SuperData Research Expects VR Consumer Revenue to Hit $40 Billion by 2020

SuperData Research has been one of the more prolific companies looking at the virtual reality (VR) industry and its potential growth. In conjunction with Silicon Valley Virtual Reality (SVVR), the two have now released a new infographic showcasing who the audiences are and what they’re buying.

The infographic leads with figures dealing with revenue, with hardware sales currently driving revenue of $1.5 billion USD in 2016 and videogames currently top software sales. By 2020 though, software sales are expected to eclipse hardware, with global revenue hitting almost $40 billion.

Currently VR awareness among Americans over 18 stands at 32 percent, with VR users in the 18-34 age bracket for both men and women leading the way at 37 percent and 26 percent respectively.

In February SuperData released a report in collaboration with Unity Technologies called “Can’t Stop, Won’t Stop: The 2016 Mobile and VR Games Year in Review“, looking at how the markets performed in greater detail.

VRFocus will continue its coverage of SuperData, reporting back with the latest research analysis.

SuperData-Infographic-at-SVVR-2017v11

SVVR Keynote: Historical Context of VR + Elemental Theory of Presence

KentBye-Avatar-2016I had the chance to give the keynote at the Silicon Valley Virtual Reality Conference where I provide some historical context for virtual reality tracing the evolution of communications mediums in order to contextualize my elemental theory of presence. It traces the history of the science and philosophy, and shows how VR is providing a direct experience of how much of our reality is subjectively constructed with our entire bodies. Hopefully this talk will help contextualize where we’ve been and where we’re going with VR, as well as a holistic framework to doing experiential design.

LISTEN TO THE VOICES OF VR PODCAST

Here’s the video of the talk:


Support Voices of VR

Music: Fatality & Summer Trip

The post SVVR Keynote: Historical Context of VR + Elemental Theory of Presence appeared first on Road to VR.

SVVR Keynote: Historical Context of VR + Elemental Theory of Presence

KentBye-Avatar-2016I had the chance to give the keynote at the Silicon Valley Virtual Reality Conference where I provide some historical context for virtual reality tracing the evolution of communications mediums in order to contextualize my elemental theory of presence. It traces the history of the science and philosophy, and shows how VR is providing a direct experience of how much of our reality is subjectively constructed with our entire bodies. Hopefully this talk will help contextualize where we’ve been and where we’re going with VR, as well as a holistic framework to doing experiential design.

LISTEN TO THE VOICES OF VR PODCAST

Here’s the video of the talk:


Support Voices of VR

Music: Fatality & Summer Trip

The post SVVR Keynote: Historical Context of VR + Elemental Theory of Presence appeared first on Road to VR.

Hands-on: Rhythm Game ‘Audio Beats’ is a Hidden Gem That Plays to VR’s Strengths

At SVVR 2017 this week in Silicon Valley, Chinese VR developer organization VRCore brought a range of content to the show representing some of the VR work happening in the West. Among that content was Audio Beats by developer Famiku, a SteamVR game for Vive and Rift with surprising polish and compelling gameplay.

We’ve seen a number of rhythm games pop up in the VR space which rely largely on existing tropes from the genre in a new VR setting. I was impressed with Audio Beats in the way that it plays effectively to VR’s strengths and fosters gameplay mechanics that are unique and only possible in VR.

Photo courtesy Famiku
Photo courtesy Famiku

The foundation of the game is a virtual futuristic drum instrument which has four floating panels which you can strike with your virtual futuristic drumsticks. The instrument is as simple as a real drum—hit a thing with another thing… make noise—making it instantly playable at a basic level, and yet the game’s smart mechanics make it clear that there’s abundant overhead for challenge and mastery (see some gameplay in the video heading this article). As you might suspect, given the fursustic instrument, the music for now mostly falls into the electronica genre, underlined with deep beats.

