) and we were all crestfallen when we first saw the “holographic lens” by Microsoft. It would have been just too good to be true… but we cannot avoid the detour through glasses we all figured. Time to get down to earth and live with it – and make the best out of it (… and to be happy with it! I`m certainly still am).

Microsoft going for a Windows view

So, Microsoft seems to have realized this as well – maybe their marketing and PR team took the time to look into wikipedia. Just now an unnamed spokesperson of Microsoft gave Tom`s hardware a quote:

“Microsoft renamed “Windows Holographic” to “Windows Mixed Reality” to be more encompassing of the company’s broader vision for the platform. We’re unifying the mixed reality ecosystem around a platform that enables shared experiences and interoperability between headsets. By opening up the Windows Mixed Reality platform to the industry at large, we anticipate the growth of holographic apps will make for stronger experiences and better devices for everyone.”

Time to find-and-replace all holographic´s in their websites and Hololens descriptions! At least they picked the suitable term of Mixed Reality instead (as discussed multiple times before here). Their range clearly aims wider now – reaching from AR to VR and anything that might fit into Milgarm`s mixed reality continuum this way.

Just In Time Compiled

So, just in time before the release of the Creator`s update of Windows 10, Microsoft bothered to rebrand. Since there is more news on Windows Holographic Mixed Reality, I thought it`s worth a shout out here to sum it up what`s going on with the big player.

Recently, Microsoft decided to skip the Dev Kit #2 for the Hololens. Mark 3 to be expected not before 2019. Why did they opt for that? Honestly, I can totaly live with it and am happy – as long as they put all resources into the next release and spare us another interim solution with slightly better headstrap or 10% better battery. Let´s go all in on a bigger update in 2019! Until then it´s enough time to establish a MR operating system and multi-device pipeline for development.

But you get the impression that it was all a bit overhyped and roll-out was just not realistically anticipated by most roadmap creators or marketeers. Now we get the Acer MR glasses (VR glasses) that support holographic Mixed Reality by Microsoft… but then again only for developers with very limited access at the start. They even dared to tease us with an empty plastic set of glasses last year… Is it really necessary to show things so early? Or maybe only the AR bubble pro`s saw this anyway and consumer landscape did not take a note. The Rift DK1, Crystal Cove, etc… also took a while to get out there.

Anyway, getting the operating system up and running for it now, seems a valid and smart move still. Since a week the new insider build of Windows 10 including Mixed Reality features for development is out in the wild and worth a look. Sean Ong was quicker than me and recorded a hands-on quick review of what you can expect of it. In the end it´s a virtual real, eh, world you can have as an emulator for now. But hey, worth a visit if you want to get the lead in MR SW development for MS!

Your real home is (obviously) represented virtually as a 3D environment you can move and teleport within. Then you can add virtual virtual objects (I must not call them holographic images anymore!) to see how the augmented objects would look like. You can see your Hololens menu, use Cortana and interact “naturally” with this playground sandbox for development.

It´s worth a trial and worth going this direction. But some questions need to be answered. How well can we actually use this for development? What if I need to use my hand to interact (like I do today with the Hololens)? How do I simulate that? Do I strap a Leap Motion to my Vive to simulate the Hololens air gestures to move teleporting through a virtual representation of my real home? Good fun, it`s getting ridiculous! Hopefully not recursive! ;-)

How accurate will the tracking work in the virtual representation of my real world in there? I assume it will work perfectly and the scanned virtual mesh of the real world virtual representation will be accurate by the millimeter (still with me?)! But hey, this could lead the way within the emulator to see how things could be with DK2 in 2019, right Microsoft?

Yeah, and how does Candy Crush look like on the Hololens? I need to try that! :-)

In any case, I do still agree with Alex Kipman (who recently gave an interview to Business Insider Australia adressing this issue) that we will throw away all our screens and smartphones at one point in time and live without screens (well, we carry the screen around with us on our nose). The potential is just so huge, but still so many things need to be answered. Not only battery life and how to shrink all tech, but also full indoor scaled tracking working seamlessly with full city-scale outdoor tracking. Data transmission via 5G or 6G needs to work and don´t get me started about regulations on safety… how long will it take to get approval by the law to wear “secure” MR smartglases while driving? Well, I`m getting carried away. Still enough research to blog about for the next years, still enough SDKs and DKs to try from all different companies and visionaries in the near and far future! Quite awesome!

… unless the computers go wild on their own before and all artificial intelligence destroys all puny humans before. Speaking of it, you can now also download a Hololens terminator T-800 view including some nice object recognition!

Hasta la vista, chach@s!

ProBility Media And GlobalSim Bring VR Crane Simulator To Construction Industry

There is a great deal going on with training and education in virtual reality(VR) at the moment, and the construction sector is no exception. In an effort to increase safety while keeping costs down, ProBility and GlobalSim have launched a software library of virtual heavy equipment models for training.

ProBility and GolbalSim have reached an agreement to combine GlobalSim’s hardware and software with ProBility’s USA and Canada sales channels. The VR training platform uses real equipment controls combined with a VR headset for a properly immersive experience that allows operators to get familiar with the controls they will be using in the workplace. Using VR in this way means workers can spend longer getting familiar with the equipment while avoiding the expensive mistakes that inevitably come from learning in the real world.

Construction / Building

“We are incredibly excited to be partnered with ProBility on the launch of one of the first portable virtual reality training methods for the crane industry,” stated Jonathan McCurdy, Chief Executive Officer of GlobalSim. “What separates the GlobalSim VR platform from others on the market is the seamless integration of real-life controls and technology that allows operators to see their hands in the virtual environment. The result is a VR training product that provides an unparalleled amount of realism and still incorporates the GlobalSim training management system and simulation tools that are among the very best in the industry. Just as a commercial pilot learns to operate a complex aircraft in a simulator before ever flying an airplane, VR Construction Crane simulation technology can train a student to operate a crane, safely, efficiently and proficiently before ever turning on the engine. This dramatically increases the operators market value and offers not only an increased safety profile but a tremendous cost savings as well.”

“Providing high quality training to the $35 billion crane industry is paramount in our strategy of building our training and career advancement brand across multiple skilled trades,” stated Noah Davis, President and Chief Operating Officer of ProBility. “We have recognized early that the crane industry is positioned for global growth and ProBility is positioned to deliver high quality training and eLearning to the hundreds of thousands of operators and potential operators in the industry. Providing virtual reality to the crane industry is just the first step in bringing a similar experience to many of the skilled trades. We look forward to building a long term relationship with GlobalSim and are excited to work together on additional products for different industries.”

The GlobalSim/ProBility system is configurable for a range of other industries and products, so may well be rolled out for other applications at the later date.

