lity a Re tual Vir ot g in ttin

Similar documents
Market Snapshot: Consumer Strategies and Use Cases for Virtual and Augmented Reality

Bring Imagination to Life with Virtual Reality: Everything You Need to Know About VR for Events

Virtual Reality Industry Survey. Conducted by VR Intelligence in conjunction with the VRX event series


About Us and Our Expertise :

What Will Make Consumers Love VR?

VR/AR Innovation Report August 2016

your LEARNING EXPERIENCE

The Reality of AR and VR: Highlights from a New Survey. Bob O Donnell, President and Chief Analyst

Virtual Reality: The next big transformational learning technology. Kallidus VR in L&D Study. kallidus.com/vr

Virtual Reality Development ADD ANOTHER DIMENSION TO YOUR BUSINESS

WebVR: Building for the Immersive Web. Tony Parisi Head of VR/AR, Unity Technologies

INTEGRATING IMMERSIVE TECHNOLOGIES IN HEALTHCARE CONSTRUTION. A Case Study of Virtual Reality

Learning technology trends and implications

Immersive Visualization On the Cheap. Amy Trost Data Services Librarian Universities at Shady Grove/UMD Libraries December 6, 2019

Creating original VR content from creation up to distribution. Grégoire PARAIN NOVELAB

LEVERAGING VIRTUAL REALITY Visualizing Risk & Opportunity Mike Prefling & Greg Martin Autodesk Join the conversation #AU2016

Is This Real Life? Augmented & Virtual Reality in Your Library

Executive Summary Copyright ARtillry 2017

Virtual Reality for Real Estate a case study

MIXED REALITY BENEFITS IN BUSINESS

REPORT ON THE CURRENT STATE OF FOR DESIGN. XL: Experiments in Landscape and Urbanism

Augmented Reality. ARC Industry Forum Orlando February Will Hastings Analyst ARC Advisory Group

2017 Virtual Reality Year In Review

VR/AR Concepts in Architecture And Available Tools

Introduction.

THE FUTURE OF ENGAGEMENT AND STORYTELLING. Do you need to engage in new strategies? Sponsored by:

2016 China s VR Marketing Trends Report. www. i r e s e arc h.com.cn

Augmented & Virtual Reality. Grand Computers Club May 18, 2016

A Guide to Virtual Reality for Social Good in the Classroom

Digital B2B Agency Dad with 2 kids C#/Java developer Solution Architect Trying to master Xamarin at the moment #AR #VR #AI #NLP #BOTS #HR

Virtual Reality. A Unique Selling Strategy for International Markets

IS VIRTUAL REALITY SET TO REPLACE REAL LIFE EXPERIENCES? A research report by Foundry

interactive laboratory

Two Games, Four Platforms: A VR Platform Comparison. E McNeill Indie Game Designer

Global Virtual Reality Market: Industry Analysis & Outlook ( )

Exploring Cost Effective AR & VR Options for your Library. Sandy Avila, MLIS, MA Interim Science Librarian University of Central Florida Libraries

Executive Summary. Questions and requests for deeper analysis can be submitted at

Virtual Reality Is the Next Frontier. Make Sure That You Don t Leave Your Consumers Behind.

Hallelujah Press Sheet Embargo: April 21, 2017 at 9 a.m. ET/6 a.m. PT (Please contact and with any questions.

Understanding Venture Capital

VR/AR Development for Student Learning at

IAB Canada s Guide to AR/VR How quickly can you adapt to. the FUTURE. IAB Canada AR/VR Committee

Getting Real with the Library. Samuel Putnam, Sara Gonzalez Marston Science Library University of Florida

Virtual SATURN : Saturn launches Europe s first virtual reality shopping world for consumer electronics

USTGlobal. VIRTUAL AND AUGMENTED REALITY Ideas for the Future - Retail Industry

Realizing Augmented Reality

Written by Greenlight VR, Inc. & UploadVR, Inc.

Sky Italia & Immersive Media Experience Age. Geneve - Jan18th, 2017

Virtual Reality in E-Learning Redefining the Learning Experience

2015 Technology Fee Full Proposal. Title: Virtual Reality for Good (UFVRfG)

Exploring Geoscience with AR/VR Technologies

SUNY Immersive Augmented Reality Classroom. IITG Grant Dr. Ibrahim Yucel Dr. Michael J. Reale

Making Virtual Reality a Reality. Surviving the hype cycle to achieve real societal benefit.

