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Category Archives: Virtual Reality
Virtual reality became his real calling – The Straits Times
Posted: May 7, 2017 at 11:56 pm
Ask Mr Lionel Chok what he thinks of virtual reality and his enthusiasm is infectious: "Virtual reality is kick-ass!"
To some people, virtual reality, or VR, is simply a term associated with clunky headsets and video games.
To Mr Chok, however, VR presents a world of opportunities.
"I view VR as a technology that is integral to many aspects of our lives, industries and markets. It can be used for marketing, and even for training and simulation. The applicability of such technologies in many industries will hopefully create new, meaningful jobs," he said.
Mr Chok, 45, is the founder of technology start-up Immersively, which specialises in augmented reality (AR) and VR technologies.
"Immersively focuses on education as well as services and applications. We give workshops and talks to raise awareness of VR technologies. Working on events is also a viable model for us. We did an event in Kuala Lumpur for the movie Kong: Skull Island where we created a showcase in a mall that allowed members of the public to get a virtual experience of going around Kong island," he said.
VIRTUALLY EVERYWHERE
I view VR as a technology that is integral to many aspects of our lives, industries and markets. It can be used for marketing, and even for training and simulation. The applicability of such technologies in many industries will hopefully create new, meaningful jobs.
MR LIONEL CHOK, founder of technology start-up Immersively, which specialises in the augmented reality (AR) and virtual reality (VR) technologies.
While Immersively started only last year, Mr Chok's affinity with VR began long before its recent hype.
ENDLESS POSSIBILITIES
The VR industry is always changing. Players are constantly pushing the boundaries of our imagination by coming up with fresh ideas with new applications. For example, some start-ups are creating a social space where individuals' avatars can meet in a virtual space, even though the individuals are in different countries. This is what makes VR so exciting!
MR CHOK
He spent over 15 years in the media industry, where he held producer, editor and director roles in organisations such as Mediacorp and Caldecott Productions.
In 2013, in his role as a senior producer and head of commissioned content at Toggle, a budding over- the-top service provider then, Mr Chok was tasked to produce one show every year as well as commission film projects.
This provided him with the opportunity to produce a documentary on technology start-ups, which meant speaking to players in the technology industry, attending hackathons and looking at the newest technology in the market.
In short, the project enabled Mr Chok to discover his profound interest in technology.
"I found a strange affinity with technology. Even after the documentary was completed, I continued going to talks and looking at various technology companies. I couldn't help but find technology extremely exciting," he said.
This zeal drove Mr Chok to want to know more about technology and how it works, so he sent applications to various institutions in order to learn more about what he regarded as the language of the future.
"I wanted to explore the field and see exactly what else I could do. On a whim, I sent out applications to various places to teach me technology," he recalled.
"Middlesex University didn't have a specific course for VR but it offered a postgraduate degree in creative technology. In that one year, they would teach different modules in technology and at the end, you could decide what you wanted to specialise in. When I was accepted, I quit my job and left for London."
As luck would have it, he was the only student in the course for that year, which meant he had the undivided attention of professors in fields ranging from robotics to artificial intelligence - further fuelling his passion for technology.
Yet, Mr Chok's love for technology did not automatically translate into an interest in VR.
"AR and VR was the last module introduced to me. Initially, I didn't want to take it because it was very visual and seemed too related to media. I wanted to go into coding - to build websites and to code apps. However, my supervisor advised me against that, citing intense competition and a declining industry. I then decided to focus on VR."
Although Mr Chok took on a marketing role at a start-up after he returned to Singapore at the end of 2015, he knew it would only be a matter of time before he got involved in VR full-time.
"During that time, I put my portfolio out there as having a postgraduate degree in VR and I was actually able to consult on several projects. I eventually decided to consult on such projects full-time. When I left my job, I already had two VR projects in the pipeline," he added.
These projects made Mr Chok realise the time was ripe to start a business related to VR - so Immersively was born.
Looking ahead, he hopes that Immersively will continue to search for its niche in the market.
"Moving forward, many VR firms will converge towards some form of specialisation - building VR products unique to particular industries.
