VR Industry Trend. Dillon Seo, VoleR Creative

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Transcription:

VR Industry Trend Dillon Seo, VoleR Creative

Compliance with IEEE Standards Policies and Procedures Subclause 5.2.1 of the IEEE-SA Standards Board Bylaws states, "While participating in IEEE standards development activities, all participants...shall act in accordance with all applicable laws (nation-based and international), the IEEE Code of Ethics, and with IEEE Standards policies and procedures." The contributor acknowledges and accepts that this contribution is subject to The IEEE Standards copyright policy as stated in the IEEE-SA Standards Board Bylaws, section 7, http://standards.ieee.org/develop/policies/bylaws/sect6-7.html#7, and the IEEE- SA Standards Board Operations Manual, section 6.1, http://standards.ieee.org/develop/policies/opman/sect6.html The IEEE Standards patent policy as stated in the IEEE-SA Standards Board Bylaws, section 6, http://standards.ieee.org/guides/bylaws/sect6-7.html#6, and the IEEE-SA Standards Board Operations Manual, section 6.3, http://standards.ieee.org/develop/policies/opman/sect6.html 3-17-0026-00-0000-VR Industry Trend 1

IEEE P3333.3 HMD Based 3D Content Motion Sickness Reducing Technology Dillon Seo, dillon@volercreative.com VR Industry Trend Date: 2017-04-23 Author(s): Name Affiliation Phone [optional] Email [optional] Dillon Seo VoleR Creative +82 10 3135 3194 dillon@volercreative.com 3-17-0026-00-0000-VR Industry Trend 2

Revisit of VR Industry 3-17-0026-00-0000-VR Industry Trend 3

VR Industry in 2015 3-17-0026-00-0000-VR Industry Trend 4

VR Industry in 2016 3-17-0026-00-0000-VR Industry Trend 5

VR Industry in 2017 3-17-0026-00-0000-VR Industry Trend 6

VR Investment Scene in 2016 300% 성장 3-17-0026-00-0000-VR Industry Trend 7

VR Investment Type in 2016 23 M&A Deals 3-17-0026-00-0000-VR Industry Trend 8

VR Investment Breakdown in 2016 3-17-0026-00-0000-VR Industry Trend 9

Some Largest VR Deals in 2016 3-17-0026-00-0000-VR Industry Trend 10

VR M&A Deals in 2016 3-17-0026-00-0000-VR Industry Trend 11

Summary for VR Investment in 2016 Venture funding for VR/AR companies in 2016 raised $1.8B, surpassing 2015. This represents a compound annual growth (CAGR) from 2011-2016 of 71.38%. There were 475 deals, most of which were for early stage companies. The median deal size was $1M. Major themes Investment in HMDs still remains the highest of any category, partially due to the capital-intensive nature of producing hardware products. In terms of growth from 2015, there has been a noticeable level of investor interest in content producer as the industry realizes that for VR/AR products to really take off, consumers will soon demand need to have a significant amount of use for the hardware. As the industry faces growing need to offer compelling content, specialty studios and input technologies will play a key role in enabling engagement with the HMDs. Exits activity In 2016, there was a spike in M&A transactions relative to 2015. Yet the 2016 exit market was a mixed bag with only 23 tracked and disclosed deals valued at $100M. Public markets are not yet a viable exit with no new market capitalization created through VR/AR company IPOs. 3-17-0026-00-0000-VR Industry Trend 12

Global VR Association 3-17-0026-00-0000-VR Industry Trend 13

VR Industry Outlook for 2017 Investment in Content will increase by the Platform Holders Facebook $250M USD investment for VR Game Content HTC Content investment through Vive X & VRVCA Sony First party VR titles & content sourcing Business Models for VR Content More location based VR entertainment centers will open VR adoption for Asian Cyber Cafes Household VR market will continue to grow Consolidation of VR Hardware Many Chinese VR HMD manufactures went bankrupt Hardware companies with most number of content will win the war Evolution of VR Hardware Wireless VR HMD & Price Drop Various VR input devices will appear to maximize the VR UX 3-17-0026-00-0000-VR Industry Trend 14

Why VR? Industrial Perspective Diminishing Return Display Chips Telecom 3-17-0026-00-0000-VR Industry Trend 15

Why VR Consumer Perspective Cost & Efficiency Anywhere Anything Whatever Time Space 3-17-0026-00-0000-VR Industry Trend 16

VR is still at its infancy More improvements Hardware Performance (Resolution, CPU/GPU, Senor, Network) UX (I/O Device, Motion Sickness) Diversified UX (Game, Entertainment, Education, Tour, etc) Better ergonomics (Comfortable, Reduced Size) Price drop for better consumer adoption What is the difference between VR and Stereoscopic 3D TV Reducing cost and Increasing efficiency through the control of Time and Space 3-17-0026-00-0000-VR Industry Trend 17