VR in training and education is a huge growth area, so VRFocus will continue to keep you updated.

Interview with Wikitude: new SDK & future of AR

Hi everybody,

let`s get back to down-to-earth AR for a bit. There a couple of good toolkits out there to use with your today`s consumer devices. Not everyone has AR glasses at his or her disposition or is willing to put them on during a fair or at work. One well-established player for mobile (but also smartglasses) is Wikitude. They just released their new version today. For the SDK, you can read the full changelog and spec info on their blog here.

But, I took the chance to let Andy Gstoll explain to me directly how they plan to impact the AR space with their new release. Andy Gstoll has been pioneering the mobile augmented reality space with Wikitude since 2010 and is Evangelist & Advisor of the company today, he is also the founder of Mixed Reality I/O. So, we talked about the SDK and AR in general. Let`s jump right in after their release video:

augmented.org: Hi Andy, thanks for taking your time to talk about your new release and AR! Always a pleasure.

Andy: Same here, thanks for having me, Toby!

Congratulations on the new release of the wikitude SDK. I had the chance to see it prior to release and know the specs, but could you briefly summarize: what do you think are the key technical break-throughs with version 6 – for the developers and through that also to the end-users?

AndyGstollblackwhite_small

The Wikitude SDK 6 is our very first SDK product enabling a mobile device to do what we as humans do countless times per day with highest precision: seeing in 3D. This means to understand the dimensions and depth properties of the physical environment around us in real time. After providing GEO AR technology since 2010 and 2D recognition and tracking since 2012, moving into the third dimension with our 3D instant tracking technology is a break through for us and of course our developer customer base. In a short while it will also be a breakthrough for consumers, once those SDK 6 powered apps get out there.

I’ve seen the Salzburg castle demo where you walk through the city and the U.F.O. floats above the river Salzach. How do you glue the position of an object to the real world? Would two different users – coming from different directions – see the U.F.O in the very same geo spot with relative orientation, i.e. the augmented object faces in the same direction in the real world for both?

The “glue” is our 3D instant tracking technology, which is based on an algorithm called SLAM in combination with some Wikitude secret sauce. Our 3D instant tracking is built to work in any “unknown” space, so the demo that you have seen would work anywhere and is not bound to Salzburg’s city center. However, positioning content based on a geo location, for example like Pokemon Go, is very easy to implement. Our GEO AR SDK would probably be best suited for that scenario instead or perhaps a combination of the two.

Could you elaborate a bit on the new feature instant tracking and what it might be able to enable?

The obvious uses cases are of course the visualisation of products in space. This could be furniture, appliances like a refrigerator or a washing machine. But it could also be animated 3D characters that would appear in front of you to perhaps tell you something or be part of a gaming concept. The technology has also great potential in the architecture industry, it can for example enable you to place a building on a piece of land. For enterprise, this could mean that you can visualise a piece of machinery in your new factory to demonstrate and test it in a greater context. But I am sure there will be apps built by our large developer community that even we were not able to think of.

The use cases you are describing are all good generic AR examples. As I understand it, instant tracking kicks in if you have no prior knowledge to your real space and no markers placed. But this could make exact and repeatable positioning impossible. If you e.g. need to overlay virtual parts on a machinery you would still need a known reference to begin with, right? Like in the video when the man examines the pipes and starts off at the top with a marker. How will instant tracking help out?

Thanks for bringing this up. We have to differentiate between slightly different use cases here and different types of 3D tracking solutions suitable for each. You are right, the 3D instant tracking is always most suitable when used in unknown spaces, rooms and environments. When actual recognition is required, for example a hydraulic pump model xyz, you would use our 3D object recognition technology, which we have introduced at Augmented World Expo in Berlin last October, mostly focussing on IoT uses cases. Referring to the man examining the pipes, this is yet another technology available through our new SDK 6 called “extended tracking”. After scanning a unique marker of your own creation and choice – which you can see in the video at the top left – the man examines the pipes without having to keep the marker in the field of view of the tablet giving him the freedom to examines the entire wall of pipes.

wikitude-sofa

(Note from augmented.org: This video shows their instant tracking. You can read more about their IoT approach here.)

We just had the examples of architecture or machinery, so let`s speak of more use cases: the press release specifically states indoor and outdoor usage. Let’s say, I build my university campus navigation that needs to bring me to the right building (outdoors) and then to the right meeting room in the dark basement (indoors). Is switching between tracking methods seamless and can it be used at the same time? How do I use it?

This first generation of our 3D instant tracking is optimised for smaller spaces. What you are describing I think would involve the mapping of very complex areas and structures such as the pathways of a university campus. To be honest, we have not fully tested this use case yet. What I can tell you is that it performs quite well in both light and also in darker environments, it cannot be completely dark of course as it is a vision based technology.

So, let´s talk a bit more about your tracking technology. Your team says to have improved the recognition quality heavily, especially in rough conditions. Do you think there is still room for more or did we reach the end with today’s handheld device’s sensors? Do you plan to support Google’s Tango or a similar technology in the near future to go beyond?

To answer the first part of your question which refers to our 2D tracking, yes, there is always room for improvement. However, our 2D tracking is a very mature product since we have been working on and improving it since 2012 already. I think it is not too self confident if I claim that it is the best 2D tracking in the market today. With regards to Google Tango support, we currently do not have the plan to support this niche platform. As you know there is only one consumer Tango device out there today which is the Lenovo Phab 2 Pro available in the US and a few other additional countries, hence the market share is less than 1% today. With ASUS and other OEMs there will be more coming this year, but it will be quite some time until we will have a significant base of market penetration making it worthwhile for developers to build on top of this platform. As long as this is the case, WIkitude will be focussing on the iPhone and Android powered smartphones out there by the billions today.

Everyday-AR in everyone’s pocket is still not there on a broad scale. If you count Pokémon, it had a short rise in 2016, but it’s still a niche for consumers. Do you agree? What do you think will push AR out there?

I agree to the extent that AR is still a niche for many people out there, but we are in the middle of changing exactly this as the three important puzzle pieces are coming together: hardware, software and content. Pokemon Go was of course a great example of what the potential of consumer AR is, but we will need more killer apps like this.

What do you think is missing?

The main challenge from a technology point of view is to recognise and track the three dimensional world around us all the time, flawlessly without any limitations. Wikitude 3D instant tracking technology is a big step forward but there are many challenges to be solved still, which will keep us and our competitors busy for some time.

Looking at competitors and partners…. hardware players that are more industry focussed are building their HMDs successfully for their clients, like Epson or DAQRI. Others who are also looking at consumers are preparing their launches of AR software and hardware – be it Microsoft with Holographic or Meta. Do you think AR glasses will bring the break-through?

