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Chinese Internet companies
and e-commerce players jump
on the VR bandwagon
September 2016
Asia Distribution and Retail
E-com
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In this issue…
I. Overview of virtual reality (VR) – Page 3
• What is VR?
• Types of VR gears
• VR content development is the next big thing
• History of VR – Key milestones
• Difference between VR, AR and MR
• Global VR market at a glance
II. VR in China – Page 10
• China’s VR market offers enormous potential
• VR applications in China’s Internet and e-commerce sectors
• Implications for traditional retailers
• Going forward
2
OVERVIEW OF VIRTUAL REALITY
3
Chinese Internet companies and e-commerce players jump on the VR bandwagon
What is VR?
• Virtual reality (VR) is a user immersion experience.
– VR immerses a user in an imagined or replicated world, like videogames, movies, or flight simulation; or simulates presence in the real world.
• VR has 3 Is.
– The 3 Is include: immersion, imaginative and interactive.
4
Source: “Profiles in innovation: Virtual & Augmented Reality – Understanding the race for the next computing platform” January 2016. Goldman Sachs and "White paper of VR industry development" April 2016. Ministry of Information and Technology, China.
Immersion
Imaginative Interactive
The 3 Is of VR
Dior Fashion Show SS2016 Source: nowfashion.com
Ikea VR Experience – Pilot VR mobile app launched in April 2016 Source: The verge
Types of VR gears
• To experience VR, users need to put on a head-mounted display (HMD) or a pair of 3D glasses to view the projected 3D image.
• The user can ‘visit’ different places and experience different types of VR contents.
• Currently, there are four major types of VR gears in the market:
5
Source: “Profiles in innovation: Virtual & Augmented Reality – Understanding the race for the next computing platform” January 2016. Goldman Sachs ; "White paper of VR industry development" April 2016. Ministry of Information and Technology, China; and “Virtual reality for beginners: Everything you need to know to wrap your head around VR.” July 2015. PC World.
1) Mobile headsets
Freefly VR (Source: Freefly website)
2) PC-powered headsets
HTC Vive (Source: HTC website)
3) Console headsets Playstation VR, to be released in October 2016
(Source: Playstation website)
4) Untethered VR headsets
Samsung Gear VR
(Source: Samsung website)
VR content development is the next big thing
• VR content is seen as one of the major challenges for developers; it is considered as the key differentiator to create customer loyalty.
• Currently, the development of VR contents focuses largely on entertainment and gaming.
6
Source: “The Deloitte Consumer Review – Digital Predictions 2016” March 2016. Deloitte.
• Globally, a number of consumer products companies have ramped up efforts to generate new and exciting VR contents.
– Nestlé teamed up with Google to create a VR experience which transported users to Brazil’s coffee fields as part of the marketing for Nescafé brand. Viewers needed to download the Nescafé 360 app before putting their phone into a Google Cardboard viewer. They could then turn their heads in any direction to experience the coffee fields via the mobile app.
Source: official website of Nescafé 360
History of VR – Key milestones
7
Source: Various Internet sources, compiled by Fung Business Intelligence. * Playstation VR to be released in October 2016.
1930s
• First mention of VR -
A fiction by Stanley
Weinbaum
• 1952: Paper 3D Glasses by Polaroid
• 1962: The “Sensorama”, possibly the first VR
system created by filmmaker Mort Heilig
• 1963: TV glasses by Hugo Gernsback
• 1965: “The Ultimate Display” by Ivan Sutherland
• 1968: “Sword of Damocles” by Ivan Sutherland,
considered as the first VR and AR HMD system.
• 1991: Virtuality, a gaming
machine in gaming arcades
• 1993/ 94: VR headsets developed
by gaming enterprises including
Sega, and Atari
• 1995: Virtual Boy by Nintendo
1950s – 1960s 1990s
2012-2013
2014-2016
• 2014: Invention of Google cardboard/
Samsung Gear VR innovator edition
• 2015: HTC Vive
• 2015 Mar: Samsung Gear for Galaxy S6
• 2016: Oculus Rift
• 2016: Playstation VR*
• 2012 Apr: Google glass by Google (ceased
production starting from Jan 2015)
• 2012 Jun: Oculus rift prototype by Palmer
Luckey
• 2013: Vuzix M100 Smart Glasses, an Android
based wearable computer enhanced with a
wearable monocular display.
