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Virtual Reality in practice
Virtual Reality in practice
Virtual Reality in practice
Virtual Reality in practice
40%
40%
20%
VR/AR
Mobile
Other platforms
OUR CURRENT WORKLOAD BY PLATFORM
VR ≠ AR
SOME NUMBERS
SIZE
$80.0bn
The expected market size for the
virtual and augmented reality market
by 2025.*
FINANCIAL BACKING
$2.3bn
VC investments into VR / AR are
steadily becoming mainstream with a
record $2.3 billion invested in the last
12 months up to October 2016.**
AR
25%
VR
75%
VR / AR SOFTWARE
By 2025 VR is expected to drive 75% of
the software use cases as AR
technology matures.*
ENTERPRISE
40%
40% of the total VR/AR software
market is expected to come from
enterprise use cases.*
* according to Goldmand Sachs Investment Research: Profiles in Innovation - January 2016: base case
** according to Digi-capital Q3 report
4%
13%
15%
2%
7%
5%
9%
12%
33%
2025 VR/AR estimates by use case
Military, $1,4bn
Engineering, $4,7bn
Healthcare, $5,1bn
Education, $0,7bn
Real Estate, $2,6bn
Retail, $1,6bn
Video entertainment, $3,2bn
Live events, $4,1bn
Videogames, $11,6bn
Source: Goldmand Sachs Investment Research: Profiles in Innovation - January 2016: base case
SOME EXAMPLES
Virtual Reality in practice
KEY BENEFITS
IMMERSION
Real sense of presence which gives the consumer a nearly accurate perception of scale and size.
CUSTOMIZATION
Real-time rendering offers the ability to manipulate and change the environment on the fly.
LOGISTICS
Consumers can evaluate multiple locations without having to travel.
LOOK IN TO THE FUTURE
Consumers can visit non-existing environments that have not been build yet.
Virtual Reality in practice
Virtual Reality in practice
KEY BENEFITS
TRAINING COSTS
No operators, instructors or other team members required as well as environment / equipment that can be simulated.
ANALYTICS
Everything in virtual reality can be monitored, which provides in-depth information about user performance and
progression over time.
PLANNING
Real-life training environments often require extensive planning. This can be simplified when using virtual reality.
HIRING
Can be used as a tool to test practical knowledge and experience.
Virtual Reality in practice
Virtual Reality in practice
Virtual Reality in practice
info@triangle-factory.be
Gebroeders Vandeveldestraat 107
9000 Ghent, Belgium
+32 (0)9 296 61 49
www.triangle-factory.be
MORE INFO

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Virtual Reality in practice

  • 7. SOME NUMBERS SIZE $80.0bn The expected market size for the virtual and augmented reality market by 2025.* FINANCIAL BACKING $2.3bn VC investments into VR / AR are steadily becoming mainstream with a record $2.3 billion invested in the last 12 months up to October 2016.** AR 25% VR 75% VR / AR SOFTWARE By 2025 VR is expected to drive 75% of the software use cases as AR technology matures.* ENTERPRISE 40% 40% of the total VR/AR software market is expected to come from enterprise use cases.* * according to Goldmand Sachs Investment Research: Profiles in Innovation - January 2016: base case ** according to Digi-capital Q3 report
  • 8. 4% 13% 15% 2% 7% 5% 9% 12% 33% 2025 VR/AR estimates by use case Military, $1,4bn Engineering, $4,7bn Healthcare, $5,1bn Education, $0,7bn Real Estate, $2,6bn Retail, $1,6bn Video entertainment, $3,2bn Live events, $4,1bn Videogames, $11,6bn Source: Goldmand Sachs Investment Research: Profiles in Innovation - January 2016: base case
  • 11. KEY BENEFITS IMMERSION Real sense of presence which gives the consumer a nearly accurate perception of scale and size. CUSTOMIZATION Real-time rendering offers the ability to manipulate and change the environment on the fly. LOGISTICS Consumers can evaluate multiple locations without having to travel. LOOK IN TO THE FUTURE Consumers can visit non-existing environments that have not been build yet.
  • 14. KEY BENEFITS TRAINING COSTS No operators, instructors or other team members required as well as environment / equipment that can be simulated. ANALYTICS Everything in virtual reality can be monitored, which provides in-depth information about user performance and progression over time. PLANNING Real-life training environments often require extensive planning. This can be simplified when using virtual reality. HIRING Can be used as a tool to test practical knowledge and experience.
  • 18. info@triangle-factory.be Gebroeders Vandeveldestraat 107 9000 Ghent, Belgium +32 (0)9 296 61 49 www.triangle-factory.be MORE INFO