Whether it’s standard mono-cam smartphones, Tango and “Tango-like” devices or HMDs as you mentioned above – all of them will have their place in the ecosystem. However, I do believe that devices like Hololens, ODG’s R9 and Magic Leap’s “magic device” will change everything in the mid- to longterm when they will become small and ergonomic enough to be worn by end consumers. The main advantage of these devices is of course that you do not need touch any displays with your hands and that they are always there in front of you with the potential to give you very context rich information and content as and when you need it.

Will you be on these platforms?

Wikitude is already on these kinds of devices, we have created customised and optimised SDK versions with our partners at ODG, Epson and Vuzix, which are available for purchase on our website now.

In the very beginning, I saw wikitude only as a nice GPS-tag viewfinder. Today we are at version 6 and it became a complete AR SDK. What will we be able to see in the near and far future with it? Could you give us a glimpse?

As indicated above, Wikitude is fully committed to augmenting the world around us. As the world as we know it comes in three dimensions, Wikitude will continue to push the envelop to provide the best 3D technology solutions, enabling developers to recognise and track objects, rooms, spaces and more. Different technology algorithms are needed for different scenarios today. We will not stop working until these different computer vision approaches can be merged into one, which is the ultimate goal.

That brings me to my next question – when do you think will we reach the positive point-of-no-return where everybody makes use of AR naturally?

This will be the case when the real and virtual worlds become indistinguishable from a technological and daily experience point of view.

Allright. So be it indistinguishable or obviously augmented – what do you think is the biggest chance for the world with AR technology?

My most favourite use case of AR is teleportation. I have been been living and working in many distant parts of the world over the last 20 years. When AR technology can render a high quality 3D model of my family members right next and merge with my immediate physical environment, even though they are a thousand miles away, I think it would make me and the millions of other people traveling out there all the time, very happy. If you are interested in reading a bit more about this topic, you may want to check out my recently published article on TechCrunch.

Great! Thanks for your answers.

Andy: My pleasure!


So, that’s it. I can sure relate to the teleportation concept that I long for very much, too. Currently I´m trying to get around it in AltspaceVR and other solutions. But a proper holographic buddy or family at my desk would be best. Well, seems like Wikitude is following their path well to enhance AR tech even further for mobile and currently available HUD glasses. I will sure check back to see what others make out of the new SDK features. If you want to read Andy’s Techcrunch article, it’s here. So, stay tuned for more AR soon to come as always!

– Toby.

Game Industry Job Postings Are Decreasing, But VR Jobs Are Up 400% Since 2014

Game Industry Job Postings Are Decreasing, But VR Jobs Are Up 400% Since 2014

The number of jobs posted for game developers has declined 65 percent since 2014, according to an analysis by the job search site Indeed.

The global game industry has grown to $91 billion across multiple platforms, but the number of jobs in the U.S. could be on the decline, at least among larger companies. The data from Indeed does not necessarily include jobs at tiny game companies, known as independent game studios.

Searches for game designer jobs has remained relatively constant since 2014. However, game developer job searches have grown over 50 percent. And searches for augmented reality and virtual reality gaming jobs have skyrocketed, with searches up 1,500 percent. Job postings for AR/VR are up 400 percent. And after a decline in 2014, job growth for esports has steadily increased, up 40 percent overall.

The companies with the most jobs available, in order, are as follows: Electronic Arts, Blizzard Entertainment, Activision, Epic Games, 2K Games, Zynga, Bungie, Nexon America, Ubisoft, and Nintendo of America.

The cities with the highest percentage of video game designer and developer jobs are listed below, followed by the average salary for developers in those metros. These cities are also major tech job hubs:

  • S.F./Oakland/Hayward: $134,796
  • Seattle/Tacoma/Bellevue: $97,558
  • L.A./Long Beach/Anaheim: $80,870
  • N.Y./Newark/Jersey City: $95,367
  • SJ/Sunnyvale/Santa Clara: $111,397
  • Austin/Round Rock: $76, 295
  • Reno: N/A
  • Boston/Cambridge/Newton: N/A
  • San Diego: $84,331
  • Las Vegas: $88,716

Asked why there aren’t more game jobs, the analysts at Indeed said, “There is obviously job seeker demand for careers in gaming, but the way video games are created is changing as new technology like smartphones and virtual reality is advancing. This is leading to drastic changes in the gaming labor market.”

Games have historically been created by teams of developers at large publishers or game studios. But today, many developers are choosing to work at independent video game studios, making mobile games or PC games. The games at the larger companies are on the decline.

But since 2014, AR/VR has seen job growth both at traditional game companies and at technology companies too. The esports scene has also grown.


This post by Dean Takahashi originally appeared on VentureBeat.

Tagged with: , , , ,

HTC Vive Overtakes VR/AR Outlook In GDC State of the Industry Survey

HTC Vive Overtakes VR/AR Outlook In GDC State of the Industry Survey

The Game Developer Conference is an annual gathering of professional devs as they share their various work-in-progress projects, attend networking functions, speak on and observe in-depth panel discussions, and absorb a wealth of knowledge and inspiration across the multi-day event. 2016 was the true birth of the virtual reality industry, so outlook was all over the place depending on who you spoke with and it makes sense that the perspective of GDC attendees would be valued. Each year, attendees take part in a lengthy survey that serves as the foundation for the conference’s State of the Industry document — this year’s results proved very interesting.

One key thing that’s notable is that the most popular platform has shifted in a big way. In the 2016 State of the Industry report, Oculus Rift dominated conversations over all other headsets largely in part because a significant amount had tried the device (77% for Rift) over Google Cardboard (46%), Gear VR (31%), PlayStation VR (21%), and well over the HTC Vive (19%). In addition, 19% of developers said they were working on an Oculus Rift game while all the others were under 10%. 44% of those surveyed said they weren’t interested in developing for the VR or AR platforms at all.

Source: GDC 2017 State of the Industry Report

Considering there were so few VR experiences for the majority of 2016, this year’s State of the Industry report has much more VR data in general. As far as which platform developers were currently developing for in 2017, there was only a one point difference among the top two with Vive at 24%, Rift at 23%, and Gear VR and PS VR tied at 13%.

The most telling shift, though, is found in the answers for which platform the game developers will be working on next: 40% of the respondents are choosing HTC Vive next with 37% on Rift and 25% on PS VR. New entries like castAR, HoloLens, and Google Daydream were added to the survey as well but Vive, PS VR, Gear VR, and Oculus Rift were ahead of the pack most of the time.

A large part of HTC Vive’s boost could be the release of the Oculus Touch controllers much later into 2016, causing developers to embrace the more robust experience the Vive offered early in the year. Devs have many more experiences to pull from on the Vive when it comes to the VR controller integration, but Touch availability will potentially shift the conversation again. It’s not unreasonable to say that 2018’s survey will be a better indicator of which platform is preferred given the added time and experience.