Sensorama
The Ultimate Display
Virtual Boy
Virtuality
Difference between VR, AR and MR
8
Digital environment that shuts out the real world.
Virtual reality (VR) Augmented reality (AR) Mixed reality (MR)
What is it? A complete immersion in the virtual world
An overlay of digital imagery onto the real world
An overlay of digital imagery onto the real world; objects can be viewed from different angles and distances; do not offer any physical resistance when touched or pushed because they do not have any mass
Users’ experience
More on immersion More on real time interactivity
More on real time interactivity
Examples of HMD
HTC Vive, Samsung Gear VR, Oculus Rift
Google glass Microsoft HoloLens, Magic Leap and Canon MREAL System
MR the virtual objects will get bigger and vice versa. And whenever you moved around it, you can see the virtual objects from different angles and perspectives. Just like the behaviour of real objects; Users can interact with their concepts in virtual objects form as if they were exist in front of them Flexibility
Digital content on top of your real world.
Digital content interacts with your real world.
VR AR MR
Global VR market at a glance
9
scale of the Chinese VR market was RMB 1.5 billion (USD 230 million) in 2015, and it is expected to reach RMB 5.6 billion in 2016. By 2020, its scale is forecasted to exceed RMB 55 billion. http://www.allchinatech.com/9392-2/
first billion dollar year in 2016, with about $700 million in hardware sales, and the remainder from content. vast majority of commercial activity to focus on video games. We estimate sales of about 2.5 million VR headsets and 10 million game copies sold
Global VR market
* Estimated value Source: “The Deloitte Consumer Review – Digital Predictions 2016.” March 2016. Deloitte.
2016 US$1 billion
2020 US$13.5 billion
CAGR: 43%
Trends: • Gaming will remain the most common VR content and a key growth
driver for the industry. • Mobile-based VR will grow faster than PC- and console-based VR
products; it will account for 30% to 35% of total VR revenue in 2016.
Total market size of global VR market*
VR IN CHINA
10
Chinese Internet companies and e-commerce players jump on the VR bandwagon
China’s VR market offers enormous potential
11
scale of the Chinese VR market was RMB 1.5 billion (USD 230 million) in 2015, and it is expected to reach RMB 5.6 billion in 2016. By 2020, its scale is forecasted to exceed RMB 55 billion. http://www.allchinatech.com/9392-2/
first billion dollar year in 2016, with about $700 million in hardware sales, and the remainder from content. vast majority of commercial activity to focus on video games. We estimate sales of about 2.5 million VR headsets and 10 million game copies sold
Total market size of China’s VR market*
Consumer sentiment:
• Consumers are having a positive attitude towards VR. According to a research conducted by Mojing, State Advertising Research Institute, China and Chiming Consultancy, more than two-thirds of surveyed respondents aged between 15 – 39 were highly interested in the technology.
• Among those who have experienced VR, they have high affinity towards VR because they truly enjoy the immersion experience. Currently, they experience VR mainly in games, movies and travelling.
2020 US$ 8.5 billion
CAGR: 36%
2016 US$ 865 million
* Estimated value Source: "China VR usage and behavior study" March, 2016. Mojing, State Advertising Research Institute, China and Chiming Consultancy; and "VR Industry Report 2016" March, 2016. Tencent.
Increasing support from the government and other official bodies
The Chinese government and other official bodies are supportive towards the development of VR
in China.
12
Source: “China to set standards for VR and AR technology.” All China Tech. 9 May, 2016 and "White paper of VR industry development" April 2016. Ministry of Information and Technology, China.
Chinese media outlets Caixin Group and Sina Newshave also launched their own VR projects.