Exploring Virtual Reality (VR) with ArcGIS. Euan Cameron Simon Haegler Mark Baird

ISSUE #6 / FALL 2017

LOOKING AHEAD: UE4 VR Roadmap. Nick Whiting Technical Director VR / AR

The East Coast s Leading Future Computing Event! Prospective Speakers Kit

Virtual Reality in Neuro- Rehabilitation and Beyond

YOUR PRODUCT IN AR & VR

Real Estate Marketing

When Virtual Reality Meets the Classroom:

COLOR MANAGEMENT FOR CINEMATIC IMMERSIVE EXPERIENCES

Yale University Art Students Explore Painting in 3D with VR and Tilt Brush

PREMIER THOUGHT LEADER

RH King Academy OCULUS RIFT Virtual Reality in the High School Setting

cardboard you immerse yourself into one of the world. And there's a lot of different headsets that have come along. Right below the Oculus is the

Press Notes: LAMBCHILD SUPERSTAR: Making Music in the Menagerie of the Holy Cow

Seeing things clearly: the reality of VR for women. Exploring virtual reality opportunities for media and technology companies

Is VR the auto industry s sleeping giant?

STATE OF THE GAME INDUSTRY 2018

YULIO VR FOR BUSINESS. Industry and Implementation Overview

Virtual Reality enters the office! By Dominique Nora - September

revolutionizing Subhead Can Be Placed Here healthcare Anders Gronstedt, Ph.D., President, Gronstedt Group September 22, 2017

Blurred Lines between virtual reality games, research, and education

Interim Results For the six months ended 30 June September 2018

THE DELTA PERSPECTIVE

ORIGIN OF GAMING IN VIRTUAL REALITY

BIM & Emerging Technologies. Disrupting Design process & Construction

Introduction to Computer Games

4/23/16. Virtual Reality. Virtual reality. Virtual reality is a hot topic today. Virtual reality

Chapter 1. Mass Communication: A Critical Approach

Increasing Academic Brand Awareness through Virtual Reality

VIRTUAL NATION SHIFTING THE CULTURAL TOURISM PARADIGM WITH VIRTUAL REALITY PRESENTED TO THE INTERNATIONAL ABORIGINAL TOURISM CONFERENCE

Campus Space Planning for VR/AR

Digital Games. Lecture 17 COMPSCI 111/111G SS 2018

SEIZING THE POWER OF VIRTUAL REALITY WITH REWIND. Your guide to the ins and outs of our business and how we can help you succeed.

Visual & Virtual Configure-Price-Quote (CPQ) Report. June 2017, Version Novus CPQ Consulting, Inc. All Rights Reserved

New Trends in. Digital Reality. The Democratization of. Presenter: Trevor Leeson

Mobile Virtual Reality what is that and how it works? Alexey Rybakov, Senior Engineer, Technical Evangelist at DataArt

Introduction and Agenda

Is Virtual Reality (VR) Becoming an Effective Application for the Market Opportunity in Health Care, Manufacturing, and Entertainment Industry?

VIBEHUB White Paper. vibehub.io

PRESS KIT 2018 VENTURE BUILDER & ENTREPRENEURS ACADEMY OF IMMERSIVE TECHNOLOGIES DOCUMENT NAME 1

Virtual Reality to Support Modelling. Martin Pett Modelling and Visualisation Business Unit Transport Systems Catapult

Virtual Reality. NBAY 6120 April 4, 2016 Donald P. Greenberg Lecture 9

Moving Web 3d Content into GearVR

MEDIA AND INFORMATION

Making a Difference in 2017 IPOs & CES

Wintel Recreating the PC Revolution in VR?!!

Transcription:

Charles H. Davis, Ph.D., Media Innovation Research Lab, RTA School of Media, Faculty of Communication & Design Ryerson University, Toronto c5davis@ryerson.ca Revised version of presentation made at CDO annual conference, Saskatoon, April 2016 Get tting into Virt tual Real lity

The argument in a nutshell Innovation in media industries involves co evolution between or among layers of the digital ecosystem. In the case of contemporary VR, the hardware layer provides the new functionality while the software layer, with its embedded content, provides the value proposition to consumers. VR diffusion is currently strongly influenced by the ability of content makers to create digital opportunities by connecting with audiences. My research examines ways that Canadian media makers are seeking to create value with VR. These media makers are playing three roles: local experts in that they adopt and master VR production tools to create content; value network complementors, in that they seek to provide a key component of the VR value proposition; and media entrepreneurs, in that they hope to earn a living by making VR media products. I provide a summary of results of a survey of users of a pioneering VR implementation in Toronto s heritage tourism sector, identifying the main dimensions of value creation. PS: the title (In Your Face) refers to contemporary consumer oriented VR s attempts to solve the problem of maintaining the viewer s attention in a media saturated attention economy by making it impossible NOT to pay attention thanks to the occlusive head mounted display.

