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YuMe Survey Finds 63% of Respondents Have Tried VR

YuMe Inc., a global technology company that announced the launch of its 360-degree video ad format last month, has now released the results of a recent survey looking at consumer attitudes to virtual reality (VR), augmented reality (AR) and immersive ad formats.YuMe surveyed more than 800 US individuals between the age of 18 – 54 to understand current attitudes about and potential demand within the immersive technology space, and to better understand potential advertising opportunities. What the survey found was that 86 percent of respondents had heard of VR but only 29 percent had actually tried any form of VR. Of those that had tried VR, 63 percent felt it was the ‘next big thing’.

Mini-VR-Infographic_15

“We believe the appetite for immersive ad experiences is growing rapidly and that savvy brands and agencies who want to interact authentically with consumers and drive higher engagement should explore these ad formats,” said Tripp Boyle, VP of Emerging Platforms, YuMe. “We’re proud to be a leader in this latest industry innovation arc, as we see tremendous value for brands in vertical markets, including auto, entertainment, travel and retail, to offer interactive experiences and deepen consumer bonds with their brands.”

Other findings from the survey show that only 16 percent of the respondents either own or use an immersive device such as a head-mounted display (HMD) or and 360-degree camera.

YuMe Infographic on Owning VR device

What the it does show is that immersive technology can drive more engaging experiences, with 60 percent believing VR can do so, while 53% believe the same of 360-degree video.

“Our survey indicates a strong, favorable perception of VR, AR and 360-degree video,” said Mireya Arteaga, Research Lead, YuMe. “We believe the value for marketers is that it can also create a halo effect over brands that incorporate these immersive experiences into their marketing strategies. Overall, brands are often perceived as more innovative and therefore we believe consumers are more likely to pay attention to their ads.”

VRFocus will continue its coverage of YuMe, reporting back with any further updates.

 

Written by:BY

Bron: http://www.vrfocus.com/2017/01/yume-survey-finds-63-of-respondents-have-tried-vr/?utm_content=buffer389a1&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer

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The holiday season seems to have given virtual reality a reality check

vr markt grootte

Virtual reality makes for an amazing demo. But good demos don’t equal good purchases. With largely high prices and no real killer app, it’s still hard to consider VR more than a fun, somewhat excessive tool for a smattering of games and experiences.

And as this chart from Statista shows, it doesn’t look like Thanksgiving weekend boosted VR’s momentum. According to video game market research firm SuperData, shipments for VR headsets in 2016 are now estimated to be lower than the already meager forecasts they had before the biggest shopping weekend of the year. It’s clearly still early days.

Sony’s PlayStation VR has gotten the biggest downgrade, thanks to what SuperData characterizes as modest marketing and supply inconsistencies. That said, those original forecasts seem optimistic – a Sony exec predicted sales in the “hundreds of thousands” around the headset’s launch – and Sony is still said to be well ahead of other higher-end headsets like the HTC Vive and Oculus Rift.

written by: Jeff Dunn

Bron: https://www.businessinsider.nl/playstation-vr-oculus-rift-htc-vive-sales-estimates-chart-2016-11/

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De VR markt groeit – het overzicht

Met de succesvolle kickstarter campagne van de Oculus Rift in 2014 is de hype rondom virtual reality begonnen. In 2016 zien we daadwerkelijk een markt ontstaan voor virtual reality software. Deze markt kan alleen mogelijk worden gemaakt worden als er voldoende betaalbare hardware toepassingen te koop zijn. In de onderstaande grafiek is de groei van de virtual reality markt te volgen aan de hand van het aantal gekochte HMDs (head mount displays).

We volgen het aantal verkopen van de HTC Vive, Oculus Rift, Playstation VR in x1000 eenheden. Alle aantallen komen uit bronnen vernoemd onder de grafiek.

VR Markt ontwikkeling (verkochte eenheden x1000)

VR Markt ontwikkeling (verkochte eenheden x1000)

Bronnen HTC Vive:
– http://www.roadtovr.com/htc-vive-sales-figures-data-100000-steamspy-data/

Bronnen Oculus Rift:
– http://www.roadtovr.com/oculus-rift-growth-spurt-has-halted-htc-vive-market-share-growth/

Bronnen Playstation VR:
– http://uploadvr.com/sony-playstation-vr-sales-many-hundreds-thousands/

Bronnen Algemeen:

– http://www.vrconsultancy.nl/2016/12/01/the-holiday-season-seems-to-have-given-virtual-reality-a-reality-check/

 

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Gear VR Saw One Million Users Last Month

welcome to gear vr

When it comes to sales figures, Oculus VR doesn’t play its cards close to its chest so much as press them against it and tape them down. This week, however, the company has given some indication of how Gear VR is performing.