Cover of the White Paper on VR, issued by MIIT in April 2016
Chinese government
• VR is coined as one of the newly emerging
technologies in China’s 13th Five-year Plan.
— The government will issue a series of
regulations on content production,
terminal displays and platform
development in 2016.
• The Ministry of Industry and Information
Technology (MIIT) issued a White paper on VR
in April 2016, outlining the development of VR
in China. It covers the characteristics and
features of VR technology, current usage of VR
in different industries, future developments
and suggestions on government policies to
support VR development.
Increasing support from the government and other official bodies (Cont’d)
– The MIIT also plans to formulate national and
industrial standards for VR/ AR
• Currently, Electronics Standardization
Institute under the MIIT has begun to
solicit public opinions on VR/ AR
standards.
• Audio Video Coding Standard
Workgroup of China (AVS Task Force),
under the MIIT, is planning to start R&D
work on VR coding and technology. This
has already received support from
Peking University, Tsinghua University,
University of Science & Technology
Beijing, Huawai, Tencent, LeTV, iQiyi and
Mojing on VR content development.
13
Source: “China to set standards for VR and AR technology.” All China Tech. 9 May, 2016 and "White paper of VR industry development" April 2016. Ministry of Information and Technology, China.
Chinese media outlets Caixin Group and Sina Newshave also launched their own VR projects.
Increasing support from the government and other official bodies (Cont’d)
Xinhua News Agency
• Xinhua News Agency, the official press agency of the Chinese government, launched a VR/AR channel on its website in May 2016.
• Xinhua has also set up a research and development team for VR/ AR.
14 Source: “China to set standards for VR and AR technology.” All China Tech. 9 May, 2016 and "White paper of VR industry development" April 2016. Ministry of Information and Technology, China.
Chinese media outlets Caixin Group and Sina Newshave also launched their own VR projects.
Front page of the VR/ AR channel
VR news/ reports from authoritative
organizations
VR/ AR market news
New product testing
VR/ AR forum
Software download
VR applications in China’s Internet and e-commerce sectors
• Recently, some Internet giants and e-commerce players have put more focus on VR/ AR technologies and come up with related initiatives or strategies. They are eager to push VR beyond entertainment and gaming.
15
VR applications in China’s Internet and e-commerce sectors – Case: Alibaba
Alibaba: BUY+ PLAN
16
Alibaba’s Ant Financial to launch VR Pay in September By Ke Jin - August 8, 2016 http://www.allchinatech.com/alibabas-ant-financial-to-launch-vr-pay-in-september/
Source: “Alibaba launches Buy+ VR, AR at Maker Festival for Taobao e-tailers”. 3 August, 2016. CNBC. * Taobao Maker Festival is an offline shopping event targeting millennial consumers.
a 3D AliPay cashier counter will jump out. Users can log into their AliPay accounts in three ways: 1. Gazing at a single point for a few seconds as a sign of confirmation; 2. Nodding the head, which is made possible by using gyroscope technology and special algorithms; 3. To make specific gestures, which requires devices other than a VR headset, like a sensor or a controller.
To own the headset Taobao used for Buy+, Jing would have to spend about 7,000 yuan ($1,050). http://www.brandchannel.com/2016/07/25/alibaba-buy-plus-vr-shopping-072516/
GM Lab Alibaba set up Gnome Magic Lab (GM Lab) for VR/ AR technology development in March this year. The Lab works on VR and AR technologies to help sellers on Alibaba platforms to build their own 3D product inventories, with a long-term goal of helping businesses set up VR stores.
• Alibaba held an official debut of its VR shopping product Buy+ at the Taobao Maker Festival* in July 2016. BUY+ plan will be launched by GM Lab via Taobao, Alibaba’s C2C platform.
• Shoppers can wear Alibaba VR headsets to browse products such as clothes and fashion accessories on a model, with 360-degree view. Shoppers can call for virtual guides to showcase items – before adding items to the shopping cart. Compared to viewing the items via a regular PC, shoppers can look at the products from different angles.