GDC 2017 takes place in San Francisco February 27th – March 3rd (Expo takes placed March 1st -3rd) and you can register for the event right here.

Tagged with: , , , , , , , , ,

How to bring Augmented Reality in your Italian factory with huge tax incentives

During 2016 the Industry 4.0 topic has been widely discussed, an after becoming an established model in Germany and in the United States, it has risen powerfully also in the Italian debate about innovation and manufacturing.

As of today it seems inevitable, for factories pursuing efficiency and productivity gains, to explore and embrace new technological trends including IoT, big data analytics, Virtual & Augmented Reality, advanced robotics.

Tax incentives of the Italian Government in the budget law

The strong interest Italian companies have shown with regard to industry 4.0 opportunities has not gone unnoticed by the Ministry of Economic Development which has set up an ad hoc incentive plan.

Incentives are limited to firms which make investments, no calls for access to the funds then, but important tax relief for purchases of tangible and intangible assets related to the Industry 4.0 technologies.

Subject of the incentives are also the Augmented Reality systems for industrial purposes and which include both hardware components (eg. Wearable devices), and software.
We previously covered the potential of this technology and its possible applications in the shop floor.

So this is a great opportunity for all those companies who plan to introduce Augmented Reality in industrial processes at different possible levels, from experimental use to test the potential of AR on a small scale, up to the industrialization of the technology.

Tax incentives for Augmented Reality: super and hyper depreciation

The Budget Act 2017 provides tax incentives for all those companies that in 2017 will invest in tangible and / or intangible assets related to the Industry 4.0 technologies. Specifically, the incentives are the super depreciation (140%) and the hyper depreciation 250%, the latter a novelty in the context of tax incentives for factories.

How do tax incentives work

To take advantage of incentives Italian companies just have to spend the money, without having to run any request and without having to participate in any tender.
For investments in assets with a cost of less than 500,000 euro a simple statement made by the legal representative will be sufficient (DPR 445/2000), while if the investments exceed that limit it is necessary a sworn technical report issued by an engineer or an industrial expert.

Let’s take a look at a practical investment in an Augmented Reality System with the benefits arising from hyper depreciation at 250%.
Suppose that a company decides to invest 50,000 Euros for an Augmented Reality project applied to industry, in the following table we report the actual savings.

Cost of the goods € 50.000
Tax cost € 125.000
Tax savings (IRES 24%) € 30.000
Actual cost of the goods € 20.000

Are you ready to bring Augmented Reality in your factory?

Contact us for a quotation or to schedule a demo and start an industry 4.0 project in your company! Email us at inglobe@inglobetechnologies.com

10 Prominent Developers Detail Their 2017 Predictions for The VR/AR Industry

10 Prominent Developers Detail Their 2017 Predictions for The VR/AR Industry

Unless overuse of VR headsets has granted them telepathic super powers, it would have been pretty hard for any one person to predict everything that happened to the VR industry in 2016. We’ve recapped what happened to each of the major headsets last year (for Rift, Vive, and PS VR), and it was pretty exhausting since the year as a whole was full of so much news and so many awesome experiences. As we look forward to 2017 then, we’ve reached out to a bunch of industry experts and insiders to get their views on where we’re headed over the next 12 months.

2016 provided hints of where Facebook, HTC, Sony, Google, and more will take their headsets in the near future, but where does the industry’s best and brightest think we’ll end up this time next year? With CES, the year’s first major event, now in the books, let’s hear from some those that work with VR itself about what happens next.

We asked all of these developers the same four questions:

1) What do you think will happen to the VR/AR market in 2017?

2) What NEEDS to happen to the VR AR market in 2017?

3) What will be the big breakthroughs and innovations of 2017?

4) Will 2017 finally be the “year of VR?”

Colin Northway, Co-Founder at Northway Games (Fantastic Contraption)

1) I think the PC VR market will continue to grow steadily. I personally think its growth will be at pace with how often people upgrade their computers. When most people own a VR capable computer most people will own a VR rig. So we have a ways to go still.

I think it’s great to have some breathing room actually. We’re still figuring out what we can do with VR and how to design for it. It’s nice to have this incredibly savvy audience who is excited about innovation and experimentation, we’ll figure this VR thing out together so it’s ready when the masses can get their hands on it.

2) 2017 needs to be about experimentation, just like 2015 and 2016. We need to keep pushing out in weird directions and see what’s out there. This technology has opened up a galaxy of new possibilities, every VR designer I know is bursting with ideas, we need to grab our machetes and get exploring.

3) If I could tell you what the breakthroughs would be then I’d have already made them! They are going to come from unexpected places and they are going to be software not hardware. We are far far away from grappling with what has been made possible by modern VR. Wireless headsets and eye tracking and whatever aren’t going to be game changers, we already have the hardware to change your life. We just haven’t figured out quite how to do it yet.

Also higher res displays would be really nice.

4) I don’t think at the end of 2017 there will be a virtual reality headset in every household. But I do think people with VR headsets are going to be blown away by what’s coming, myself included.

Rand Miller, CEO at Cyan Worlds (Obduction, Myst)

1) 2017 will be a vital year for VR/AR. To support vibrant and creative gaming development the market will begin the transition from niche to mainstream.

2) VR/AR NEEDS to make the transition to mainstream – that means lower barrier to entry (lower cost and easier setup).

3) The obvious evolutionary breakthroughs – higher rez displays, lighter headsets, better hand controls, lower prices, etc.

4) 2017 will be an exciting beginning of the transition to virtual reality, but it will take another year to start steam-rolling.

Jon Hibbins, Co-Founder at Psytec Games (Windlands, Crystal Rift)

1) I believe the virtual reality market will continue to have steady sales reaching over 2 million HMD’s between Sony, HTC and Oculus. Software Sales will continue to be Steady, new peripherals will likely appear on all 3 platforms.

2) Costs need to be reduced dramatically. Investment in quality software titles needs to be strong to help hardware gain growth.

3) I don’t predict any major breakthroughs in 2017, improvements will be good of course. I don’t expect any new hardware iterations to be released, just teased, perhaps some new contenders may get interesting and push the specifications.

4) VR is here, 2016 was the year of VR availability. 2016 should take the year of VR for this alone, I think every year is now a VR year, it’s here to stay.

Kerry Ganofsky, CEO at High Voltage Software (Dragon Front,  Damaged Core)

1) As hardware costs come down and processing power increases (gotta love Moore’s law!) VR will reach an even broader audience. It’s safe to say that consumer interest in the VR and AR markets will continue to rise in 2017 for both PC and mobile platforms.