To much excitement and hype in the geekosphere and in the press, VR appeared poised to go mainstream in early 2016 Virtual reality as search term on Google, 2004 June 2016

promissory organizations (Pollock & Williams, 2010) shape expectations about huge economic impact of VR Note co evolution of hardware and software layers VR hardware opens the market for software, but some compelling VR content is needed to stimulate further demand for hardware hence the search hfor the killer kll app in VR.

Several major players are entering the market with ihvr products intended dfor consumers An arms race in headsets: Oculus (Facebook), HTC Vive, PlayStation VR (Sony), HoloLens (Microsoft), Gear (Samsung), Cardboard & Daydream (Google), plus many others (Razer OSVR, Fove VR, Zeiss VR One, Avegant Glyph, Freefly VR...) The idea is that every living room will have a headset.

An industrial ecosystem has emerged in anticipation of major diffusion of VR (note: the Canadian VR ecosystem is currently being mapped by CFC/Nordicity) Display hardware Content studios (gaming, cinematic, sports, music, live action, news) Production tools and services Peripherals/haptics Research App stores Information institutions and data Social media services VR content capture Industry applications (education, healthcare, real estate, tourism, finance) media Source: Greenlight

VR provides a significantly powerful immersive experience And watching others experience VR is a minor growth industry on YouTube Oculus Rift reactions https://www.youtube.com/watch?v=indkna7kxoo more Oculus Rift Reactions https://www.youtube.com/watch?v=vyihtrqtkwm VR Horror game https://www.youtube.com/watch?v=kbpfx ixbim Dad plays Oculus Rift for first time https://www.youtube.com/watch?v=ta3u7kdws3m Store Clerk VR simulator https://www.youtube.com/watch?v=r89_zral5sk

In 2016, lots of experimentation is under way in search of a VR killer app games? https://www.youtube.com/watch?v=gxfhlxktysw social VR? https://www.youtube.com/watch?v=vzhhccr6hic Novel tools for design and creation such as Tilt Brush? https://www.youtube.com/watch?v=tckqndrdbgk VR complementary add ons to physical experiences, such as theme parks? https://www.youtube.com/watch?v=jep1rq7vaiu VR as a selling tool, for example in real estate? https://www.youtube.com/watch?v=s5q0xlywkf0 empathic journalism in VR? http://with.in/watch/waves of grace/ Transgressive applications of VR, such as pornography? https://www.engadget.com/2016/04/01/virtual reality and pornography an x rated debate/ VR films? https://www.thestar.com/entertainment/movies/2016/07/01/tiff to spotlight vr films for fest.html

Case study: VR in heritage tourism Virtual Fort York https://www.youtube.com/watch?v=ny5ehmrpxmq http://awecompany.com/ /

Fort York VR tour: visitor experience key performance indicators More than 100 visitors to Visitors experiences were measured along the following dimensions i using 7 point Likert Fort York who tried the scales: Virtual Fort York experience Enjoyable Understandable responded to a survey in Interesting late summer, 2015 Narrative comprehension No instruments were Entertaining Engaging available in the literature to Comprehension of voice narrator comprehensively measure Findability of narrator VR experiences Enthusiasm Educational value Experience flow (attention) Recommendability Therefore measures were included from VX, UX, and reception studies literature Willingness to pay

Five basic dimensions of narrative based VR experience Principal components analysis of responses identified five dimensions of narrative based VR experience Enjoyability (associated with willingness to pay) Sentiment Cognitive engagement (associated with recommendability, i.e. positive WoM) Sense of novelty and immersion Accessibility and sense of value for money

conclusions VR currently has high novelty value among consumers Many potential applications across society and the economy A university environment can facilitate development of production capability by talented local experts Finding paying customers is a long journey Big competition among platforms and consoles is just beginning The underlying technology is volatile/big changes may be in the pipeline pp

https://www.magicleap.com