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Infografía sobre Realidad Virtual

The Mews

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Infografía sobre Realidad Virtual

  1. 1. Consumer adoption of VR devices is on the rise, and this will continue as devices become more affordable and content becomes more widely accessible. However, the largest use of VR is predicted to be within industry, with businesses using the technology to educate employees and improve efficiency. Virtual Reality within advertising doesn’t need to be a story, but it must provide a valuable and exciting experience for the user. Virtual Reality (VR) is a three - dimensional, computer generated environment which can be explored and interacted with by a person. That person becomes part of this virtual world, or is immersed within this environment and, whilst there, is able to manipulate objects or perform a series of actions. Headsets are either mobile or PC. Here are a few examples: Sony PlayStation VR HTC Vive Oculus Rift Google Daydream View Samsung Gear VR There are varying degrees of interactivity, from basic 360 video through to fully interactive experiences, such as Tilt Brush. 1883 VR was first explored with a pair of mirrors at 45 degrees, each reflecting an image. 1939 View-Master Rotating cardboard disks containing image pairs. 1968 The first VR and AR head-mounted display systems. 1977 A virtual simulation of Aspen, Colorado in which users could wander the streets. 1991 The first mass-produced, networked, multi-player VR location-based system launched at $73,000 per system. 2014 Google released Google Cardboard; a fold-out cardboard smartphone mount. 2015 Facebook created the Oculus rift and began to push for VR content. 2017 London’s first VR cinema launched. Those using VR are using it to: Watch videos 61% VR content can be: Exact controller engagement User Path Eye tracking (Gaze time) Exit Poll (custom questions and voice feedback) Biometric data Brand study Almost 100 millionVR units were shipped in 2016, 96% of them were Google Cardboard. 1/5 3/10 of owners are ‘second wave’ are ‘mainstream’ in coming years, making it the fastest growing UK entertainment and media market. set to grow at an annual rate of The UK VR sector is 6% of the British population own VR headsets. VR is gender neutral Consumers can engage with content by gazing on specific objects Users can also use their controls to move and select items. 2021 16m By there will be VR headsets in Britain. And UK revenues will be 72bn 2019 VR cinemas and arcades launch in large numbers. 2024 VR hits mainstream adoption. 2023 VR in the workplace is standard. The past, present and future of Virtual Reality: Play Games 75% Experience travel Attend music events View theatre shows Be a part of or watch a movie Watch sporting events Watch documentaries or news TheywouldliketouseVRto: As uptake grows, VR commerce will come to the fore. 29% for professional purposes of those using VR are using it Short Form Content Long Form Content Pre-Roll VR video Branded Content Events Short films Training exercises The content can be stored: Payscout make in-VR payments a reality A home décor line that include VR payments Medical VR training Architectural VR training Users (DAU, MAU, Retention, New Users) Our NextTechNow partners are: On a landing page On social media In an app Measurement Examples: Retail try before you buy experience