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Describe the main technological and market trends in this industry.

There is a global trend for VR and AR industries development. The intensive development of VR–AR equipment (cheaper and more compact samples, improved picture quality), as well as the Internet will develop the product based on VR and AR technologies. Ericsson says that by the end of 2020 there will be 13 million subscribers who will use 5G. According to experts, 5G will be developed faster than LTE, and its widespread use will create a new connection.

IDC predicts that world expenses for augmented reality (AR) and virtual reality (VR) will be increased from $ 10.5 billion in 2019 to $ 18.8 billion in 2020, the increase will be 78.5%. Different companies will have the highest expenses and these expenses will be increases from less than 50% in 2020 to 68.8% in 2023. IDC believes that consumers will spend $ 7 billion on AR/VR in 2020. The companies will have the largest expenses connected with training ($ 2.6 billion) and industrial services ($ 914 million). The consumers will buy virtual games ($ 3.3 billion) and use VR functions ($ 1.4 billion). Analysts specify that the companies will spend more money on VR than AR. However, a higher annual growth of expenses (164, 9%) for the equipment, software and services of AR will lead to the fact that the total AR expenses will exceed VR by the end of 2020. The use of augmented reality (AR) and virtual reality (VR) in medicine is growing. According to a report by Grand View Research, Inc, global AR and VR in medicine will have $ 5.1 billion by 2025. The fact that people invest more money in new technologies is the key factor of the healthcare growth. A report on global virtual reality (VR) in health service presents a qualitative and quantitative analysis for the period from 2015 to 2023. The report predicts an increase in global virtual reality (VR) over the period, 2017–2023. Experts believe that every year the use of VR will increase on 54.5%. Some parts of the medical market will be related to the psychotherapeutic sector, where the REBUSSS platform is planning to be used. A study of virtual reality (VR) in the healthcare market covers an analysis of the leading geographical regions, such as North America, Europe, Asian-Pacific area and RAO, for the period from 2015 to 2023.https://www.researchandmarkets.com/reports/4520793/virtual-reality-vr-in-healthcare-market-global https://www.grandviewresearch.com/industry-analysis/virtual-reality-vr-in-healthcare-market

COMMERCIALIZATION SCHEME

Describe the main expected directions of commercialization in your project (in the near prospect and (or) in the future)

We will deal with different sales through the partners and through non-exclusive licenses

Our partners:

– Tourism operators and travel agencies buy the equipment and install REBUSSS as a marketing tool to expand the services. They will inform the clients about the region, individual approach and tours in real time at a distance;

– Institutions using VR helmets in psychotherapy (a growing trend among possible competitors);

– Hotel chains and guides, as places for virtual reality and potential locations for equipment storage.

There will be direct sales to individual and corporate clients.

Individual users connect independently with VR glasses, a VR helmet and REBUSSS application for various purposes, especially for tourism. Companies use the platform to increase the psycho-emotional efficiency of their employees. They also use it as a tool, which can help them to attend important events around the world, exhibitions, conferences and various events. This technology can help many business processes: shopping, quality assurance, finding a location for producing films, finding a location for building or organizing large-scale events without going to a place and etc.

List the closest analogues of your solution and describe what your advantage is

Prosense

Prosense is a Russian company that provides a platform for broadcasting sports and entertainment events in real time. This company tries to increase the audience, business, sports and cultural events. The company Products are Video 360, Virtual Reality, Streaming (online broadcast with a 360-degree view) http://prosense.tv/en/company/

The company customers: Megafon, SAMSUNG, Mercury, Sberbank, IKEA, CocaCola, KHL, Google. Some projects of online broadcasts with a 360-degree overview: SPB OPEN 2019, streaming concert Alfa Future People, ACB, M1 Global Challenge 75, KHL Gagarin Cup, M1 Challenge 74, KHL All Star Week, Harley Days, Google Master and Margarita, Dance Open. In 2016, the company raised $ 920,000. Goldman Sachs estimates that the profit from broadcasts in virtual space in 2020 will be $ 750 million, and in 2025 it will be$ 4.1 billion. In the course of time, the broadcasting service in virtual space will become a very popular service (30% of the total number of users of virtual reality). By 2020, the number of users will increase to 28 million people, and a massive increase in the popularity of the service is expected by 2025  – up to 95 million people. http://prosense.tv/company/ https://vc.ru/flood/13837-vr-use" https://rb.ru/company/prosense/

Virry VR

Virry VR is an application for psychological recreation. It is pre-recorded VR tours in a limited location. It is used as a tool for psychological relaxation. http://virry.life/

Virry VR is the winner of the Webby People's Voice Award 2017 in the nomination "VR: games, interactive or in real time."

https://www.webbyawards.com/

Virry Life cooperates with such companies as Sberbank, Loyalty Factory, Geriatric Center Malakhovka and has a positive impact in these companies. http://virry.life/ru 

It has a positive user rating on the platform playstation/ https://store.playstation.com/en-gb/product/EP2719-

CUSA06925_00-0000000000000000 

BBC Earth: Life in VR

BBC Earth is a fully interactive experience in virtual reality. The award-winning Google Play application allows users to experience the natural world in VR. It focuses on the wildlife around the California coast. BBC Earth, Life in VR allows you to delve into the microscopic level, to discover some organisms and dive deep into the ocean. https://www.bbcearth.com/

