Monday, August 3, 2020

Unreal is Becoming Real, Virtual Reality - 13 Industrial Growth Engines

 

 

Source: pixabay

 

Domestic development of the VR/AR industry had a late start compared to global leaders. In Korea, actual growth started in 2016 even though the technology was introduced in the market earlier. Development was slow considering that VR/AR technology has been in the spotlight as a future technology since 2010 when leading countries such as the United States began developing the technology.

As a late starter, the government decided to develop the industry and outlined a growth technology plan to focus its investment. The goal for the VR/AR sector was to develop more than ten companies with a revenue of over KRW 100 billion by 2025 and produce over 20 services integrating and converging the medical, manufacturing, education, military and other sectors. 

In 2019, the Ministry of Science and ICT announced KRW 30 billion support for the development of digital VR/AR content in the medical, cultural, sports, manufacturing, military, and education sectors.

VR/AR market size in Korea

 

2013

2014

2015

2016

2017

2018

2019

2020

Hardware

501.2

611.5

880.5

1,267.8

1,825.5

2,628.6

3,784.8

5,449.7

Content

51.3

65.3

83.1

105.7

134.6

171.3

218.0

277.4

Source: Institute for Information & Communications Technology Promotion

Units: KRW billion

Unlike most of the world, Korea is focused more on hardware than contents. The growth of the VR/AR industry is driven by creating hardware focused on smartphones due to the influence of LG and Samsung Electronics. It is a general belief that the hardware sector will slow once the market is saturated while the content sector will grow exponentially. Without a change in focus and investment in the contents sector, the VR industry will fail.

 

VR Industry Sectors

 

Game & Entertainment

Medical

Construction

Broadcast & Performance

-Provides experience type content which maximizes the sense of immersion

-Head Mounted Display (HMD) products specified for gaming

-Virtual operation, human dissection exercise or for patients under great pain

-Remote medical service

-Designing infrastructural facilities such as bridges, dams

-Provides edited design in real-time to customers. 

-Provides high-quality, high-definition contents

-Creates and promotes music videos and showcases

Aviation & Military

Education

Tourism

Sports

-Flight control training

-Parachute and weapons training

Museum experience, study molecular chemistry

-Attraction visit experience

-Virtual tour

-Increases sense of immersion experience

-Experience playing with a star player

Source: Institute for Information & Communications Technology Promotion

Currently, the Industry can be divided into eight sectors. These sectors are classified according to existing industries but as the technology enhances opportunities, the fusion and conversion with other industries will make the boundaries of the industry limitless. 

 

Major Players

 

SK Telecom took a unique approach to increase awareness.  They collaborated with ICT content companies such as Facebook, Kakao, Nexon. SK Telecom is also working with Kakao VX to develop a Kakao Friends IP, a VR system called ‘Virtual Social World.’ Lastly, SK Telecom contracted with Nexon to build a VR game in which users can play simple mini sports games in a first-person movement-based content with Nexon’s famous game characters.          

 

KT chose a different approach to the industry by introducing the ‘Super VR tv.’ The Super VR tv allows viewers to watch IPTV in a VR environment with a 180-inch-wide screen max tv appearing as a theater, provides over 210,000 vods (video on demand) and 270 channels in 4K UHD. KT has constructed the UI interface based on ergonomics to reduce discomfort when using the Super VR tv for long periods.  

 

LG U+ has invested KRW 26 billion in a five-year project for broadcast communication content and next-generation wired/wireless lines. They are also focused on connecting their cloud system with AR to provide realistic content and HMD products which do not require a PC to access. LG U+ has partnered with Google and Nvidia to provide various AR and VR content and services while working with startup companies.

 

LG Electronics first provided ‘VR for GS’ where one could mount their LG phone on a plastic device to experience the VR system; a similar product was introduced by Google but made out of paper. In 2016, they developed ‘LG 360 VR’ which was an HMD product but was lighter and more portable than other products. LG 360 CAM was also introduced to help consumers create VR content. During MWC 19, LG Electronics promoted VR/AR experience sectors in a booth that was generated a lot of interest at the show.

 

Samsung Electronics introduced the HMD Gear VR in collaboration with Oculus, which is number one in the global market. However, recent events such as discontinuing updates suggest that the HMD Gear VR services will shut down soon.

 

 

Regulations issues

 

There are numerous reasons to why domestic technology has fallen behind other countries but ‘positive regulations’ where permitted activities are defined and everything else is prohibited is one of the main barriers to new technology.

 

The composition of the VR/AR technology creates friction with regulators. VR/AR technology requires hardware, software (platform) and content. However, as the regulations are not specific for each product, conflicts arise among the three. For example, a medical device is required to undergo a MFDS (Ministry of Food and Drug Safety -Korea FDA) approval and be checked by the National Health Insurance. However, there are no clear standards regarding software and content.   

 

Content classification is also is not standardized. Other than the fact that most of the domestic VR/AR investment is related to hardware, another reason the content development is slow is that there is no clear classification for content. The content can be classified as a game even though it was created as a movie. An interesting story was when a Korean company produced a VR/AR movie which generated movie awards, but was permitted to show in movie theaters as it was classified as a game.

 

 

VR/AR Events

 

i)  Seoul VR AR Expo 2020 (SVAE)

 

Date: April 23rd to 25th (Moved to fall due to COVID 19)

Location: Seoul, Coex

Categories: Content, Platform, Network, Device

Webpage: http://eng.seoulvrar.com/

 

In 2019, over 13,000 visitors from 44 countries and 350 booths from 8 countries participated in the SVAE. The exhibition focused on the B2B sector, which provided the newest trends and products. There were correlated events of an overseas supporting event, professional conference, networking party, IR day, and others.   

 

ii)  VR Expo

 

Date: October (projected)

Location: Seoul, Coex

Categories: Manufacturing, National defense, Medical treatment, Education, Construction, Platform, Game, Video, Theme park.

Webpage: http://vrexpo.kr/eng_index.php

 

In 2018, over 17,850 visitors from 13 countries and 113 booths from 10 countries participated in VR Expo. The exhibition opens with the Korea VR Festival (KVRF) which included events such as Global conference, business consulting, VR game face-off, and other related events.

 

Conclusion

 

The VR/AR technology is a core piece of the new IT system which will change the future, should be developed by a collaboration of private companies and the government. Even though there are active changes and government support, there are still ongoing issues. To overcome these difficulties the private sectors and the government will have to have a deep dive into how to create an environment that the technology can flourish without obstacles of regulations and laws.

 

 

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