VIRTUAL REALITY AND VIRTUAL IN ACADEMIC VIRTUAL REALITY AND VIRTUAL IN ACADEMIC.
Virtual reality 101 (March 2016)
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Transcript of Virtual reality 101 (March 2016)
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T H E FU T U R E OF V I RT U A L R E A L I T Y
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Sivan Iram• Military Officer (Israeli Defense Force)• Software Engineer• Started 3 companies• Harvard MBA (‘15)• General Manager at River Studios
About Me
@sivaniram@RiverVR
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HAVEN’T SEEN VR
YES!
Bad Content
Thank youMedia Buzz!
You’re a Cynic
SEEN VR
BELIEVE
DON’T BELIEVE
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What is VR/AR?Virtual Reality: a computer generated environment, displayed on a monitor, blocking any elements of real world from user’s view. (Matrix, Snow Crash, Neuromancer, etc…)
Augmented Reality: takes real-world reality and augments it with computer generated elements. (Google Glass, Microsoft Holo-lens)
If you can see the real world in real time, it’s AR, if not, VR.
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Creating VRVideos - Live Action / CG - Equipment (Cameras, Audio), Creative Playbook
Game Development – Building Virtual Worlds (Unity / Unreal)
Applications - Unity.
Consuming VR
HardwareHMD, Headphones, Input
SoftwarePlatform/Distribution
ContentGames, Applications, Movies
Virtual Reality VideoApps
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High End• Rift/Touch/Oculus Store• Vive, Vive Controller• Morpheus/ PS4• HMD + PC/Console = $$$
Mid-Market• Note 4 / GearVR / Oculus Store• Simple HMD + Mobile Device = $700
Low End• Mobile / Cardboard• $10
Hardware / Software Landscape
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“…a new computing platform always emerges every 10 or 15 years…”
Framing Virtual Reality
Mark Zuckerberg, 2/28/16
Internet1995
Mobile2006
VR/AR2016
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Technology
Access / Distribution
Social Readiness
• CPU, GPU, Memory volume/speed, Sound Design• Price
• Internet• Smartphone adoption
• Isolation• Gamers have money• Social Media
Why Now?
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The Future of VR
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The Future of VR
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1111
The Future of VR
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The Present: World-class investors, brands, media & tech leaders are pouring capital into VR
Tech
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Media Brands
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Investors are moving in
$2B $35.5M$100M $56M $38M
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Strong Consumer Market Signals
• Rift pre-orders pushed from March to Q3/4• HTC-Vive pre-orders 10,000 in first 10 minutes• Strong VR project backing % on crowd funding
platforms
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Source: Manatt, Phelps & Phillips (Digi Capital)
Ecosystem Map
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Applications
SocialMusic
Real Estate
Live Sports
Health Education
Games
ProductivityRetail
Journalism Entertainment Training
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Risks / Challenges
Form Factor
Bad Content - Nauseous Bad Content - Boring
Hardware Access
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Rothenberg Ventures
2013
Venture CapitalFirm
2014
Frontier TechAccelerator
2015
Virtual RealityProduction Studio
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Types Of Entertainment Content
Marketing FilmUser Generated Content (UGC)
• Free for users• Maximum exposure
• Paid by consumers• VOD/Subscription
• Ad-rev model• Requires user volume
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River Studios - Premium Entertainment Content
Computer GraphicsLive Action
Independent ProjectsClient Work
InteractiveLinear 360
Production Post Production Animation Development
Mike Rothenberg
Founder / CEOHarvard Business
School
Christian Talmage
Design DirectorStanford School of
Design
Malvika AgarwalProducer/ Manager
Wharton School of Management
Sivan IramGeneral ManagerHarvard Business School
Ewan JohnsonCreative Director
DreamWorks, Pixar
Mike BrainerdProduct Manager
DreamWorks
Drew OlanoffHead of Comm/PR
TechCrunch
Devin HorsemanTechnical DirectorTwisted Oak, Forbes 30
Under 30
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We’ve built an expansive portfolio of major clients and
projects
NBC – Team Ninja Warrior Black Eyed Peas NFL - Denver Broncos
College Football - Berkeley
Coldplay – Hymn For The Weekend “Burning Man” Ludacris
Girl Rising & Frieda Pinto
Redbull Global Rally Cross “Lights” The Kardashians – Promo Shoot
DuckHorn
Note: links not available for some projects because videos were only created in 3D, not viewable in 2D
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Our offices in San Francisco, Los Angeles, and Halifax are the centers of VR/AR
Take a virtual tour of the River SF office (powered by Matterport, a Rothenberg Ventures virtual reality portfolio company)
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Q&A1. Reach out: [email protected]. Download our app: RiverVR
(Available via AppStore & Google Play)
3. Visit our website: www.river.co4. Tweet about us: @RiverVR