At an Oculus Mobile update event in San Francisco, California, Max Cohen, Head of Mobile at Oculus, confirmed that its smartphone-based device, made in partnership with Samsung, saw one million users last month. That’s a hugely impressive number and comes as something of a surprise this early on into the kit’s life, having only launched for consumers back in November 2015. It’s not clear if this data includes the Galaxy Note 4 and Galaxy S6 Innovator Editions that released beforehand, though it’s very like that it does.

Note that Oculus was still vague on specifics; this doesn’t mean that a million Gear VRs have been sold, it likely means that a million phones used one in April, or something along those lines. There are plenty of ways this number could be boosted, the most obvious being that there’s no limit to how many phones can be used with one unit. It’s very possible that one Gear VR could be assigned to multiple phones within a household, for example. Providing that each of them had an Oculus ID, each would likely count as one of those individual users.

That said, there have been some recent promotions that would suggest Gear VR has had a big bump in its install base. The biggest of these was Oculus and Samsung’s move to offer free units to those that pre-ordered the Galaxy S7 and Galaxy S7 edge before it went on sale earlier this year. It was a bold move to help give mobile VR the kick-start it needed, and it seems to have paid off. Combine that with a handful of price cuts on the already small $99 tag, and the fact that there’s already some great content, some of which is designed to be experience with other people, on the device and there’s been plenty of reason to pick up a Gear of late.

The big question is where Gear VR goes from here. There are rumours that Samsung’s next phablet device, the unannounced Galaxy Note 6, might feature a new type of USB port that would necessitate a new version of the Gear VR being released. There’s also strong demand for the inclusion of positional tracking within the device, a subject that Oculus VR’s own John Carmack feels very strongly about. Finally, Samsung itself has confirmed its working on its own dedicated VR HMD, which might not be made in partnership with Oculus.

Gear VR is definitely approaching an interesting crossroad, but at least it’s on stable footing until it gets there.

written by:  JAMIE FELTHAM

Bron: http://uploadvr.com/gear-vr-saw-one-million-users-last-month/

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Building for virtual reality? Don’t forget about women

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Last week at CES, I got to try a haptic jacket straight out of Ready Player One. It’s gotten glowing reviews from testers, but in order to work, its electrode-lined fabric needs a direct connection with your body. On anyone built roughly like its male creators, it looks like a snug wetsuit. On me, it could have fit over a puffy winter coat. I managed to get a death grip on the fabric and pull it back, but all I felt was a pleasant massage, not the nerve-shaking jolts I’d been promised. It was a letdown, but not an unexpected one. Welcome to being female in virtual reality.

There’s a decent amount of overlap between men’s and women’s physiology. But our (on average) smaller bodies are distinctly not the norm in the world of virtual and augmented reality development, and it shows. I’ve tried headsets that barely tighten enough to fit on my head. Augmented reality glasses whose lenses are too far apart for me to focus on the image, or whose frames immediately fall off my face. Motion control rings that leave a quarter-inch gap between my finger and the hardware. Gloves that bunch up around my fingers. Products designed for a range of body types that I — a fairly normal-sized woman — cling to the very lower edge of.

When we talk about environments being unwelcoming to women, the response is always a lot of “toughen up” and “if you can be scared away by [x], you weren’t a real [y] anyway.” But this isn’t about anybody’s feelings. It’s a literal, concrete inability to use technology in the way it’s intended to be used, simply because you’re outside an artificially-skewed norm. I happen to love virtual and augmented reality, but I wouldn’t blame someone else for checking it out, getting a substandard demo, and wondering what all the hype is about.

IT’S EXTREMELY INTIMATE TECHNOLOGY, BUT IT’S MADE FOR SOMEONE ELSE

Without just the right focus, a VR headset is a blurry migraine generator, and a projected image gets dim or distorted. Ill-fitting hand controllers either restrict your range of motion or don’t pick up input at all. Sizing for women (and other smaller people) is an issue in wearable tech like smartwatches too. But the problem is harder to get around with virtual reality and motion control products, which often require precise calibration. It’s extremely intimate technology, more an extension of your body than a separate machine — which makes it all the more alienating when that intimacy ends up shutting you out.