"Personally, I don't know if Immersively will focus more on content or education. There's much potential in content creation, but I also believe VR provides the next most powerful tool for education besides experiential learning. However, there will be no hard restrictions to certain industries - the main engine and capabilities will still be there," he said.
While Mr Chok firmly believes in the potential of VR, he admits that Immersively's journey has not been entirely smooth sailing.
"Because the technology is so new, everyone who comes on board is new too. I'm also new to running a business so I'm relying on experience from my previous job, but it may not be the best way to run the business. I think there is certainly a lot to be improved."
Despite the challenges, VR has not lost its allure for Mr Chok.
"The VR industry is always changing. Players are constantly pushing the boundaries of our imagination by coming up with fresh ideas with new applications. For example, some start-ups are creating a social space where individuals' avatars can meet in a virtual space, even though the individuals are in different countries. This is what makes VR so exciting!"
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It’s time to stop doubting virtual reality – VentureBeat
Posted: at 11:56 pm
Investors, gamers, and game developers who are cold on virtual reality should look to the 2017 Game Developers Conference as confirmation that VR has legs. Developers dont sound as clueless as they did last year, based on attendance at VR-related panels at GDC 2016 and GDC 2017. The difference is palpable.
The fate of virtual reality does not rest on the development of more advanced optics, higher framerates, and lower latencies, nor does it depend on the evolution of the three major VR hardware solutions, the HTC Vive, PlayStation VR, and Oculus Rift. The hardware is not what will ultimately determine whether investors in VR make the profits theyre seeking, and whether futurists see the day when VR is an ordinary, household technology.
Because the success or failure of VR is much more in the hands of the game developers providing content for all three platforms.
Consumer VR still rests mostly within the video game world, and so the platform is subject to the popular refrain among gamers when it comes to any new hardware: But theres nothing to play for the system! (Were seeing the same discussion play out right now in reference to the newly released Nintendo Switch.)
A growing comprehension of the psychology of virtual reality, or how we can fool the human brain into believing that the virtual is actually the real, combined with technical acumen has finally produced a healthy slate of games for VR. Burgeoning mastery of the VR space has made critical successes like Fantastic Contraption (from Northway Games), Job Simulator (from Owlchemy Labs), and Raw Data (from Servios) possible.
These are the games from which VR developers can learn best practices. The fate of virtual reality depends on how quickly developers can learn and apply those lessons, and continue to release software compelling enough to warrant early adoption of the technology. Taken collectively, the VR-related panels at GDC 2017 suggest that developers are on the case, and the future of VR feels less nebulous as a result.
Above: Above: The basics of successful VR design.
Image Credit: anet Brown, Ram Ramakrishnan
Wind the clock back one year. Virtual reality was a sensation at the 2016 Game Developers Conference. Panels scheduled in smaller rooms were choked with attendees. Sometimes, even spillover rooms with remote video feeds of the panels were standing-room only. Attendance at VR panels on the Monday of GDC 2016 forced organizers to move Tuesdays panels into larger rooms in order to accommodate demand.
Because none of the major hardware solutions had yet been released at that time, game developers at GDC 2016 could still project their own hopes and ideas onto VR. Game developers working in VR didnt entirely know what they were doing. It was the same feeling that pervaded the Oculus Connect 2 conference in September 2015, and VR developers at GDC 2016 didnt seem to be bothered by this. The excitement of pioneering a new technology was enough to override all other concerns, it seemed.
Virtual reality panels at GDC 2017, on the other hand replaced fantasies of what VR could be with the reality of where the industry currently stands. Gear VR sales stand at either 4.5 million or 5 million headsets sold-through, depending on whether you listen to market research firm SuperData or Samsung Electronics America respectively. Sony in February revealed that PSVR has sold-through over 900,000 headsets.
Oculus and Vive sales are anemic by comparison. SuperData in February also released data that indicated more than 400,000 Vive units had been sold, beating out the Oculus Rift, which sold a little over 200,000, according to the report. But the high barrier of entry to the Vive and Oculus, if we include the cost of a gaming PC that can handle the hardware, ought to make those numbers unsurprising.