VR applications in China’s Internet and e-commerce sectors – Case: Alibaba (Cont’d)
M&A/ INVESTMENT
• Alibaba led a new funding round of US$793.5 million for Magic Leap, a U.S.-based MR startup in February 2016. Magic Leap was valued at US$4.5 billion.
OTHERS
• Ant Financial, Alibaba’s financial service affiliate announced that it will launch a VR-based payment services (VR Pay) in late September.
• VR Pay will allow users to complete transactions without removing their HMD. When users place an order, VR Pay will present them with a 3D Alipay checkout counter.
• Users can log into their Alipay account via the HMD in three ways: by gazing at a single point for a few seconds; nodding their heads within the VR headset; or making a specific gesture with their hands, which requires users to hold a sensor or a controller. Users need to key in their password at the end to complete the transaction.
17
Alibaba’s Ant Financial to launch VR Pay in September By Ke Jin - August 8, 2016 http://www.allchinatech.com/alibabas-ant-financial-to-launch-vr-pay-in-september/
Source: “Alibaba’s Ant Financial to launch VR Pay in September”. 8 August, 2016. All China Tech.
a 3D AliPay cashier counter will jump out. Users can log into their AliPay accounts in three ways: 1. Gazing at a single point for a few seconds as a sign of confirmation; 2. Nodding the head, which is made possible by using gyroscope technology and special algorithms; 3. To make specific gestures, which requires devices other than a VR headset, like a sensor or a controller.
To own the headset Taobao used for Buy+, Jing would have to spend about 7,000 yuan ($1,050). http://www.brandchannel.com/2016/07/25/alibaba-buy-plus-vr-shopping-072516/
Screen shot of Baidu VR+ VR product evaluation
VR applications in China’s Internet and e-commerce sectors – Case: Baidu Baidu: Personalized streaming
18
Baidu VR+ • Website: http://ivr.baidu.com/ • Baidu has officially launched a VR
community (Baidu VR+) on 31 May, 2016.
• It provides a platform to share and exchange information on VR trends for both VR users and developers.
• Contents provided include technology information, VR games, online video streaming, and VR product evaluation, etc.
VR information
VR games
VR online streaming
VR learning
VR developer
VR community
VR applications in China’s Internet and e-commerce sectors – Baidu (Cont’d)
VR channel on Baidu online video streaming
• Website: http://v.baidu.com/channel/vrgame/virtreal
• Baidu launched a VR video streaming channel under Baidu online streaming in December 2015.
• The channel offers VR games, VR online video streaming and VR news updates.
19 Screenshot of Baidu VR streaming channel
VR games
VR online streaming
VR information
What is VR?
VR applications in China’s Internet and e-commerce sectors – Case: Baidu (Cont’d)
VR web browser
• Wesbite: http://vr.baidu.com
• Baidu launched China’s first VR web browser on 15 September, 2016.
• Main function of the web browser has include panoramic viewing, online video streaming, navigation and downloading, etc. It can also help users convert normal web pages into VR versions.
20
Source: Official website of Baidu VR web browser
VR applications in China’s Internet and e-commerce sectors – Case: Baidu’s iQiyi
21
Build the world’s largest Chinese language VR service platform by forming partnerships with several development firms
Transform itself from an online video site into an online content platform, providing videos (iVR Panaroma Cinema), games (iVR GameRoom) and e-books
Develop a new mobile app that makes its movie and game offerings compatible with any kind of HMDs
Offer VR partner incentive programs which help developers to make copyrighted online films, drama shows and games
Help hardware manufacturing partners to sell 10 million VR headsets and mobile VR devices, as well as produce at least 10 VR films and 100 VR games that will be free for all of its subscribers
Baidu’s iQiyi: Personalized streaming
• iQiyi.com is a subsidiary of Baidu which specializes in video streaming services. The company is keen to expand its VR offerings:
• Currently, iQiyi.com also provides marketing, production and other operational assistance to more than 300 VR content and device manufacturing partners.