I think what we observed in 2016 was the adoption Catch-22 that we so often see with new technology. Developers needed players to make worthwhile investments in robust content, and would-be players needed content to invest in the technology. Content investment goals by hardware developers like the pledge made by Oculus at their Oculus Connect 3 keynote in October will encourage software companies like High Voltage to fill the end-user’s need for quality content.

2) As with any platform, quality content and more robust features (Oculus Avatars, Parties, Rooms, etc.) will help drive adoption and add depth to the virtual reality experience in 2017. Considering the multitude of other gaming options available to consumers who are not yet VR-inclined, hardware and software developers will need to be more cognizant than ever of what will entice new users.

We’ve seen this kind of natural quality progression before in the video game industry. The difference now with VR is that it’s not as feasible for developers to experiment and fail as it was at the dawn of game development. There is a rulebook that has been slowly pieced together since Pong. It’s a frame of reference for both developers and gamers. However, because virtual reality uses sensory input and output methods that are entirely new to users (360 environments, haptic feedback and input, 3D Sound, etc.) much of the rulebook has to be rewritten to accommodate the medium.

3) We’ve already seen industries beyond entertainment begin to adopt the technology. Without many of the sensory limitations other consoles experience, virtual reality is a powerful tool that broadens our perception.

In 2017 the biggest breakthrough that needs to happen is that virtual reality needs to attract casual users. I think people might be turned off by VR due to general misunderstanding of what it provides, a lack of knowledge in minimum PC requirements, or that feeling of having to buy multiple things just to play VR. As more and more people with perspective separate from the hardware and software development world have easy access to VR, truly innovative ways to use the tool will emerge. It will be fascinating to see how patients, students, or anyone who does not consider themselves “tech-savvy” will shift software development trends, especially now that touch controllers and other haptic feed-back mechanisms can eliminate barriers for people unfamiliar with less-intuitive input methods.

4) 2017 will certainly be a memorable year in VR, and we’re as excited as everyone else to see what it will bring!

Paul Colis, Creative Director at Fierce Kaiju (Viral)

I believe and hope that we will begin to see virtual reality going more mainstream. I expect we’ll see more advertising, such as ads during large sporting events and more appearances on major TV shows, like we’re starting to see now with Conan O’Brien and Jimmy Fallon etc.

There will be some great surprises in the form of new content from developers at large gaming events such as E3, Gamescom, PAX and EGX. Perhaps crucially I expect that we’ll see major publishers taking bigger bets on virtual reality content.

We’ve seen the likes of EA, Activision and 2K begin to dip their toes in, which seemed to be relatively well received. We had Ubisoft release the excellent Eagle Flight to what was largely a very positive reception and we’re starting to see decent money being made by some companies in virtual reality.

As a gamer and developer I’m tremendously excited to see what happens when the big budgets come in and production values go up, I believe that VR content will just get stronger and stronger when this happens, you only have to look at the likes of The Unspoken and Robo Recall to see what happens when funding and support gets put behind good teams.

I also expect we’ll see more Indie devs getting into virtual reality, with experienced developers breaking out from big studios and more great talent emerging from Higher Education. I do hope that we start to see more meaningful, lengthy games. We’ve had some great content so far, but I’d like to see content that I can escape to for a few hours or more, some meaty single player experiences would be welcome.

Interestingly we’re starting to see a vocal kickback against methods of locomotion in VR, like teleportation. Developers and platform holders favour more comfortable methods for a number of valid reasons that are well documented. But we can’t ignore that a significant section of VR gamers seem to desire solutions more akin to traditional console or PC control methods. So with that in mind I expect to see new ideas in and around VR locomotion.

Whilst I’m largely positive for what 2017 will bring for VR, there will be downsides. Unfortunately I think we’ll see more casualties like we saw with Vrideo at the back end of 2016, my hope is that such news is infrequent.

Eric Romo, CEO at AltspaceVR (AltspaceVR)

1) Although often grouped together, VR and AR are two separate technologies that provide different functions. While there may be some mixed applications, VR and AR will likely continue to develop for separate applications where each provides its particular value. For VR, we think the core of this will be helping people communicate and feel like they are together.

2) For VR, equipment needs to be more consumer-friendly and affordable, helping adoption reach a critical mass and drawing talent to create content specifically for this medium. People need to see VR as a completely new medium, i.e., not in terms of current video, video chats, or social media.

3) The adoption of Daydream across major mobile devices will be a breakthrough in accessibility and will spur adoption. All-in-one designs will begin to achieve a level of  ease-of-use that will let people integrate VR into their everyday lives. Increased ability to track human behavior, such as expressions and eye movements will have huge impact on avatar effectiveness and the ability to connect with others in virtual reality.

4) By the end of 2017 we may be able to get hardware ease-of use and accessibility, content development, and adoption to a point that would signal that we have passed from early, early adoption to regular, early adoption. Early, early adopters are a relatively small group of experimenters who are fascinated with VR technology and highly motivated to experience it. There is a much larger group of high end consumer electronics users who will adopt as hardware becomes easier to use, they discover content and activities that interest them, and more of their friends have access to VR. Because applications are so important,  we may not have a “year of VR” but may instead have  “the year of musicians giving concerts in VR” and then,  “the year of medical procedural training in VR”, and so forth as applications that matter to people become enabled by virtual reality.

Darshan Shankar, CEO at Bigscreen (Bigscreen)

1) I expect the following in 2017: Affordable mid-tier virtual reality headsets ($300), Gen 1.5 (a refresh) of high-end $800 VR headsets. Dozens of cheap mobile VR headsets, and the first 4K headset prototypes. Mobile VR will finally get positional tracking.

2017 is too early for AR, but I bet Apple will announce something. Microsoft will bring affordable virtual reality headsets to the PC and Xbox One

2) VR and AR need cheaper, higher resolution headsets and non-gaming software that’s more compelling for mainstream users

3) I expect a breakthrough in inside-out camera-based positional tracking

4) 2016 was the first year consumers could buy high-quality high-end VR headsets. 2017 will expand on that, making that high-end experience more affordable and accessible to more consumers. However, I still don’t expect more than 10-20 million VR users until 2018. VR and AR will remain fairly small with a few million monthly active users until 2018.

Bryan Chu, VP Marketing at VREAL (VREAL)

1) VR/AR will continue to experience steady growth in 2017 driven by a few key factors.  Updates and innovations to existing hardware, such as the release of the Oculus Touch controllers seen this year, will improve the overall user experience.  New SteamVR hardware, and lowered price points for both headsets and PCs will also grow the PC VR market.  On the console side, as PS4 Pro gains traction we will see more PSVR units and steadily improving attach rates for that peripheral.  Also, based on MSFT’s announcements in this last year, we should expect to see their headsets in wide commercial release.