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Now on Rift: How Harmonix Turned 'Rock Band VR' Into a Brand New Gameplay Experience

Much of the gameplay mechanics are about striking the right drum at the right time as a pulse of light travels down a note path to one of the drums; pretty basic stuff as far as the rhythm game genre is concerned. Of course, a real drum pushes back against your stick when you hit it, but a virtual drum cannot. Audio Beats doesn’t apologize for this, but instead embraces it with mechanics that only make sense in VR.

Among the various beat mechanics are occasional arrows which will come down the note path. To hit these correctly, you need to swing your drumstick through the drum in the indicated direction. For instance, if there’s an up arrow, I need to hit the correct drum with an upswing (coming from underneath) to land the note correctly. That means that I’m now not only thinking about timing and which drum to hit, but also the direction of my swing. The result is an effective mechanic that turns a limitation of VR into a strength of gameplay.

In addition to the basic beat and arrow beat mechanics, there’s also sustain notes, another well trodden concept in the rhythm game world, where instead of just striking the note once you need to hold it down for the duration in order to hit it correctly. But again Audio Beats goes smartly one step further in a way that takes advantage of VR. In the game, the sustain notes will shift in location as they proceed down the note path, meaning you have to not only hit and hold the correct starting location, but you need to move your hand around to stay in line with the stream as it moves from place to place, which can sometimes be from one drum to the next, or all the way across a gap between the furthest spaced drums.

vrcore-svvr-2017
VRCore founder Pinshan “Rebecca” Liu plays ‘Audio Beats’ at SVVR 2017

And of course all of these mechanics will be thrown at you simultaneously. Keeping your eye on the moving sustain note with one hand, while the other hand is busy jumping back and forth between drums during a complex string of notes is extremely satisfying. So too is nailing the arrow notes and combo notes as they are intertwined with the rest of it.

The gameplay really involves your body and your ability to multitask your limbs; real drummers will definitely have an upperhand to start, but while the outside-of-the-box mechanics might be outwardly based on drums, the gameplay could not be achieved with a real drum set or drum peripheral (like you might find with Rock Band). This unique-to-VR design is what makes VR games great, and why I came away very impressed with Audio Beats.

The game launched in early 2017 for $10 and although it isn’t specifically listed as an Early Access title, it appears the developers plan to grow it over time, with the Audio Beats Steam page noting, “This version contains the core gameplay for players to experience. The official version will have more songs and game functions will be updated regularly.” The game recently added Rift and Touch support (on top of its Vive support) and leaderboards to keep players competing for high scores.

Presently, it appears there’s only six tracks available (each with three difficulty levels, though I promise you won’t be able to start at Expert), and as above, the plan is for the developer to add more over time, which I very much hope they do.

The post Hands-on: Rhythm Game ‘Audio Beats’ is a Hidden Gem That Plays to VR’s Strengths appeared first on Road to VR.

Oculus, HTC And More Head To 2017 SVVR Expo, Save $200 Here

Oculus, HTC And More Head To 2017 SVVR Expo, Save $200 Here

If you’ve been following VR for a while then you’ll likely recognise Silicon Valley Virtual Reality (SVVR) as one of the original events designed to evangelise and promote the technology, starting out as a small meetup for enthusiasts and steadily growing into a massive conference that gathers industry figureheads under one roof. This year’s SVVR Expo is right around the corner, running from March 29th – 31st at the San Jose Convention Center, and you can get a discounted ticket right here.

This year’s show is sponsored by the likes of Oculus, HTC’s Viveport, and Unity. Keynote speakers include Nonny de la Peña, known to many as the godmother of VR for her early work in VR journalism, produced before anyone had even heard of the phrase Oculus Rift. Attendees will also hear from Tony Parisi, currently busy heading up VR and AR at Unity,Kent Bye, host of long-time VR interview series Voices of VR, and Rikard Steiber, SVP of VR at HTC.

