Technology, Media & Telecommunications Predictions 2016 China Edition Contents
Technology 1
Touch commerce: the mobile online checkout gets an express lane 2
Mobile payment in China: offline payment a “battleground” 4
Graphene: research now, reap next decade 8
Graphene in China: “Bounding” graphene industry in China 11
Cognitive technologies enhance enterprise software 14
Cognitive technologies in China: the rise of intelligent manufacturing and intelligent services 17
Media 19
Virtual reality: a billion dollar niche 20
Virtual reality in China: B front grows steadily, C front is starting out 24
The award for stable box office revenues in the face of digital media goes to… 26
Film in China: a golden age 31
US TV: erosion, not implosion 33
TV in China: Innovation and Integration 37
European football scores $30 billion 38
Football in China: Chinese Super League on the rise 41
Telecommunications 45
The dawn of the Gigabit Internet age: every bit counts 46
Gigabit broadband in China: encouraging the fusion between telecommunication and the broadcasting system 50
Used smartphones: the $17 billion market you may never have heard of 51
Used mobile phones in China: large stock with upcoming changes 54
VoLTE / VoWiFi: capacity, reach and capability 56
VoLTE in China: breaking business model bottleneck is imperative 58
Photo sharing: trillions and rising 59
Photo sharing in China: tapping into the value of steps after photo taking 62
Endnotes 64 Technology
Touch commerce: the mobile online checkout gets an express lane 2
Mobile payment in China: offline payment a “battleground” 4
Graphene: research now, reap next decade 8
Graphene in China: “Bounding” graphene industry in China 11
Cognitive technologies enhance enterprise software 14
Cognitive technologies in China: the rise of intelligent manufacturing and intelligent services 17
Technology, Media & Telecommunications Predictions 2016 1 Touch commerce: the mobile online checkout gets an express line
Deloitte Global predicts that in 2016, the number Deloitte member firm research has found that as of mid- of individuals who use a third party touch-based 2015 about a third of respondents in developed markets payment service to make a purchase on their mobile browse shopping websites/apps on a weekly basis, but devices (smartphones and tablets) should increase by only nine percent purchase (see Figure 1). A first-time 150 percent, to reach 50 million regular users1. visitor to a mobile website or app may need to type in name, address, email, phone number, and sometimes Touch commerce enables a customer to make a secure purchase preferences, security details (passwords, security first-time or subsequent payment on any merchant’s questions) and finally payment details to complete a website or app without having to provide registration or transaction. The wide scope of information required, log-in details either to the merchant or to the payment coupled with the difficulty of entering it on a touch service. Authorizing the transaction on a mobile device screen, likely contributes to the abandonment of baskets. simply requires the application of a fingerprint or a few (typically two) touches of a screen. Submitting all these data on a computer with a full- size keyboard is a chore. On a five-inch touch screen, Critically, touch commerce reduces significantly the time with predictive text in a mischievous mood and on taken from browsing to transaction on a mobile phone, a juddering bus, it can be tortuous. and on an app or website which the customer has not used before, to mere seconds from tens of seconds or Touch commerce enabled by third-party services even minutes. removes much of the ‘grit’ from mobile transactions, reducing the entire process to the application of Touch commerce enables retailers to exploit shoppers’ a fingerprint or one or two touches of the screen. increasing use of mobile devices to browse retail sites and apps. Transactions on sites and apps remain scarce, There are likely to be two principal types of third-party with laborious payment processes often to blame. touch-based mobile payment services in 2016. Indeed cart abandonment in mobile commerce can be as high as 80 percent2. Easier checkout has been One is linked to the device’s operating system (OS). identified as a key factor/key requirement for increased Shopping applications can use existing information mobile buying3. associated with the OS, including payment card details and home address. Payments for this service are typically authenticated by a fingerprint and can be used within apps4. Goods can be shipped to the default address stored in the OS.