On the software side this will be coupled with better and more polished virtual reality experiences as products delayed in development that missed the initial ship windows will hit the market. Better experiences coupled with growing install bases will allow for more viable businesses, and also reach the critical mass required to establish new franchises.

2) [Answered implicitly above]

3) For hardware, we will see the first wireless headsets which will allow true “holodeck”-like VR.  We will also see improvement to form factor issues such as weight and comfort along with improved displays that allow people to use virtual reality in more meaningful ways.

4) I think “The Year of virtual reality” may underestimate the true impact VR will have.  Truly massive shifts happen like a rising ocean tide.  Where entire industries and ways of thinking are altered so that the world that existed before is unimaginable and what’s “possible” gets redefined.  What we’re experiencing now, this is what it feels like when history is being made.

E McNeill, Independent Developer (Darknet, Tactera)

1) I expect the VR/AR market to grow and to gain momentum, but still at a slower pace and lower level than most enthusiasts hoped for. We’ll hear some people claim that VR flopped or is dead in the water, but in general things will get better.

2) It needs to be propped up by Oculus, Valve, Sony, and Google. They’ve done a great job so far, but I think they need to keep going a little while longer before the market finally reaches liftoff.

3) I’m expecting the big breakthroughs to come from the software side of things, as game developers figure out what’s most fun in VR and as larger projects mature. For example, the hotly anticipated VR strategy game Skylight is coming to Gear VR on January 12th! That’ll be a big one, I’m sure.

4) No. Either the “year of VR” already happened, or it will come later than 2017.

Kimberly Unger, Producer at Gazillion Entertainment (Marvel Heroes and Unannounced Title)

1)  I think we are going to see slow, steady growth in 2017, but not the hockey-stick everyone’s looking for.

2) We need more market penetration for both tethered VR and mobile VR.  It’s not just going to be about dropping prices on equipment, but it’s going to have to involve marketing pushes that describe the “VR lifestyle” in glowing terms.

3) I think we will finally get haptic feedback for virtual reality sorted out. It’ll show up first for room-scale VR, but versions for mobile won’t be far behind.  Mobile spatial tracking just hit the market, so I think AR is finally going to get its legs and give VR run for it’s money

4) Almost there but I don’t think 2017 is going to be the big surge, I think we’ve got at least another year getting consumers comfortable with VR if we really want it to stick.

OK, on to my personal opinions:

This is going to be the first full year with console-scale VR.  That’s going to be a huge bonus. We now need to be sure that there is enough VR-only content to keep the players satisfied. I think this year there is going to be a fight between cinema and games for ownership of the term VR. Right now when you talk to most average consumers and you use the term VR, their first thought is movies, not games.  IMAX is going to bring VR theatre experiences online this year, which means that will be the touchpoint for VR for most of the population.

Once you put on a VR headset, you could care less how stupid you look. This matters.  The more people try VR, the more normal it’s going to seem.  People aren’t going to look at someone wearing a headset and go “wow, what a dork”, instead they are going to look and remember their own last great experience.


Contributions to this story were made by Staff Writer Jamie Feltham.

Tagged with: , , , ,

CES 2017 VR And AR News Roundup: Everything You Might Have Missed (Updated)

CES 2017 VR And AR News Roundup: Everything You Might Have Missed (Updated)

The Consumer Electronics Show in Las Vegas, NV is traditionally one of the largest tech events of the entire year and CES 2017 is no different. Many of the biggest companies on the planet, from Samsung and HTC, to Facebook, Amazon, and Google, and even all the way to Ford, Mercedez, and countless startups, all gather in the desert at the start of the year to unveil the latest and greatest advancements in consumer electronics. There’s also usually a heavy dose of vaporware and eventually broken promises.

With so much happening and the news coming in so quickly, it’s easy to miss stories. At UploadVR we’re dedicated to addressing the VR and AR industries as thoroughly as we can, which often means a torrential downpour of coverage. It’s hard to keep up with.

So at the beginning and end of each day of CES (starting today) we will update this article with links to all of our CES news and headlines. For the full scoop, you’ll have to click through to the specific story of course because we don’t want this article ballooning to several thousand words that you may not care about. Consider this to be your consistently updated one-stop shop for all of the news from CES 2017 so far.

This story will be updated and republished as needed in order of most recent date first. All of Friday’s CES news is added down below!

Friday, January 6th

CES is now officially in full swing in Vegas, but the big news and announcements have all mostly happened at this point. We’ll be spending our time doing interviews, getting hands-on with some of the newest devices, and checking out all there is to see at the convention.

Intel’s ‘Merged Reality’ Demo Brings Actual Hands Into VR on Oculus Rift [Link]

Zombie Hunters Rejoice! ‘Arizona Sunshine’ to Receive Long-Awaited Full Locomotion Update [Link]

Mobile Room-Scale VR ‘Fully Doable’ With Vive Tracker Says Dev [Link]

Hands-On: KwikVR Wireless Kit For Rift and Vive Releases in March for Around $300 — Save Your Cash [Link]

SketchAR Lets You Trace Over AR Images To Become The Artist You’ve Aspired To Be [Link]

Dr. Oz is Using VR to Create The ‘Google Maps’ of the Human Body [Link]

‘Mindshow’ CEO: VR Lets Animators Do What ‘Would Have Cost Hundreds of Thousands of Dollars’ Before [Link]

 

 

Thursday, January 5th 

The actual show starts on this day and more news is underway. There’s a set of boots that enable you to feel the digital worlds you’re walking through and a candle that lets you smell blood while playing Resident Evil 7. The biggest story of the day was our full hands-on demo of the Intel Project Alloy merged reality headset.

This HoloLamp Projector Lets You See AR Holograms Without Using Glasses [Link]

The Taclim VR Boots Want You To Kick The Future In The Face [Link]

Indulge Your Sense Of Smell With An ‘Old Timber And Blood’ Scented ‘Resident Evil 7’ 4D VR Candle [Link]

Lumus Showed Off New AR Glasses With 55-Degree Field Of View [Link]

‘Monkey King’ is a New Cinematic VR Series from Digital Domain [Link]

The Pico Neo CV Is A Fully Untethered, Positionally Tracked VR Headset [Link]

Dell Precision 7720 Is A VR-Ready Mobile Workstation Using Nvidia Quardo GPUs [Link]

Hands-On at CES With Intel’s Project Alloy Standalone VR Headset [Link]

New ‘Arizona Sunshine’ Las Vegas-Themed Game Mode ‘Undead Valley’ Coming in Feb [Link]

Forget 4K — The Insta360 Pro Is An 8K 360-Degree VR Camera [Link]

Nyko Unveils PS VR and HTC Vive Charging Docks and Other Accessories at CES [Link]

CyberPowerPC Introduces New PCs Including A Line Of VR-Ready Laptops [Link]

Wednesday, January 4th

This is when the real downpour started — and the official date for CES isn’t even until the following day! The ASUS ZenFone AR is both Tango and Daydream ready, Lenovo showed a new Project Alloy demo, and the cherry on top was the debut of the Vive Tracker for new accessories and the upcoming Deluxe Audio Strap.