The conference itself features a huge amount of speakers, including Philip Rosedale from High Fidelity. Topics are going to include everything from improving VR education to updates on the OSVR platform and more. There’s also an expo floor where you’ll be able to go hands on with the latest offerings from the likes of AltspaceVR, Cubicle Ninjas, High Fidelity, and even Oculus itself.

We’ve teamed up with SVVR to offer full conference passes for $450, which is $200 off the usual price, or an Expo pass for $99, which is $50 off too. Just enter the code UPLOAD@SVVR2017 at the checkout and, hey presto, you’ll be inside the conference at a fraction of the price.

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100+ AR/VR Companies to Gather at This Week’s SVVR 2017 Expo – Save $200

This week’s Silicon Valley VR Expo 2017 is set to bring together the core of the VR industry from Silicon Valley and beyond. As VR’s biggest industry event, this year’s event represents the most diverse group of companies from around the world ever to attend the conference.

Well known as one of the largest and most senior VR communities, SVVR has been a focal point of the growing virtual reality industry in Silicon Valley with a schedule of regular local events. Now in its fourth year, the organization’s annual Silicon Valley VR Expo is an industry-focused event for all verticals in VR, bringing together top names in VR research, engineering, development, entertainment, and enterprise services to discuss the latest trends, exhibit innovations, and showcase the future of VR.

svvr-2017-convention-centerThis week from March 29th to 31st at the San Jose Convention Center, SVVR 2017 is set to bring three days of talks, panels, and workshops with insights from leaders in VR, and a show floor featuring more than 100 exhibitors.

This year the event will have dedicated tracks covering medical VR, VR development & content creation, VR for education, WebVR, location-based VR & Vsports, and feature regional pavilions from Japan, Korea, China, and Europe.

Session Highlights: 

Road to VR Readers Save at SVVR 2017

Interested in attending or exhibiting at SVVR 2017? As a Road to VR reader you can save $200 on general admission, $50 on expo-only admission, and 20% on standard exhibitor packages using code RTOVR@SVVR2017.

Attend SVVR 2017 Exhibit at SVVR 2017


Road to VR is a proud media partner of SVVR 2017

The post 100+ AR/VR Companies to Gather at This Week’s SVVR 2017 Expo – Save $200 appeared first on Road to VR.

The SVVR Conference & Expo Dates Announced for March 2017

The fourth annual Silicon Valley Virtual Reality (SVVR) Conference and Expo will be making its return to the San Jose Convention Center, California, next year with the dates for the event recently announced.

The three day event will be taking place from Wednesday 29th to Friday 31st March 2017, and if its anything like this years show will feature a strong line-up with the biggest names in the industry attending.

SVVR 2017 date

Currently no speakers, sponsors, media partners or exhibitors have been confirmed for SVVR 2017 but it’s still very early for that to happen. SVVR organisers will likely make an open call to companies soon as organisation for the event progresses.

The 2016 show, which took place towards the end of April, marked a major turning point for the virtual reality (VR) industry. Only a few weeks prior to the event came the launch of the Oculus Rift on 28th March, with the HTC Vive following shortly afterwards on 5th April. The timing meant that SVVR 2016 was probably the first show where both head-mounted displays (HMDs) were on show whilst being publicly available – although both Oculus and HTC were having a few issues at the time delivering the headsets to pre-order customers.

The show had companies such as Oculus VR; NVIDIA; Virtually Live; Noitom; Nokia; Vizuality Studio; Selvez; Durovis Dive; VideoStitch; High Fidelity; Ossic; Fraunhofer IIS; ForgeFX Training Simulations; Spherica; MindVR; VRChat; IMGNATION Studios; VEGA; Tactonic Technologies; Reverge VR; Matterport; AnVRse; Momento360; Be.Vision; VirZoom; Max Virtual; VicoVR; Panono; Boost VC; VRecover and Kodak PIXPRO Digital Devices in attendance.

As further details on SVVR 2017 are released VRFocus will bring you the latest updates.