These numbers represent neither failure nor success from any objective measure, especially not when insiders like John Riccitiello, CEO of Unity Technologies, dont expect VR to start turning the sort of profits bullish developers and investors were hoping for any sooner than 2018. In the face of three relatively low-profile VR hardware releases in 2016, coupled with the lack ofhigh-profile successes in VR, its no surprise that developer interest seems to have cooled, judging by panel attendance at GDC 2017.
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Octane Raceway opening $800K virtual reality attraction – Phoenix Business Journal
Posted: at 11:56 pm
A virtual reality arcade has opened in Tempe, with more planned How Bob Ferris saves real lives through virtual reality Intel brings virtual reality and 360-degree replay to Phoenix's Final Scottsdale luxury homebuilder first in state to use virtual reality in Architectural Gem on the Preserve!
A virtual reality arcade will open in Octane Raceway this month.
Provided by Octane Raceway
Octane Raceway will unveil a new virtual reality attraction at its facilities in Scottsdale.
Octane spent $800,000 to open the Velocity VR attraction, powered by Zero Latency, in a 3,500-square-foot open space at the raceway's 65,000-square-foot facility.
A virtual reality arcade will open in Octane Raceway this month.
Provided by Octane Raceway
The attraction opens Memorial Day. Octane representatives are touting it as the first free-roam multiplayer virtual reality arena to open in the Western United States.
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Facebook to close Oculus’ virtual reality content studio – Los Angeles Times
Posted: at 11:56 pm
Oculus VR will close its Emmy-winning cinematic-content division, Story Studio, to focus instead on funding others storytelling projects.
The Facebook-owned virtual reality company said in a blog post Thursday that shifting away from producing its own content will free up resources allowing it to explore exciting but unsolved problems in [augmented reality] and [virtual reality] hardware and software.
Were still absolutely committed to growing the VR film and creative content ecosystem, Jason Rubin, Oculus vice president of content, said in the post.
The company said it committed $250 million last year to fund virtual reality content from various developers and would earmark $50 million of that money to support nongaming, experiential virtual reality content.
Social media giant Facebook Inc. made a major bet on the future of virtual reality in 2014 when it bought the start-up for $400 million in cash and nearly $2 billion in stock. The acquisition helped turn Oculus into one of the biggest names in the nascent industry.
But in the years since, competitors such as PlayStation VR and HTC Vive have surged and Oculus headsets have not sold as well as the company had hoped. Analysts said this could have encouraged Facebook to reposition its resources.
The work Story Studio was doing was compelling, said J.P. Gownder, vice president and principal analyst at Forrester. But it wasnt making money.
Recently, Oculus weathered the departure from Facebook of its founder, Palmer Luckey, and a $500-million judgment against Facebook and Oculus founders after a jury found Oculus violated a nondisclosure agreement with a video game company.
The virtual reality market has also matured more slowly than many had initially expected. Analysts now predict mainstream interest in virtual reality is about five to 10 years away. Oculus itself has largely garnered fans among gamers and companies looking for new ways to train employees or do product design.
Were still at an early adopter phase, so the market still hasnt seen a takeoff, Gownder said.
And unlike other tech giants now dabbling in video, such as Amazon, Facebook hasnt made a big commitment to creating its own content. That made Story Studio something of an anomaly inside Facebook.
Usually Facebook tries to be a platform for content, rather than the creator, said Aaron Kessler, senior analyst at Raymond James.
In buying Oculus, the Menlo Park social media firm was likely trying to jump-start the virtual reality ecosystem, he said.
But now that other studios, some large and some independent, have started to produce high-quality virtual reality films, Facebook will likely look to push boundaries elsewhere in less-developed aspects of the medium.
Its no longer necessary to get the proof of concept out there, said Lewis Ward, director of gaming and augmented and virtual reality at IDC. The closure of this short film-centric studio probably makes sense in the long run.
Oculus Story Studio produced three short VR films, including the 2016 Creative Arts Emmy-winning Henry, which allows viewers with a VR headset to explore a hug-loving hedgehogs birthday party.
An Oculus representative said in a statement that while the company could not get into specifics, Story Studio employees affected by the move will have the option of applying for new jobs within Facebook. Story Studio had about 50 employees and is based in Menlo Park, Calif.