Figure 1: Respondents who use their phone to browse or purchase from shopping websites/apps at least weekly Q: How frequently do you use your phone to do any of these (browse shopping websites/apps, make an online purchase of a product)?
60%
50%
40%
30%
20%
10%
0% Average Australia Canada Finland France Germany Italy Japan Netherlands Norway Singapore Spain UK US
Browse shopping websites/apps (weekly) Make an online purchase of a product (weekly)
Weighted base: Respondents who own or have access to a standard phone/smartphone: Australia (1,837), Canada (1,676), Finland (963), France (1,829), Germany (1,821), Italy (1,873), Japan (1,420), Netherlands (1,886), Norway (925), Singapore (1,903), Spain (1,891), UK (3,682), US (1,828) Source: Deloitte member firms’ Global Mobile Consumer Survey, developed countries, May-July 2015
2 Deloitte Global expects this category should represent The combination of these data and technology enables the majority of touch-based payments made in 2016: retailers to outsource mobile transactions to third there are billions of smartphones that have payment card parties, and by so doing, convert payment from a and home address information associated with them. frustrating to a friction-free experience. One merchant Additionally, the base of fingerprint reader-equipped reported that the checkout process via their legacy app devices is steadily rising, with more than 450 million required 103 seconds for customers to type in their full forecast to ship this year, adding to the existing base of credit card and shipping information; third-party touch hundreds of millions’5. payment reduced this to just 17 seconds8.
The second type of third-party touch-based mobile Other payment services may emerge soon. For example, payment service is linked to existing payment service some large retailers could enable their customers to use providers. Prior to being able to make purchases by one pre-stored payment data to validate purchases made on or two touches of the screen, the user would need to other retailers’ apps9. have opened an account with the payment provider and elected to stay logged in for future purchases. Once this Third-party touch-based mobile payment services are feature is enabled, the user simply has to press buy and just a first step towards an overall improved shopping confirm buttons6. Confirmation can be via a fingerprint experience on mobile. with some devices7. Consumers are increasingly likely to expect simplified authentication services, and may want this approach for online as well as in-store payments.
Bottom line
Consumers are constantly connected to their smartphones, from the early hours in the morning to late at night, when at work, while spending time with family and friends or while commuting. These provide opportunities for converting browsing into purchases with a simplified payment process.
Retailers should educate the market on the existence of touch commerce and encourage first-time usage, perhaps by offering small discounts for doing so. Marketing campaigns should show how fast touch payments are, but also explain how they are also as secure, and possibly more so, than conventional check out processes.
Retailers may need to offer a variety of payment options via a range of third parties.
Touch commerce is likely to tap into consumers’ appetite for impulse purchasing. But more mobile commerce and impulse purchases may mean that they will need to be even more responsive and able to cope with unpredicted spikes in demand that may happen at various times of the day and night. The potential impact on sales created by social media influencers should also be considered10.
A simplified checkout process is not the only prerequisite for mobile commerce. A user-friendly and appealing mobile website or app is also essential.
Some approaches to touch commerce could cause retailers to lose some visibility of customer behavior. Retailers should carefully weigh the benefits of rapid transaction fulfilment with loss of control of customer data.
Retailers should also consider integrating touch payment services with loyalty schemes.
Technology, Media & Telecommunications Predictions 2016 3 Mobile payment in China: offline payment a “battleground”
Demand for mobile payment reaches record high businesses increased by 81.35 percent and total revenue In the context of technology reform and users’ need for by 275.21 percent compared to 2014. Additionally, safe and fast payments, China’ mobile payment market Deloitte’s China Mobile Terminal Survey 2015 also is dramatically on the rise, changing the structure of the reveals that strong demand will continue to speed up the traditional payment industry. According to data on development of the mobile payment industry. When China’s payment system operations released by the asked if they desired to use the mobile payment Central Bank, as of Q3 2015, the number of payment function, 61 percent of survey respondents said that businesses in China reached 8.204 billion with total they wanted to use the function, of which 87 percent revenue of RMB84.76 trillion, and the number of said they were willing to use it for small payments.