The following factors can say about the relevance of BBC Earth, Life in VR. They are the number of downloads, more than 50,000 users and awards. The awards are 2018 Google Play Award Winner for “the Best VR Experience”, rating of 4.2 and references in the Net. By 2025, the number of users in the virtual reality will be as follows: video games (216 million), live broadcasts (95 million), video entertainment (79 million).  https://financesonline.com/virtual- reality-statistics/ https://play.google.com/store/apps/details?id=com.bbc.lifeinvr01&hl=ru https://okdk.ru/20-luchshih-vr-prilozhenij-i-opyt-kotoryj-vy-dolzhny-poprobovat-odin-raz-2019/

NextVR

NextVR application is used to broadcast professional sports and entertainment videos online. https://nextvr.com/

NextVR has world-class partnerships with industry leaders such as NBA, NFL, WWE, FOX Sports, Live Nation, International Champions Cup. Nowadays over 15,000 downloads of this application recorded.

It is the finalist of VR Awards, 2018. Virtual reality streaming startup, NextVR raised $ 80 million. With these investments, NextVR aims to go beyond the US market and conquer Asian markets. These markets face the rapid growth of virtual reality content. Before this project, NextVR raised $ 20 million from the Chinese venture capital fund CITIC Group. As a result, the total cost of this startup reached $ 800 million. In total, in 2016 the company had more than $ 135 million of investments. https://techcrunch.com/2016/08/09/nextvr-looks-towards-asian-markets-with-80m-series-b-raise/ https://vrawards.aixr.org/winners-and-finalists 2018/ 

https://play.google.com/store/apps/details?id=com.nextvr.lunar.now&hl=ru

List scientific groups, institutes, companies, leading similar developments and describe what your advantage is 

As a result of our analysis of VR in the tourism industry and in the psychotherapeutic sector of medicine, we can make a conclusion that nowadays we have narrow-profile applications. In the tourism industry, IT giants such as Facebook, Google, Intel, NVideo, Apple, Sony, Samsung, HTC, Immersive Entertainment, Realities.io, Drash VR LLC (VR platforms: HTC Vive, Oculus, Rift, OSVR) and Prosense are investing in VR research and development. Nowadays VR tourism is based on photogrammetry (determining the shape, size, position of objects from photographs) and video capture of 360 degrees. Real-time broadcast of large-scale events has limitations on location.

The unique advantage of REBUSSS is a fundamentally new approach, which uses a universal multi-functional Uber-shaped mixed reality platform for human to human communication. This technology will remove the restrictions that other products on the market have. They are the restrictions on location and time of the session. It will allow you to move and manipulate objects on the same place through another person, to interact with the person for therapeutic and utilitarian purposes, and much more. Thus, the product is universal unlike our competitors’ product. Both individuals and businessmen can use this product.

Indicate the markets where the project could be used (list the countries, regions, indicate the main consumers, evaluate the approximate size of the market, its dynamics and your future positioning)

The REBUSSS project will be implemented in the Russian Federation and all the countries around the world. Countries that have a ban on the use of the global Internet (North Korea, Saudi Arabia and Iran) will have some restrictions. Such countries will need the additional agreement.

According to KPMG analytical agency, 21% of the largest domestic companies use VR/AR technologies nowadays. According to the association AVRA, more than 400 VR/AR companies are registered in Russia today. (http://ar-vr.org/)

The biggest amount of money on AR/VR in 2020 will come from China ($ 5.8 billion). Then go the United States ($ 5.1 billion), Western Europe ($ 3.3 billion) and Japan ($ 1.8 billion). Western Europe (104.2% on average per year) and the USA (96.1%) are the regions where we will see the fastest growth of AR/VR expenses.

In 2019, TAdviser analytical center and CROC VR presented a study of VR/AR in Russia. CROC VR is a business unit of Krok IT company, which specializes in immersion technologies in industrial industries. According to the optimistic plan, this market may increase by 11.7 times in 4 years with an average annual growth rate of 85%.

Active users of REBUSSS are initially in Western Europe, the USA and Russia.

The pricing will determine transaction value still it depends on the regions. We can suppose that a starting price will be $ 5 per one session and more.

REBUSSS is positioning itself as a short-term rental service of “human–avatars”. This is a mobile application that provides customers the access to a database of avatars (registered customers) who are ready to fulfill an order online (in the field of tourism and not only);

Provide some links to relevant market research (in Russian or English)

Freedom House researched 65 countries in the world, where 87% of all network users are concentrated, https://www.freedomonthenet.org/explore-the-map, and published the results of the Freedom on the Net research. This research focuses on the Internet freedom in different countries of the world https://www.freedomonthenet.org/report/freedom-on-the-net/2019/the-

crisis-of-social-media

KPMG report for 2019, digital technologies in Russian companies https://assets.kpmg/content/dam/kpmg/ru/pdf/2019/01/ru-ru-digital-technologies-in-russian-companies.pdf Market Forecast VR/AR by the Leading Consulting Company, IDC https://www.idc.com/getdoc.jsp?containerId=prUS45679219

AVRA data  http://ar-vr.org/ http://www.tadviser.ru/

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