Twitter: @smasunaga
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Facebook to close Oculus' virtual reality content studio - Los Angeles Times
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Future of virtual reality showcased at Auckland expo – Newshub
Posted: at 11:56 pm
If you'd like a bird's eye view tour through New York or a stroll through the Colosseum, but you're a bit of a homebody, don't worry about it.
The future is set up for people just like you and at the Magnify Technology Expo in Auckland, the changing way we experience the world was showcased.
All the big players from Google to Facebook are investing heavily in virtual reality, a rapidly-evolving technology.
The likes of Pokmon Go and Snapchat's filters are launching augmented reality into everyday life, while New Zealand-based company AugView is putting it in the hands of construction workers.
The New Zealand Fire Service is using virtual reality technology as a public-education tool by placing people inside a burning house, leaving it up to the user to escape the growing inferno.
"We think it's important to basically put the New Zealand public in a situation that they could otherwise not experience, and virtual reality allows us to put people in a burning home safely to help drive some key messaging," digital manager Craig Pearce told Newshub.
If it seems strange now, it won't for long.
"It's going to be ubiquitous in all of our lives, I think that eventually we're going to look at it just like GPS today and say, 'How did we live without it?'," Augmented Vision Works founder Barry Sandrew said.
But they just need to work out how to make those goggles look cool.
Newshub.
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Future of virtual reality showcased at Auckland expo - Newshub
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Method launches specialist augmented and virtual reality arm – Scoop.co.nz (press release)
Posted: at 11:56 pm
Press Release Method Design and Communications
Auckland-based creative agency, Method, has launched a specialist augmented and virtual reality (AR and VR) arm, M Theory, to keep up with client demand and further invest in the technology.MEDIA RELEASE
8 May 2017
Method launches specialist augmented and virtual reality arm M Theory
Auckland-based creative agency, Method, has launched a specialist augmented and virtual reality (AR and VR) arm, M Theory, to keep up with client demand and further invest in the technology.
As viewing habits continue to change with the rapid development of technology, M Theory is focused on deliveringinteractive, immersive and awe-inspiring experiences through a range of AR/VR services. This includes 360 video post-production, 3D modelling, digital storytelling, along with computer-generated imagery, app and game development.
Method and M Theorys Managing Director, Sam Ramlu, says the company has seen a massive increase in demand for AR and VR services during the past four years.
Weve had a steady stream of projects from local clients and now projects coming in from LA, Australia, and China. So, it made sense to set M Theory up. It gives us the ability to further specialise and invest in the technology.
Backed by the team at Method, we now have an in-house 3D artist, game developer, video editor and multimedia specialist, and producer, all specialising in rolling out AR and VR for clients.
AR and VR arent on the fringes of marketing anymore. Its a really accessible marketing tool that allows companies to connect with consumers and other target audiences in an authentic and memorable way, says Ms Ramlu.
A recent project delivered by the team at M Theory was an immersive tour of QMS commuter network digital sites, with integrated 3D graphics and narration delivering a unique experience compared to their typical 360 video.
M Theory also delivered a rich, future homes and energy visualisation, virtual reality experience for Contact Energy, which was presented to a group of investment analysts at a roadshow late in 2016.
Another project we worked on recently was an interactive tour of the newly established Kumeu Film Studios, in partnership with ATEEDs AR/VR Garage and filmed by Staples Rentals, this was recently showcased to producers and directors in Los Angeles and was a huge success for the NZ Film Commission and ATEED, says Ms Ramlu.
Later in the month M Theory will debut their childrens story transmedia exhibit at Story Edge a specially curated showcase of digital and interactive storytelling, and an extension of the DocEdge Film Festival. A must-see for the whole family the exhibit will feature a multi-platform experience of a delightful tale for kids of all ages.
You can check out M Theory in all their real and virtual glory at various events during Tech Week:
Magnify VR/AR Expo Summit, Monday 8 May
Future Realities Conference, 11 and 12 May.
Alternatively, visit http://www.mtheory.co.nz or http://www.method.digital to find out more.