VR applications in China’s Internet and e-commerce sectors – Case: Tencent
Tencent: Own VR ecosystem
• Tencent officially announced its VR plan in December 2015. Major initiatives include:
– Launched its own HMD for mini consoles and PCs in March 2016
– Release another version for consumers in the latter half of the year
– Develop VR technologies on mobile and all-in-one PC in Q317, which is similar to VR Gear
– Introduce a VR cinema in the near future
Other initiatives:
• The company is now recruiting VR developers globally, and providing support to selected developers in four areas – payment system, social network system, distribution network and accounting system.
• Other than building its own VR ecosystem, Tencent is also actively investing in Altspace VR, a VR social network platform; and investing in overseas content developers Epic games and Glue Mobile.
22
去年12月,腾讯正式公布了Tencent VR SDK
及开发者支持计划,并首次系统的阐述了在虚拟现实领域 的规划 http://news.iresearch.cn/content/2016/07/262226.shtml
The miniStation, developed in partnership with Lenovo, is an Android-powered cube and the more powerful version of the system is said to connect to a VR headset.
VR applications in China’s Internet and e-commerce sectors – Case: JD.com
• On 6 September, 2016, JD.com announced its VR/ AR strategies. – VR is identified as one of the core R&D
directions of the alliance
– A standard modelling tool will be provided for platform users to create VR/ AR content for e-commerce applications
– A VR content sharing platform will be set up
– To reach out to end-consumers, JD.com has also launched the website for its VR community (vr.jd.com)
• To support the development of China’s VR industry, JD.com has lined up with more than 30 enterprises to form a VR/ AR alliance. These enterprises include VR/ AR hardware developers, content developers and VR coding developers.
23
Snapshot of JD.com’s VR/ AR strategy press conference on 6, September, 2016 Source: PC online
JD.com: Form a VR/ AR alliance
VR applications in China’s Internet and e-commerce sectors – Case: Mei.com
• Mei.com, a luxury flash sales platform, set up a VR fashion center in Shanghai in September this year.
• In the VR fashion center, visitors can try on different styles and looks after putting on the VR glasses; and play with a 360-degree mirror installed with cameras.
• Mei.com wishes to develop a more fashion-oriented approach through providing a more experiential experience to its customers, on top of finding the right brands and products.
24
Mei.com: Set up a VR fashion center
A Hong Kong celebrity, Carina Lau (刘嘉玲) tested out a VR headset with Mei.com CEO Thibault Villet Source: Jing Daily
Source: “Mei.com merges virtual reality with fashion as it launches cross-border e-commerce”. 15 September, 2016. Jing Daily.
Implications for traditional retailers – VR experiential centers
• Over 3,000 VR experiential centers have been set up since 2014*; most of which are for entertainment and gaming.
• Examples of VR experiential centers include:
– Suning announced in May 2016 that it targets to build 300 VR centers in the nation in three months’ time
– Gome teams up with Mojing to set up 350 VR experiential zones in April 2016
– Wanda Group set up the biggest VR center in Beijing’s Bird Nest in March this year
– Aomicom has set up eight VR experiential centers in Beijing, with four self-operated shops and another four originally designed as “Room Escape” game rooms.
25
Source: “China virtual reality industry report 2016”. March 2016. iResearch.
VR technology is still new to many Chinese consumers. Some traditional retailers have set up experiential centers to let consumers learn and experience VR technology.
VR game in Wanda VR experiential center in Bird Nest, Beijing Source: Fung Business Intelligence
Aomicom VR experiential center - The center is set up as a ‘pop-up’ store in Xidan Joy City, Beijing , eight outlets in total in Beijing Source: Fung Business Intelligence
Implications for traditional retailers – Virtual fitting room and dress up mirror
• Some retailers have partnered with e-commerce players to provide virtual fitting room service.
• Virtual fitting room allows consumers to try on their clothes with a customized virtual model.
• To create a customized virtual model, shoppers can provide their own photos, body measurement, etc. to the website.
• Shoppers can freely browse and try on any items.
