AR, VR & Voice: De grote spelers
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1 AR, VR & Voice: De grote spelers JEROEN VERKROOST
2 Jeroen Verkroost About me Adoptiq C.O.O. C.O.O. Consultant, spreker. Media & internet 20 jaar als digital director, o.a. bij: Veronica SBS KPN Microsoft Persgroep IAB - 2
3 Voice, AR, VR Hoe zien de wereld spelers de toekomst? - 3
4 @JER00N - 4
5 To boldly go - 5
6 De computer verdwijnt Using a computer will become like using electricity when you turn on a light. Computers, like electricity, will play a role in almost everything you do, but computing itself will no longer be a discrete experience. We will be focused on what we can do with computers, not on the devices themselves. They will be all around us, essential to almost every part of our lives, but they will effectively have "disappeared" Bill Gates, - 4/17/2017 6
7 Waarom gebeurt dit nu pas? Content Software (3D) Video AI & Voice Hardware VR & AR - 7
8 Wat wil de consument van Voice? Source: J. W. T. Innovation Group London, Neuro-Insight, & Mindshare Futures trend report: Speak Easy, 2017 N= 1000 Smartphone owners 100 Amazon Echo owners, 18+, UK Trend 1: Consumers think Voice encourages more human interaction Trend 2: Consumers want to give up control to Digital Butlers Trend 3: Consumers seek an intimate relationship with their voice assistant - 8
9 Wat wil de consument van AR/VR? Source: Accenture Brand Perceptions 2016 N=25,996, global
10 Wat willen de grote spelers? innovatie als weg naar waarde voor aandeelhouders
11 Ecosysteem = Customer Ownership en Lock-in. Maar de businessmodellen en de keuzes verschillen
12 En de privacy? Platform keuze: Optie 1: All-in Optie 2: Info spreiding Mijn aanpak: Search: Google Microsoft Shop: Amazon & Picnic Games: Sony Social: Facebook & Twitter
13 7 grote spelers op het wereld toneel
14 Google Inkomsten: Advertenties (90%) Hardware: Partner ecosystem, telefoon Content: Internet Google Cardboard Google Daydream Google Home Focus: Phone VR, Voice Doel: Ad Data, (Video) ads, Lock-in
15 Facebook Inkomsten: Advertenties (97%) Hardware: In eigendom Content: Gebruikers FB AR: video filters. Focus: VR, Oculus Rift. FB investeert $3 bn+ in VR Virtual reality is a future computing platform that Facebook has a chance to own. Doel: diversificatie, Ad data
16 Amazon Inkomsten: 60% Retail, 30% Media Hardware: In eigendom Content: Licenties, Zelf Alexa, Amazon Echo Kindle Fire, Fire TV, Amazon Instant Video > Prime. Budget VR bril? 2015 patent Doel: Transacties, Klant data, Loyalty
17 Samsung Inkomsten: 50% Mobile, 25% CE Hardware: In eigendom Content: geen Samsung Gear, OS, Samsung VR headset (2015): 99 device, co-ontwikkeld met Oculus, werkt met Samsung's top telefoons. Prototype: monitorless VR/AR bril. Voice: Bixby Doel: Verkoop hardware & services
18 Apple Hardware Voice 3d Face cam iphone 8s AR Siri, 2011 Inkomstenbron: Hardware 90%, Services 10% Hardware: Eigen Content: geen Apple CEO Tim Cook I prefer AR over VR. VR, I think, is not gonna be that big, compared to AR. Doel: iphone sales, lock-in iphone, ipad, Mac AR glasses: 2016 patent
19 Microsoft AR Inkomstenbron: Software 75%, Hardware 10% Hardware: Partner ecosystem, Eigen. Content: geen HoloLens: professionals. Windows Mixed Reality headsets: consumenten. Partners: Acer, ASUS, Dell, HP, Lenovo etc. Windows 10, Project Scorpio & Xbox One ondersteunen "mixed reality content" in
20 Sony Inkomstenbron: Content 80% Game & Network 12%. Hardware: Eigen Content: Films, Muziek Sony builds iphone (3D) camera s Sony Smarteyeglass Big bet: Playstation VR Doel: Content, Playstation Video, Camera Sensors & Hardware sales
21 Wat is de winnende strategie?
22 Gaat u alvast aan de slag? ;-)
23 Dank!
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