Figure 2
Unwilling Don't know Willing, but only Willing, regardless Accept, but only Accept, regardless Reject Don't know small payment of amount small payment of amount
100% 90% Decreases with increasing age 80% “Only small payment” 70% 13% 8% 60% 11% 7% 50% 8% 67% 40% 61% “Desire to use” 63% 28% 30% 60% 50% 45% 20% 13% 10% 0% 18-24 25-34 35-44 45-50
Meanwhile, 76 percent of respondents aged 18-24 whether using 4G networks or not, users showed desired to use mobile payment, and 68 percent of those willingness to use mobile payment. Though network aged 25-34 were willing to try it, compared to only 57 speed is key to user experience, it seems to not be the percent of those aged 35-44. This suggests that as user prime factor for users when considering whether to use age decreases, the degree of acceptance for mobile mobile payment. payment gradually increases. It is worth noting that
Figure 3: Top five application scenarios
60% 50% 50% 45% 43% 41% 40% 35% 29% 30% 27% 25% 21% 19% 20%
10%
0% Restaurant Taxi Shopping Hotel Fast food Accessory Public Gas Cafe Parking lot shop transport station
4 The top five scenarios where mobile payment is used Third-party Internet payment has a head start in online most frequently are: restaurants (50 percent), taxis (45 mobile payment, but current online payment has been percent), shopping (43 percent), hotels (41 percent), and mature, therefore market players' next focus will be put fast food (35 percent). These scenarios involve relatively on offline mobile payment, which features a long small payment amounts, which matches the preferences industry chain and various industry sectors, but develops of mobile payment users. Young consumers are highly slowly due to fierce competition. Challenges from offline interested in mobile payment, especially in scenarios mobile payment include users’ habit cultivation, vendors’ using small payments. Mobile payment reached a record motivation, revolutionary order acquiring, capital high in 2016. Internet tycoons will push for increases in account competition, integration of technical support, application scenarios and dividends and consumers’ improvement of reliable service platforms and innovative stronger demands to speed up the competition of the regulatory risk, and impacts from large international mobile payment industry. companies on the ecosystem. Participants can drive the development of the entire industry only when they give Offline payment a “battleground” up certain vested interests and participate in the Currently, there are three major players in the mobile business model of complementary advantages and payment industry: financial institutions who have mutual benefits. The following trends are expected to developed mobile payment business due to internal and emerge in China’s mobile payment in 2016: external competition concerns; operators who entered into the mobile payment business early to seize the 1. The industry chain of offline mobile payment market and are striving to remedy channelized situations will be highly integrated with its focus shifting and dropping network operation benefits; and online from the industry-side to the consumption-side: third-party payment platforms who have switched from Internet third-party payment companies use code Internet terminals to mobile terminals in order to scanning to avoid lengthy coordination with several structure a financial strategy that is built around creating parties in the industry chain and traditional order a closed payment loop to realize O2O. Over several years acquiring network, substantially reducing the length of of development, these three major players created an the industry chain to enable themselves to be much environment where financial institutions and operators closer to consumers’ needs. In the future, operators and started early but arrived late, while online third-party financial institutions must highly integrate industry payments started late but arrived early. As recognized by chains to achieve resource synergy and mutual benefits if the market, the Internet-based third-party online mobile they want to compete with Internet third-party payment solution is growing rapidly to compete for payment. Mobile payment applications on the offline profits and clients from operators and financial consumption side will become a focus as the high institutions, and also to change traditional consumption integration of mobile payment industry chains should be patterns to penetrate into deeper sections. accompanied by overall improvements in payment environment and device popularization.
