
Virtual reality would reach the mainstream by 2020 Mart n-Blas, CEO de New Horizons VR, afirma que estamos ante un cambio de formato que llevar tres o cuatro a os hasta llegar al mainstream. Desde el punto de vista de negocio, a n es pronto para las startups y los inversores de producto cerrado ya que no hay killer app .
Edgar Mart n-Blas, CEO del desarrollador New Horizons VR, ha compartido sus impresiones sobre la realidad virtual con los asistentes al Observatorio de Realidad Virtual (VR) que se celebra estos d as en M laga organizado por Medina Media con Panorama Audiovisual como media partner.
Cuando un sector nace nada es f cil. Hace tres a os que lleg la VR y desde entonces ha sido una inmensa jungla. Ahora, desde hace dos a os se empiezan a decantar las cosas al crear ya producto y contenido , ha comentado.
Para Mart n-Blas la realidad virtual vivi un antes y un despu s cuando el joven Palmer Luckey dise las Oculus Rift. A su juicio, el sector de la realidad virtual est n conformado por makers, donde no solo vale la teor a, es adem s muy darwinista (el que falla, sale) y no se parece a ninguna otra ola vivida como las puntocom o la eclosi n de apps. Algo grande viene pero a n no sabemos qu es , afirm .
Sin embargo, la realidad virtual ha quedado lejos de lo que esper bamos: mundos virtuales alucinantes, un metaverso, entornos sociales vr masivos, pel culas virtuales Cuando lleguemos a 50 millones de gafas hablaremos entonces de mainstream , a adi .
Tambi n se al el impacto negativo que tuvo el lanzamiento de las populares gafas de cart n por parte de Google. El 95% de la poblaci n pensaba que eso era VR y esto es un problema. Por otro lado, las primeras gafas de VR no se desarrollaban en un entorno volum trico y, adem s, se meti por medio el v deo 360, un formato inmersivo que no es VR. Por otro lado, las primeras gafas de VR no se desarrollaban en un entorno volum trico. Adem s, se meti por medio el v deo 360, un formato inmersivo que no es VR, que ha creado cierta confusi n en torno a la realidad virtual en la que el usuario tiene que sentirse f sicamente dentro de un entorno , coment .
El CEO de New Horizons VR, compa a que ha trabajado ya en m s de 60 proyectos para 45 grandes marcas (Telef nica, El Pa s, Inditex, Coca Cola, Disney, Ferrari, Endemol, Antena 3 ), tiene claro que vamos hacia la ultrainmersi n con contenidos volum tricos donde el usuario tiene una sensaci n totalmente inmersiva. En este momento, New Horizons VR est desarrollando alianzas a nivel de publicidad (con empresas como Havas), negocio (con EY), retail (con CHEP) o televisi n (Endemol). La compa a est conformada por ocho profesionales que generaron una facturaci n de 3 millones de euros en 2016.
A look at the future
Mirando al futuro, Mart n-Blas afirma que estamos ante un cambio de formato que llevar tres o cuatro a os hasta llegar al mainstream. Desde el punto de vista de negocio, a n es pronto para las startups y los inversores de producto cerrado ya que no hay killer app. Pero, sin duda, es un sector que va a cambiarlo todo pues todos los pilares de la econom a est n ya jugando con el formato inmersivo. Esto no va de VR va de la virtualizaci n de todo .
En este futuro, el lanzamiento por parte de Apple de su kit de desarrollo ARKit marcar a un nuevo hito. Adem s, la empresa de la manzana estar a preparando unas gafas inteligentes llamadas iGlass, unas gafas inteligentes que tendr an su base de funcionamiento en el propio ARKit abriendo nuevas ventanas en este mercado en auge.
Mart n-Blas concluy su ponencia en el Observatorio de Realidad Virtual afirmando que en 2016 el v deo 360 fue el rey, en 2017, se comenz a generar producto para VR con proyectos que permit an
interactuar con espacios de hasta unos 20 m2. El pr ximo a o, viviremos la eclosi n de la VR full experience, streaming VR y el video lightfield (capturar todo el entorno y generar contenido volum trico). Para 2020,prev el lanzamiento de canales VR y una guerra entre la realidad virtual y la mixta. Finalmente, el mainstream se producir a en 2020 con el reinado del contenido volum trico.
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