26
Source: ctoutiao
Implications for traditional retailers – Virtual fitting room and dress up mirror (Cont’d)
• Dress up mirror, a modified version of virtual fitting room is being used in a number of fashion boutiques and shopping malls.
• Customers are invited to stand in front of the big mirror with camera; customer’s image will then be shown.
• Images of different tops and bottoms will also be displayed at the left and right hand side of the mirror. Customer can freely drag and drop the items available on the image.
27
A dress up mirror available in the lobby of APM shopping mall in Bejing Source: Fung Business Intelligence
Implications for traditional retailers – VR experience zone
28
Source: Creativity online
Source: Official website of Shanghai Disneyland Resort and “Flying start for Innisfree China at Disneyland”. 27 August, 2016. Retail news Asia.
• Recently, South Korean beauty brand Innisfree has set up a in-store VR experience zone in its Shanghai Disneyland store.
• Customers can mount a bike and put on a HMD in the VR experience zone to go on a virtual visit to Innisfree’s home base of Jeju Island in South Korea.
• Thousands of visitors have already taken the virtual ride, and the concept will be rolled out this year to its flagship stores in Hong Kong, Indonesia, Singapore and Vietnam as well as the U.S.
Case: Innisfree in Shanghai Disneyland (Jeju Flying Bike)
Implications for traditional retailers – VR design software
29
Source: “Gome online officially launches its VR home décor system during it’s home décor festival”. 7 September, 2016. Read01.com
• Gome, China’s leading electrical appliances retailer, has partnered with Kujiale, a home renovation company to set up a home décor VR software for its Gome online platform. The new software was officially introduced during Gome online’s Home Décor Festival from 8-14 September, 2016.
• The VR design software enables designers to come up with VR home decorating solutions.
– Customers can view the home décor by putting on the VR glasses, which produce a panoramic picture of your home with the new design. Customers can freely fine-tune the design until they are satisfied.
Case: Gome VR home décor design software
Source: Science China
This showcases how the Gome online VR home décor system works. There are different styles available – home décor in American style, Chinese style or Japanese style. Different sizes of home setting are also available. Users can click on the pictures to have a more detailed view on selected home décor and design.
Implications for traditional retailers – VR advertising
• German automaker, Volkswagen, launched its first nation-wide VR advertisement in July 2016. The advertisement, directed by Taiwanese singer and actor, Jay Chou, leveraged on VR technologies to deliver immersive 360 degree experiences to viewers. Viewers need to put on their HMDs to watch the advertisement.
30
Source: “First time for Jay Chou to direct a VR advertisement”. July 2016. Madison Boom.
Source: Youtube
Case: Volkswagen VR advertising
Going forward
• Governmental support will continue to help drive the development of VR industry in China. – With the emphasis of VR in the 13th Five-year Plan and the publication of the VR White
Paper, more enterprises are expected to venture into the sector.
31 Source: “What does virtual reality do to your body and mind?” January 2016. Wall Street Journal.
• Technological advancement will create more sophisticated users; and VR content development is the key differentiator for winning consumers’ heart. – Developers are still at the stage of improving the hardware, i.e. the HMD.
Once the technology becomes more mature, that is when the HMD can become lighter (on average the glasses weight around 250g now) , and users no longer need to experience that much physical challenges such as headaches, nausea and eye strain occur while experiencing VR, users can focus more on the VR content they are seeing instead.
• Mobile VR is set to dominate VR usage. – Currently, no matter whether it is PC- or mobile- driven VR, there are certain
requirements on the hardware, such as the screen for mobile-driven VR and the configuration of PC. These will make VR less easy to reach out to general consumers.
– Yet, with the high penetration of mobile phone, it will be much easier for people to try out the technology using mobile phones instead of PC-connected ones.
Contacts
© Copyright 2016 Fung Business Intelligence. All rights reserved.
Though Fung Business Intelligence endeavours to have information presented in this document as accurate and updated as possible, it accepts no responsibility for any error, omission or misrepresentation. Fung Business Intelligence and/or its associates accept no responsibility for any direct, indirect or consequential loss that may arise from the use of information contained in this document.
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