Ends
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Marvel Is Ready to Feature Virtual Reality in the Future – COGconnected (press release)
Posted: at 11:56 pm
With their continued success at the Box Office, Marvel is trying to expand their reach in the realm of videogames with titles like Spider-Man, Guardians of the Galaxy: A Telltale Series, and the recently announced The Avengers Project. They have yet to dabble in virtual reality, however in a recent interview with GameSpot, it was announced thatthis would be changing soon!
In an interview with GameSpot, Jay Ong, senior vice president of games and innovation, talked about the future of the company and what fans can expect from Marvel, specifically in terms of virtual reality, moving forward. When asked if he thought VR had potential, Jay Ong said the following, Absolutely. In fact, we did a deep dive in looking at the space towards the end of last year, and it offers some pretty incredible opportunities, in terms of delivering really cool experiences. We cant say anything yet, but believe me, were not shying away from it. He said that these projects would be coming soon, and that there are absolutely things in the works, but were just not quite ready to announce them yet.
In this interview, Jay Ong was asked about what fans can expect to see in the future, over the next few years, from Marvel and he said that we can expect some virtual reality announcements, stating:
I think our fans are going to go crazy. [] We see VR in the same way we see the other platforms in terms of if you want to do something, you need to do something truly amazing. When I first started at Marvel, going back to 2014, the things we were dreaming about back then were almost crazy. We wanted to do these amazing console games, we wanted to do these amazing chart topping mobile games; it was irrational and crazy, but we dreamed and it actually worked because the IP is really strong. [] In VR, we have that same ambition. We think if we do something there, it shouldnt be just for the novelty of it. It should be something that defines the platform, that defines the experience. Certainly were looking to build when Spider-Man comes out, itll be one of the best games on the platform, and when Avengers comes out, itll be one of the best games on those platforms. We think our efforts in VR will be the same thing.
This is definitely exciting knowing that Marvel is bringing virtual reality to their games and who knows, maybe Marvel will make some VR announcements at E3 this year!
What do you think? Let us know in the comments below and keep it locked for updates as they become available.
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Marvel Is Ready to Feature Virtual Reality in the Future - COGconnected (press release)
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VRobot lets you wreck a big city in virtual reality – VentureBeat
Posted: at 11:56 pm
Wrecking big cities in virtual reality is officially a thing. The latest developers to take their turn at the genre is Luden.io, a team of VR developers at Nival Interactive.
VRobot lets you play as a giant robot at a time when driverless cars and robots are swarming the planet. Humans have built a giant robot to help them clean and reclaim their cities. You can just stomp around and cause mayhem, or use special tools like the tractor beam and tornado maker.
Then you have to defeat the SuperRobot 3000 before people can return to their homes.
Ive come across a couple of other games where you can wreak havoc in a city. Sonys 100ft Robot Golf also lets you go nuts in a city, playing golf with giant balls that can blast through skyscrapers..
In one VR arcade location in Tokyo, Capcom created a Kaiju, or giant monster, simulator. You act as a Kaiju and stomp through buildings in a 25 feet by 25 feet space. Its like youre Godzilla, raging through Tokyo with touch controllers in your hand. You can stomp with your feet (with touch controllers attached to them) or your hands, all the while viewing a cartoon-like city where you can tear apart buildings and pull helicopters from the sky. Your job is to save the little Kaiju.
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Virtual reality takes Berkeley Prep, Tampa Prep kids to new destinations – Tampabay.com
Posted: May 6, 2017 at 3:39 am
TAMPA
Students from Berkeley Prep and Tampa Prep are getting a close-up look at ancient ruins, touring faraway places and basking in the shadow of the Eiffel Tower all without leaving their classroom.
By incorporating virtual reality technology from Google Expeditions into the curriculum the students download an app into their cell phones, which attach to virtual reality headsets their world has been expanded and they approach learning with palpable excitement.
Tampa Prep instructor Laura Pereira, who teaches Spanish and French, took her students on a tour of Guatemalan ruins and French museums. Then, using an app called CoSpaces, the students created their own archeological setting and did a Spanish narration, as if they were museum tour guides.
"You hear about something cool offered through virtual reality, but you want cool stuff that accentuates their learning,'' Pereira said. "If it makes the learning experience more profound and effective, then we're on the right track. When it becomes something they are held accountable for, where you can give an assessment, that's when it's truly transformative.