‘HOLO CUBE’ Lets You Hold And Play With AR In The Palm Of Your Hand [Link]

Eye-Tracking VR Headset FOVE 0 Costs $599, Starts Shipping January 2017 [Link]

Vuze Is An $800 VR Camera Releasing In March With 3D Audio Support [Link]

Ricoh Unveils The First Camera Capable of 360-Degree Recording and Livestreaming For 24hrs [Link]

Dell Unveils Inspiron 15 Gaming Notebook And Premium Alienware Hardware For VR [Link]

We Visited The First Oculus-Powered Bar In Las Vegas [Link]

Audeze and JBL Unveil Headphone Solutions Specifically Developed for VR [Link]

ASUS Officially Unveils The ZenFone AR, The First Daydream and Tango Ready Smartphone [Link]

Gap And Google Just Showed Us How AR Shopping Will Work [Link]

Samsung Confirms 5 Million Gear VR Mobile Headsets Sold To Date [Link]

Intel’s CES 2017 Press Conference Put The Audience Inside VR [Link]

HTC Announces Subscription Plan For Viveport [Link]

HTC Vive Integrates Audio With New Deluxe Headstrap Similar To Rift’s [Link]

HTC Announces Vive Tracker to Power Next Generation VR Accessories [Link]

AMD Debuts Extreme Performance PCs Powered By Their New Ryzen Processor [Link]

Project Alloy Debuts Multiplayer Merged Reality Gaming, Shipping in Q4 2017 [Link]

Tuesday, January 3rd

Even thought this was two days before CES 2017 “officially” starts, we were already seeing a flood of news and announcements. Lenovo’s holographic VR headset is set to make a debut this week and new glasses, cameras, and more are on the horizon. Qualcomm’s Snapdragon 835 processor is one of the main highlights, emerging with powerful specs for mobile VR devices.

Lenovo’s Windows Holographic VR Headset Debuts At CES [Link]

Asus’ $799 VivoPC X Is A Compact VR Ready PC That’s Prepped To Go [Link]

3DRudder Wireless Is A Cross-Platform Foot Controller That Lets You Move In VR [Link]

Tactai Gets In Touch With Ericsson For AR and VR ‘Dynamic Tactile Wave’ Tech [Link]

Hubblo Announces 360-Degree VR Camera That Makes Streaming 4K In 3D Portable [Link]

ODG Debuts Two New AR Glasses Aimed At Consumer Market [Link]

Qualcomm’s Snapdragon 835 Processor Aims To Supercharge Mobile VR And AR [Link]

Faraday Future Used VR To Design Their Flagship “Fully Connected” Car [Link]

Pre-CES News and Announcements

Before the show even started, we learned about a lot of what to expect. Wireless accessories will be on display, analysts and Upload staff alike are making full predictions, and there will actually be a large amount of content — not just hardware — on the show floor to see.

Upload’s CES 2017 Predictions [Link]

Upload’s CES 2017 Party Details [Link]

Wireless Rift and Vive Add-On KwikVR Set To Debut At CES [Link]

Accenture’s Top 5 Predictions For What Will Be Hot At CES 2017 [Link]

Pimax to Unveil 4K Per Eye, 200-degree Field of View VR Headset at CES 2017 [Link]

Here Are 23 Of The 30+ Experiences Vive Is Showing At CES [Link]

Tagged with: , , , ,

VR Rising: 5 Trends to Watch As The Industry Grows In 2017

VR Rising: 5 Trends to Watch As The Industry Grows In 2017

Featured image from left to right: Rob Goodman (OpenVerse), Han Jin (Lucid VR), Amitt Mahajan (Presence Capital), Timoni West and Tony Parisi (Unity).

With new hardware releases from Google, HTC, and PlayStation, the runaway success of augmented reality megahit Pokémon GO, and the early buzz of Snap’s Spectacles all filling our newsfeeds in 2016, you’d think mainstream adoption of virtual and augmented reality was right around the corner. But when it comes to building best-in-class experiences—and amassing the mainstream audience needed for those experiences to thrive—the industry is still learning how to crawl. So last month, when I sat down with some of the brightest minds in the world of VR at the Uncharted Minds Thought Leadership Series, we aimed to get to the heart of where virtual reality stands today and chart tomorrow’s greatest opportunities.

First comes gaming

“The first companies who are going to make a lot of money in VR are almost all going to be gaming companies,” says Amitt Mahajan, founder and managing partner of Presence Capital. And the reason, according to Tony Parisi, head of VR and AR strategy at Unity, is simple. “You need a really good, new computer to run this stuff. And the gaming computer upgrade cycle is really going to drive that. Gamers buy hardware first. They’re going to go out and get the sickest hardware and play the best games and really dive into VR.” Mahajan added, “From an investor and developer standpoint, we’re already seeing that growth, with some of the launch titles for Oculus and the Vive doing tens of millions of dollars of business.”

Breaking through in China with VR arcades

“With the amount of real estate development happening in China, they need to find a way to monetize the mall spaces being created. VR is just a natural fit; it’s a new, exciting thing that everyone’s latching onto there,” says Mahajan. “They’re overcoming the expensive computer problem by creating VR arcades, and the pay-to-play option is an ideal way for many people to try VR. Once they do, I think it’s just a matter of time before China ends up being the first major market for VR.” The recent announcement of HTC’s Viveport Arcade shows that the industry is taking notice and moving toward new business models for mass play.

Today’s websites are tomorrow’s worlds

Timoni West, principal designer for Unity Labs, says her team is thinking about self-expression and creation in VR in entirely new ways. “If VR is the new web, then a website is not going to be a website anymore. It’s going to be a world. How do we let people make worlds and experience these worlds and go to other people’s worlds? It’s a huge question. I don’t think anyone has the answers yet.” However, it’s clear a democratization of content creation must happen in order for this kind of world building to begin. She adds, “Getting anybody from small children to grandparents to be able to make worlds they can share and visit and interact with each other in will be key.”

Tony Parisi says the next generation will be poised for this kind of interactivity. “Right now my kid is doing 3D modeling, and it’s not because he wants to follow dad’s footsteps. It’s just what you do. You hear all these stories of three- and four-year-old kids who. . .you give them a print magazine [and] they’ll pinch it to zoom it, because they’re actually digital first. I think that will help immensely with adoption.”