I understand the reasons for this imbalance, and they’re not malicious at all. People quite reasonably test projects on themselves first, and since the modern VR industry skews overwhelmingly male, so do the prototypes. If you can only bring one design to a show, something big will work for more people, even if it works poorly for many of them. That’s especially true when the gender gap dictates that most of your visitors will be male. It’s a lot of small, rational choices that stack up like bricks in a wall.

But it’s also easy to chip away at that wall. Most of the companies I cover are well beyond the single-prototype stage; they’ve often got multiple units on display anyway, or different sizes of product that get left at home. Sometimes all it seems to take is having women test the tech, period. One eye-tracking headset stubbornly ignored my pupils until an employee asked if I was wearing mascara. When it got recalibrated perfectly a few minutes later, I was surprised — not by the fact that it worked, but by the fact that anyone had thought to troubleshoot makeup. Incidentally, this was one of the only VR startups I’ve ever covered with a female founder.

GENDER IMBALANCE UNDERCUTS VIRTUAL REALITY’S UTOPIAN PROMISE

Whatever the reasons that VR and AR initially attracted men, designing for them perpetuates the gap. It suggests women are a niche demographic for products that are widely touted as the future of entertainment and computing. It’s a message that the community, invested in a world where everyone uses reality-altering technology, almost certainly doesn’t mean to send. And it undercuts the medium’s utopian promise. Virtual reality can make me a bird or an expert bomb defuser, but it can’t give me a world where I belong.

Besides, this isn’t a matter of abstract morality. If I’m not able to test a product, it doesn’t just get passed off to one of my male colleagues. For all intents and purposes, it doesn’t work. Because in the real world, I’m not an exception. I’m half the audience.

Whatever problems I’ve had, companies are proving that things can change. Among its various oversized designs at CES 2016, optics company Lumus had a pair of glasses that felt practically made for my head. And after my less-than-ideal haptics demo, the creators promised to work on something that would fit me. I can’t wait to try it out.

Written by : 

Bron: http://www.theverge.com/2016/1/11/10749932/vr-hardware-needs-to-fit-women-too 

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Study Shows Generation Z Loves VR, But Games Might Not be the First Thing on Their Minds

It’s an interaction I seem to have on a weekly basis, “Virtual reality, that’s that new gaming thing, right?” And I explain that yes, gaming is one of the many things that you can do in VR, but that there is so much more to it than that. In fact, according to a recent study by Greenlight VR and Touchstone Research, gaming might not even be the first thing that draws people into VR, it might be entertainment – which spells good things for mobile VR.

According to the study, 66% of people expressed interest in “watching TV, movies and video” in VR, compared to 60% who reported interest in games, suggesting that there may be a stronger overall interest for immersive video than games at this early juncture.

These numbers are significant in the wake of the Gear VR’s launch as the device is tailor-made to enjoy content like immersive video. One of the current flaws with the Gear VR that enthusiasts will point to is its lack of positional tracking, the ability to lean in and around objects in virtual space, something that the current crop of wired VR headsets have. For immersive video, positional tracking is a non-issue (for now) making the ideal form of content for mobile VR. With games on the other hand, things like lack of positional tracking to lack of proper hand tracked input, and even mobile processing power become much more apparent. Comparing the two, it seems that despite a number of solid titles at launch immersive entertainment content appears to be the lead for mobile VR.

Facebook CEO Mark Zuckerberg would probably agree. At Oculus Connect this year, he said that he believes that VR “next major computing and communication platform” and that immersive 360 video is the next logical evolution from video. Looking at Generation Z, those born in the late 90’s/early 00’s, they have never known a world that isn’t digitally interconnected. Many have grown up and never known a time where we weren’t sharing moments and experiencing other people’s lives vicariously through social media. It only makes sense that the next logical evolution of that is immersive media.

Interestingly, Generation Z reported the strongest interest in VR out of all the age groups polled. Furthermore, Generation Z expressed 9% stronger interest in new forms of “interactive entertainment” over Millennials and 21% stronger interest over Baby Boomers.

Virtual reality is for everyone but like mobile before it, the direction it takes will likely be in service of the current generation and the generation beyond it.

See more findings from the Greenlight report in the infographic below.

R3_GreenlightVR_Infographic_Web

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Written by: by WILL MASON • NOVEMBER 23RD, 2015

Bron: http://uploadvr.com/gen-z-vr-study/

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