"Through this, the students are brought alive and they're hyper-focused. It's such a memorable experience and as a teacher, you want your students to remember the lesson.''
That's the idea.
"For me, it was so much better of an experience than looking at a textbook and pictures,'' said Berkeley Prep seventh-grader Josh Caron, recounting a recent unit on the Aztec, Inca and Maya civilizations in Meghan Campagna's Global Studies course. "I felt like I was there.''
Campagna, who is also Berkeley Prep's middle division Technology Integration Coordinator, said she was initially hesitant about using virtual reality in the classroom.
"But once I saw the students wanting to see the architecture and the landscape and the ruins, I got a clear picture of why this works well,'' Campagna said. "It's not just to show them pictures and add to what a book can do. It's to physically put them in a position so they can experience it like they are actually standing there.''
The future?
"There are always going to be people who think this is bling or a fad,'' Tampa Prep director of technology Chad Lewis said. "It's not that at all. It's so useful.''
"As soon as virtual reality is more approachable to the educational market, it will be everywhere,'' Campagna said.
It's already everywhere in other parts of life.
Virtual reality, which uses computer technology to generate realistic images, sounds and other sensations to simulate a physical presence in that environment, is used in medicine, military training and video gaming, along with professional and college sports.
Private schools around Hillsborough County are studying the concept or implementing virtual reality programs. There are no immediate plans to integrate a virtual reality curriculum into the Hillsborough County School District.
Give it time.
Tim Torkilsen, who is Berkeley Prep's upper school Global Studies Director and heads the school's International Education Program, needed no time at all to understand virtual reality's impact.
He remembers visiting the school's Technology Center earlier this year, where he was shown a virtual reality viewfinder. He looked at the setting and found it vaguely familiar. Then he turned around and looked up.
"I was standing underneath the Eiffel Tower,'' Torkilsen said. "My reaction was just, 'Wow!' I had been to Paris and this was like being back there.''
Torkilsen, who has been covering South Asia in his Contemporary Global Issues class, recently escorted 28 Berkeley Prep students to Nepal. He took lots of pictures, hoping to incorporate them into his teachings about the area's culture and religion.
Then he learned about a virtual reality tour of Katmandu, offered by Google Expeditions.
"It was interesting to see the difference in reaction between my flat pictures and explanations on the first day versus the second day, where the kids put on the viewfinders and they were so excited and in control,'' Torkilsen said. "They had the same reaction as I did when I looked up and saw the Eiffel Tower.
"The virtual reality was a much more effective medium when it came to learning about cultures. Right now, Google Expeditions has limited offerings, but we take trips all over the place. What if we could create our own journey to show to our kids back home? Five years down the line, I see this happening and being just invaluable.''
As for the present, students are enjoying their new view of the world, all from the confines of a classroom.
"This makes it all so real for me, seeing what things actually look like and helping me to learn how things were built,'' Berkeley Prep seventh-grader Olivia Rabinowitz said. "I could see this being used in Spanish classes to help show the culture.''
"The first time we used this, everyone got so excited,'' Berkeley Prep seventh-grader Breanna McDonough said. "We were walking around the classroom, looking at it all, sometimes bumping into tables. It was cool. It's one thing to read about it, but it's another to actually see it. It's like you are there.''
And, in turn, it is changing the classroom experience.
"What have we seen for the past 100 years? A teacher in the front of the room, pointing up at the board, lecturing and the students being implored to be quiet and stay in their row,'' Lewis said. "Now it's a whole new level of engagement. It's all very exciting.''
Contact Joey Johnston at hillsnews@tampabay.com
Virtual reality takes Berkeley Prep, Tampa Prep kids to new destinations 05/05/17 [Last modified: Friday, May 5, 2017 3:24pm] Photo reprints | Article reprints
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3 Virtual Reality Stocks You Don’t Have to Babysit — The Motley Fool – Motley Fool
Posted: at 3:39 am
Virtual reality (VR) is in its nascent stages, and by most measures, it's still an unproven market. Markets and Markets research estimates it could be worth $33.9 billion by 2022, but even the most visionary tech leaders like Facebook (NASDAQ:FB) CEO Mark Zuckerberg think we may still be five to 10 years away from VR truly taking off.
