virtual reality 101 (march 2016)

23
THE FUTURE OF VIRTUAL REALITY 3/3/16

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Page 1: Virtual reality 101 (March 2016)

T H E FU T U R E OF V I RT U A L R E A L I T Y

3 / 3 / 16

Page 2: Virtual reality 101 (March 2016)

Sivan Iram• Military Officer (Israeli Defense Force)• Software Engineer• Started 3 companies• Harvard MBA (‘15)• General Manager at River Studios

About Me

@sivaniram@RiverVR

Page 3: Virtual reality 101 (March 2016)

HAVEN’T SEEN VR

YES!

Bad Content

Thank youMedia Buzz!

You’re a Cynic

SEEN VR

BELIEVE

DON’T BELIEVE

Page 4: Virtual reality 101 (March 2016)

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.

Page 5: Virtual reality 101 (March 2016)

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

Page 6: Virtual reality 101 (March 2016)

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

Page 7: Virtual reality 101 (March 2016)

“…a new computing platform always emerges every 10 or 15 years…”

Framing Virtual Reality

Mark Zuckerberg, 2/28/16

Internet1995

Mobile2006

VR/AR2016

Page 8: Virtual reality 101 (March 2016)

Technology

Access / Distribution

Social Readiness

• CPU, GPU, Memory volume/speed, Sound Design• Price

• Internet• Smartphone adoption

• Isolation• Gamers have money• Social Media

Why Now?

Page 9: Virtual reality 101 (March 2016)

99

The Future of VR

Page 10: Virtual reality 101 (March 2016)

1010

The Future of VR

Page 11: Virtual reality 101 (March 2016)

1111

The Future of VR

Page 12: Virtual reality 101 (March 2016)

The Present: World-class investors, brands, media & tech leaders are pouring capital into VR

Tech

12

Media Brands

Page 13: Virtual reality 101 (March 2016)

Investors are moving in

$2B $35.5M$100M $56M $38M

Page 14: Virtual reality 101 (March 2016)

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

Page 15: Virtual reality 101 (March 2016)

Source: Manatt, Phelps & Phillips (Digi Capital)

Ecosystem Map

Page 16: Virtual reality 101 (March 2016)

Applications

SocialMusic

Real Estate

Live Sports

Health Education

Games

ProductivityRetail

Journalism Entertainment Training

Page 17: Virtual reality 101 (March 2016)

Risks / Challenges

Form Factor

Bad Content - Nauseous Bad Content - Boring

Hardware Access

Page 18: Virtual reality 101 (March 2016)

Rothenberg Ventures

2013

Venture CapitalFirm

2014

Frontier TechAccelerator

2015

Virtual RealityProduction Studio

Page 19: Virtual reality 101 (March 2016)

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

Page 20: Virtual reality 101 (March 2016)

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

Page 22: Virtual reality 101 (March 2016)

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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)

Page 23: Virtual reality 101 (March 2016)

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