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Artificial reality

Artificial reality

  • November 2016
  • 78 pages
  • ID: 4451687
  • Format: PDF
  • By IDATE

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Year I of the virtual reality market!


This study on Artificial Reality, highlights technological and industrial trends and its state of the art as well as market figures and forecasts. The report proposes a detailed analysis of the positioning of major offerings through relevant case studies. It provides readers with the main takeaways regarding number of devices, games and revenues in order to establish a clear landscape of market’s long awaited take-off.

The VR market (headsets + games) estimated at 2.6 billion EUR in 2016 and 16.5 billion in 2020, an average annual growth rate of 58.8% over the period.


Companies
Apple,Facebook,Google,HTC,Microsoft,Samsung,Sony,Steam,Cmoar,Fove VR,Google Cardboard,HoloLens,HTC Vive,Impression PI,Oculus Rift,PlayStation VR,Pokemon GO,Samsung Gear VR,Star VR,Sulon VR,FOVE VR,Freefly VR,Homido,Impression PI,
Merge VR,Sony Playstation VR,Zeiss VR One


Countries
World,Asia-Pacific,EMEA,Latin America,North America


Virtual reality (VR)
- VR is a computer simulation that creates an artificial environment which a user can interact with and be fully immersed in.
- VR can be implemented through various interfaces. A virtual reality headset is currently the solution that provides the best immersion for consumers.
- If the VR content requires users to perform an action, they can interact with the interface by looking at a specific point, or by using a controller or sensors on their body. They can move around in the virtual world by walking on the spot, or grab an object with their hand and move it.

What separates virtual reality from augmented or mixed reality technologies is that the real environment is completely replaced by a virtual one with VR
- This feature of VR greatly enhances immersion compared to a conventional display or to augmented/mixed reality, whether the content is interactive or not.
- VR is therefore particularly suited to video games because immersion is often paramount and highly sought after.


Augmented reality (AR)
- This refers to overlaying digital information onto actual physical elements in real time.
o Augmented reality is possible using many different devices, such as connected glasses, headsets, and tablet and smartphone screens. AR contact lenses are currently being tested.

The user’s real environment is the predominant element in AR. The extra information augments the real environment on an ad hoc basis, rather than replaces it.
- The capacity for immersion with AR is much lower than that offered by virtual and mixed reality.
- In a professional context, AR has already established itself in different areas, e.g. aerospace with Boeing, and should continue to develop rapidly.


Mixed reality (MR)
- Combines virtual reality and augmented reality
o Using a non-closed device, users can still see the real environment, but it is supplemented by various interactive and potentially moving virtual objects, such as characters. These virtual objects are ’anchored’ in real physical space and can therefore react according to the position of the user.
Virtual elements other than simple information like notifications are added to the real environment. They integrate and react in the user’s reality in a believable way.
- Immersion in MR is greater than in AR, but less than in VR.


A technology still under development
As of early 2016, MR is still at a very experimental stage.
o Microsoft’s HoloLens, which is still in development, is one of the more promising examples of this technology. In the third quarter of 2016, Microsoft opened up pre-orders for a first version of HoloLens (3,000 USD) exclusively for Microsoft-affiliated developers.


Case studies of notable headsets
Equipment VR headsets
- Oculus Rift
- HTC Vive
- Samsung Gear VR
- Google Cardboard
Other smartphone headsets
- Merge VR
- Freely VR
- Homido
- Zeiss VR one
- HoloLens
- Fove VR et Sulon VR
- Star VR et Impression PI
- PlayStation VR
- Cmoar

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