So what's a tech investor to do? Wait too long and you could miss out on VR's growth, but jump into the wrong company now and you could be throwing your money away. Investors looking to benefit from VR's massive potential but who don't want the volatility that could come from VR pure plays should consider Alphabet (NASDAQ:GOOG) (NASDAQ:GOOGL), Facebook, and NVIDIA (NASDAQ:NVDA). Each company is poised to gain from virtual reality's growth -- but won't leave you high and dry if VR takes a while to take off.
Image source: Getty Images.
A few years ago, Facebook became the poster child for major tech companies betting on the future of virtual reality. It happened when the company paid $2 billion for the VR company Oculus, and since then Facebook has been pretty vocal about the possibilities of the technology.
"This is a good candidate to be the next major computing platform. It's worthy of a lot of investment over a long period," Zuckerberg told Bloomberglast year.
The company showed off its new Facebook Spaces app at itsF8 developer conference last month,which allows users to interact with their friends in a virtual world using VR headsets. The app is in beta right now, but it's one of the first indications of Facebook's plans for VR software.
Last year, Zuckerberg said, "The next phase is building the next great software experiences." And with the reveal of Facebook Spaces, it's clear that the company is already stepping into the next stage of its VR plans.
Facebook's received a lot attention for its VR pursuits, but I don't think investors should underestimate Alphabet's potential to dominate.
You might know about Google's initial foray in into VR with Cardboard, which was essentially a stripped-down VR headset powered by a user's smartphone. The company upgraded that a bit when it launched its Daydream View late last year, which is higher-end version of Cardboard and comes with its own VR handheld controller.
Image source: Google.
But the company's real potential in VR comes from its software opportunities, and right now Google is pursuing two of them. The first is its Daydream VR hub that allows smartphone users to discover and download VR apps and content on their devices. It's still in its infancy, but Daydream already has more than 100 apps.
The second opportunity is an Android-based VR software platform that will come out later this year for developers. Instead of running on a smartphone, this Android-based platform will run exclusively on VR headsets. That means that Google could soon be powering VR headsets that don't require any sort of tethering to a PC or smartphone.
It's not hard to imagine the possibilities here. If Google nails VR software in the same way it did with Android, then the company could easily bring in ad and app revenue from the VR market.
And last, but certainly not least, is graphics-processor maker NVIDIA. The company is best known for its gaming graphics processing units (GPUs) and makes about 58% of its total revenue from that segment.
NVIDIA's potential in VR is huge mostly because it dominates the discrete desktop GPU space, claiming 70.5% of the market. Rival Advanced Micro Devices follows in a very distant second place with 29.5%. NVIDIA's been betting that its graphics cards will benefit from the growth of VR and already has a slew VR-ready cards on the market.
Image source: NVIDIA.
The company isn't just creating the hardware for VR, through; it's also released developer tools and apps to help VR content creators best use the company's processors when creating VR content.
NVIDIA's advantage in the space is that it's the go-to GPU maker for high-end graphics cards. Jon Peddie Research said last year that, "In the PC market, NVIDIA has a substantial market share in enthusiast graphics boards, the type needed for Oculus and HTC VR experiences."
That should bode well for NVIDIA as it takes on the high-end VR market, but the company's VR-ready graphics cards for notebooks should also help NVIDIA tackle the more entry-level VR space as well.
It's worth noting here that NVIDIA is looking fairly expensive for new investors right now. The company's forward P/E ratio hovers above 30, compared to the tech average of about 25.But for current NVIDIA investors, the company's place in the GPU space means it's a VR bet you likely won't have to babysit anytime soon.
Suzanne Frey, an executive at Alphabet, is a member of The Motley Fool's board of directors. Chris Neiger has no position in any stocks mentioned. The Motley Fool owns shares of and recommends Alphabet (A shares), Alphabet (C shares), Facebook, and Nvidia. The Motley Fool has a disclosure policy.
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3 Virtual Reality Stocks You Don't Have to Babysit -- The Motley Fool - Motley Fool
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