Virtual Reality finally getting reality. Martin Schrader, Nokia Technologies

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1 Virtual Reality finally getting reality Martin Schrader, Nokia Technologies

2 Overview Two examples of current VR applications Defining the scope The promise of the immersive experience Some recent moves in the VR industry The VR ecosystem getting ready What can go wrong? What comes after VR?

3 Image Source: VR coming to a screen near you

4 Lionsgate and Samsung team up to provide fans a 6-minute Hunger Games experience From Oct 9, 2015 ahead of the Nov. 20. Mockingjay Part 2 release Source: Hollywoodreporter.com

5 Scope and definition of Virtual Reality Classical Virtuality Continuum (Paul Milgram, 1994 ) Image Source: Wikipedia

6 Scope and definition of Virtual Reality Stimulation of human senses with digitized signals, creating the perception of a real or artificial environment Image Source: Max-Planch Institute for Biological Cybernetics Image Source:

7 Scope and definition of Virtual Reality Mostly 3D environment Can be synthetic data (e.g. SL) Can be real data (360 video) User experiences sense of being there, in this 3D environment Differentiation between AR/VR: In AR content of the real user environment is either overlayed on top of a synthetic environment or vice versa.

8 History of VR Stanley G. Weinbaum, 1935, desribes a pair of goggles which enabled a movie that gives one sight and sound [...], taste, smell, and touch. [...]

9 History of VR Sensorama and Telesphere Mask by Morton Heilig ( ) Image Source:

10 History of VR VR Worlds Image Source: secondlife.com

11 History of VR VR Environments/CAVEs Image Source: phys.org

12 History of VR The Rise of the HMDs Image Source: google search: HMD

13 Reality, Immersion and Presence The Promise of VR A new level of experience, allowing for complete Image Source: immersion and (tele-)presene

14 Immersion Immersion into a game, play, story, VR is a perception of being in that situation, at least partially having the priority over the real environment.

15 Immersion - Categories Ernest W. Adams: Tactile Immersion Strategic Narrative Ivanpoupyrev.com

16 Immersion - Categories Ernest W. Adams: Tactile Immersion Strategic Narrative Ivanpoupyrev.com dailymail.co.uk

17 Immersion - Categories Ernest W. Adams: Tactile Immersion Strategic Narrative Dreamlightfugitive.wordpress.com

18 Immersion - Categories Staffan Björk and Jussi Holopainen: Sensory motoric Cognitive Emotional Spatial Spatial immersion occurs when a player feels the simulated world is perceptually convincing. The player feels that he or she is really "there" and that a simulated world looks and feels "real".

19 Virtual Reality New level of experience? Emotional Cognitive Spatial Sensory Motoric Narrative Strategic Tactical

20 4D Cinema New level of experience? Emotional Cognitive Stereoscopic 3D Spatial Tactical Sensory Motoric Vibrations Rain Wind Narrative Strategic

21 VR Chess New level of experience?

22 VR Chess New level of experience?

23 Immersive Communication New level of experience? Source:

24 Immersive Communication New level of experience? Measuring Mediated Communication Experience, Aaltone, Takatalo, Häkkinen, Lehtonen, Nyman and Schrader, QoMex 2009

25 Virtual Reality New level of experience? Emotional Cognitive Spatial Sensory Motoric Narrative Strategic A good stroy Strategically challenging Believable spatial representation Sensory motoric interaction Emotional and cognitive engagement Tactical

26 VR getting reality now? Some business indicators/ecosystem factors

27 Apple buys PrimeSense for 345M$ in 2013

28 Facebook buys Oculus for 2.3 B$ in 2014

29 Facebook buys Oculus for 2.3 B$ in 2014 Source: Piper Jaffrey & Wikipedia

30 Google invests 542 M$ in MagicLeap in 2014

31 Facebook starts live streaming of VR content

32 VR getting reality

33 VR getting reality Jaunt VR Professional NextVR Consumer 360fly VSN Mobil Buble Tech Giroptic IC Real Tech Kodak Nokia OZO Google Jump (Hero) Immersive Media

34 VR getting reality Professional Movie Production Specialized tool chains (stitching, video effects) Do-it-yourself stitching apps Free and commercial tools for enthousiasts.. Stitching Services e.g. Jump Assembler, Jaunt

35 VR getting reality HMD App stores Web based content

36 VR getting reality Bigger HMD development projects Oculus Rift Sony PlayStationVR (Project Morpheus) HTC VIVE Microsoft Hololens

37 VR getting reality Now available Samsung Gear VR Google Cardboard

38 VR Important Technical Developments Live streaming Industry wide format for VR content Recording 3D + depth Interaction Putting hands and feet in the virtual environment

39 VR getting reality What can go wrong? Poor user experiene of HMDs Poor content, content not exploiting the strength of VR Format fragmentation What will happen with non-hmd VR?

40 The next big thing MR/AR Source: vrfocuscom Source: guerillamarketingturkey.com

41 Thank you!

42 NOKIA OZO 28 July 2015 LOS ANGELES, Calif. - Nokia today announced OZO, the first commercially available virtual reality (VR) camera designed and built for professional content creators and the first in a planned portfolio of digital media solutions from Nokia Technologies, the company's advanced technology and licensing business. Conceived at the company's R&D facilities in Tampere, Finland, OZO made its first appearance at an industry event in Los Angeles attended by representatives from major studios, production houses and media and technology companies. Nokia will conduct final testing and refinements to OZO in partnership with industry professionals, in advance of the product's commercial release. Final pricing and full technical specifications will be announced at a future date, with shipments anticipated in Q OZO will be manufactured in Finland. OZO captures stereoscopic 3D video through eight (8) synchronized global shutter sensors and spatial audio through eight (8) integrated microphones. Software built for OZO enables real-time 3D viewing, with an innovative playback solution that removes the need to pre-assemble a panoramic image - a time-consuming process with solutions currently in the marketplace. OZO's filmed content can be published for commercially available VR viewing hardware such as head mounted displays (HMDs), with immersive, full 360-degree imaging and spatially accurate original sound. OZO also integrates into existing professional workflows and works with third-party tools, dramatically simplifying content production at all stages. As an end-to-end solution, OZO aims to set a new standard as the preferred method for professional capture, editing and playback of cinematic VR content More info at: ozo.nokia.com

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