A new reality in flight

VR has the potential to change the in-flight entertainment experience. “There are already companies trying to find ways to give you a VR headset rather than the junky little screen on the back of the seat in front of you,” Mahajan explains. “Imagine you’re on a five-hour flight. Rather than staring at that screen, you put on a VR headset, and you’re in a movie theater watching the same movie. That would be an incredible experience. On the mobile VR side, I think this is an area where you’re going to find the earliest adoption.”

Experiments in the language of VR design

Because VR’s product cycle is still in its early stages, setting up the guardrails for best practices in VR user experience is crucial. Han Jin, CEO and founder of Lucid VR, is exploring greater sensory cues. “We have to experiment with coloring, with light, with sounds—utilizing where the sound is coming from to gain tension. The question we’re grappling with is [how] to create tension in the story to make a user feel like they need to focus on something. Especially in 360, because they could be looking anywhere and they could totally miss the entire story.”

Timoni West adds, “People are used to arranging things spatially, and with VR, they can really use technology to arrange things in a spatial way that feels natural to them. But I also think VR is a first step. . . .It won’t be the last step. I think AR, or what we think of as AR now, is much closer to what the future will be in 50 years. Just being able to walk around your home and have these visual-based triggers that remind you about your keys when you get near the door or having your life be more spatially arranged to the point where you don’t have to have a phone in your pocket. I think that is where the world starts to feel like it was designed for you—for the way humans think about it. That natural feeling you get from VR is just one step in that direction.”

______________

VR’s path to mainstream success won’t happen overnight, but the road forward is a bright one marked with brilliant new experiences and opportunities for innovators and users alike. Thanks to Amitt, Tony, Timoni, and Han for their insights and openness. How do you envision VR taking shape in 2017 and beyond? Share your predictions in the comments.

Tagged with: , , , , , , ,

Analyzing the VR Boom: Plenty of Investment Opportunities, But Challenges Remain

Analyzing the VR Boom: Plenty of Investment Opportunities, But Challenges Remain

Virtual reality has captured the imagination of the venture community like few other technologies have in recent years. It is increasingly being viewed as the next computing platform to transcend the way that consumers interact with and consume media and content, as well as the ways that they communicate with each other.

The Opportunities

VR has the profound potential to completely revolutionize how we view live experiences. Imagine a courtside seat at an NBA game from the comfort of your couch, accompanied by all of the statistics, analysis, and commentary you could ever want access to. VR will eventually redefine the commerce experience as well. Having the option to virtually try on a new suit or evening dress at home can greatly enhance how we shop and enable the shift to transact most commerce online. Then there is the immense enterprise potential of the medium, which will allow a much more intimate and contextual connection in high touch areas such as the sale of automobiles or real estate, or assist in highly complex tasks in surgery and medicine.

A healthy level of skepticism remains for people that have the battle scars from the 3D TV revolution, and the perception that this is just a hype cycle repeating itself all over again. However there are reasons to believe that this renaissance in VR is the real deal. The ubiquity of low cost VR players in the form of smart phones has already ensured that content is in the hands of a broad base of users. When coupled with a low cost viewer, such as Google Cardboard, a basic VR hardware stack is accessible at a fairly low cost. A wide range of potential use cases from gaming, video, media and even communication gives the technology many applications beyond just TV makers looking to sell incremental hardware.

The rush of developers moving into the market to supply VR hardware also speaks to the excitement in this space. In addition to the low-end Google Cardboard, the Oculus Rift, HTC Vive, PlayStation VR, Samsung Gear VR and most recently Google Daydream, provide a variety of viewers with different capabilities and price points. To consumers’ benefit, there is no shortage of VR viewers or headsets for people who are interested in consuming content.

Despite the plethora of choices, significant challenges remain:

Hardware Usability: While there are a significant number of new hardware entrants, VR viewers still find that the headsets are difficult to tolerate for long periods of time. Surveys have suggested a peak usage time of 6 minutes, which makes it difficult to develop longer content that drives maximum monetization. Immersive sporting experiences, or premium cinema quality content, are difficult to deliver if a user has to adjust their hardware every few minutes. What’s needed is better hardware, not a greater number of models.

Immature Business Models: Production of full capture VR related content is particularly expensive, typically running at 2-3x the cost of normal video content. The rigs and detailed video stitching required means a lengthy post-production process. Yet monetization of VR content is still immature. At present, platform developers are happy to pay for premium content to drive eyeballs and engender brand loyalty. While millennial-focused brands are willing to experiment with content, a lack of audience scale and ROI metrics appear to be limiting factors to taking these ad budgets beyond the experimental category. Finally, premium content experiences that transform into subscription revenues need to overcome the hardware problem that currently limits consistent viewing.

How can we achieve mass adoption?

While most of the ecosystem inhibitors will get resolved over time, there are some key catalysts that will drive broad-based adoption beyond the specialized use cases like gaming and enterprise:

Comfortable and Low-Cost VR Headsets: The introduction of low-cost hardware that is conducive to sustained viewing of content is a required ingredient for a high quality experience. While there will no doubt be a greater proliferation of low cost hardware in 2017, it remains to be seen whether the user comfort factor will persist.

Easy UGC Creation: There’s likely nothing better to spur VR adoption than the ability for consumers to create their own VR experiences and share those experiences with others. The benefits of user created VR content – having your parents experience your daughter’s first steps, for example – will likely be a major step in moving the VR category forward. This will also drive demand for an accompanying set of hardware and software.

Engaging, Mass-Market Content: The availability of must-watch pieces of long form content or recurring episodes that generate broad community interest will likely catapult VR from niche to mainstream. High quality content creators who are successful will be in high demand in the ecosystem.

Progression of multiple use cases: While content consumption appears the more dominant VR use case at present, the progression of other use cases such as commerce or travel will help in more broadly evangelizing the power of VR with consumers and spur hardware adoption and investment by ecosystem stakeholders. Improving the ease of online commerce through virtual fittings (Rayban’s Virtual try on app is an interesting use case) or simulating virtual travel experiences will help drive VR as a category.

Venture Investment Implications

The attraction to being first to invest in the next computing platform is obvious, but the bigger question is: what sorts of investments are likely to be defensible long term?

With the hardware ecosystem and dominant participants now seemingly set, there doesn’t appear to be much room for emerging hardware players. The marketplace will likely spawn its share of superstar content creators who will enjoy decent returns, not unlike content creators in traditional media. Of course, the challenge here is to pick content likely to be in favor with a new medium and a user base still in experimental mode.

However there is likely still a lot of opportunity and potential ROI in being the provider of “picks and shovels” and enablement tools to the VR ecosystem. Businesses that offer volumetric capture tools and studio time for content creation (such as startup Suresh Madhavan is a manager at , , , , ,