Figure 4
Terminal Capital account Technical support Platform/Regulator
Chip manufacturer Financial system Telecommunications
e Mobile manufacturer network t n i n a
c h POS machine Reliable third-party User m a c h e r manufacturer platform M P O S Operator system Application provider Payment regulator
System integrator
Integration and industrial chain shortened to serve consumers. Uniform standards, sharing platforms, and resources coordination.
Technology, Media & Telecommunications Predictions 2016 5 2. Single industry structure can no longer meet application scenarios, and the ideal payment platform users’ demands, while industry-wide intelligent should cover these payment scenarios, spanning all solutions create consumer stickiness for industries and fields. Industry-wide payment scenarios merchants: Within the traditional mobile payment form a complete closed loop, including online portals layout, most applications are often limited to (mobile apps or e-wallets), offline scenarios (business convenience living, transportation, and a few other connections), and real-time payment (remote or specially engaged commercial businesses, and these near-field), and build an intelligent business model with sectors have low entry thresholds and customer functions such as data, payment, customer, and after conversion costs. For users, however, the fundamental sales service to improve users’ willingness to use mobile driver of using mobile wallets comes from various payment.
Figure 5
Traditional mobile payment is limited Convert to an industry-wide to certain areas and applications application solution scenario
Convenience Transport Food Convenience Hospital
General Regional pilot 1 Hotel Tourism merchandise
Gov’t & Convenience Transport Merchant Wealth enterprise Exhibition Logistics management ……………… Regional pilot 2 Grand unification
3. The future development of mobile payment the more users on a particular platform, the higher the platforms will focus on consumers shifting from efficiency of the Apps they release. For example, Alipay’s partners, with differentiated Apps and services as dominance and WeChat payment’s rapid rise have both key points: The biggest change is in the nature of user depended on an effective and active user base, of which segments in the Internet age. The user segment is Alipay is based on approximately 500 million of Taobao gradually shifting to the general public as diversified, and Weibo users, while Wechat is supported by 700 long-tail user demand and user experience becomes million users using various Tencent social platforms. enterprises’ core competitiveness and innovation These active Internet users are easy to convert into incentive. Increased users and partners’ platform mobile payment users. Therefore, for companies who development should stay in a natural virtuous cycle. For want to collect users for scale effects, they should users, willingness and frequency of use depend on change from a partner-oriented focus and dig deep into differentiated Apps and their numbers. For partners, user demand to seize upon consumers’ “trigger points,” selecting platforms to develop focuses more on tapping widening application fields, and developing innovative into the breadth and depth of potential users, because payment products.
Figure 6
Traditional focus: Close to partners Future focus: Close to consumers
Partner Partner
Mobile Mobile payment payment Partner Partner application application platform platform
Partner Partner
6 4. Online mobile payment should continue to be payment companies, are promoting their code-scanning centralized, while offline mobile payment should payment and also focusing on sound wave payment, seesaw, and overall cross-border competition will such as advertising a sound wave payment entrance, be more frequent: In online mobile payment, current called “Xiuyixiu,” during China Central Television’s Spring Internet third-party payment is highly centralized and Festival Gala this year. Additionally, Alipay supports NFC dominated by Alipay. The prevailing Internet third-party function for code-scanning payment. Focusing on NFC, payment enterprises, led by Alipay, also continue to seek UnionPay launched NFC-based ApplePay and to deepen and expand their businesses in an attempt to SamsungPay with “NFC payment plus MSR mobile seize the entire industry chain and achieve systematic payment” in February 2016 through transforming POS integration. In the future, leading Internet third-party machine terminals and cooperating with mobile payment enterprises are expected to further strengthen manufacturers including Apple and Samsung. Though Figure 5 their positions in online mobile payment and dominate Apple products create new possibilities for domestic the market if no subversive and creative mobile product mobile payment, its impacts remain to be seen. First, models emerge. In contrast to financial institutions, Apple products cover limited areas in China while the partnerships will be the mainstream due to their threshold to use phones with ApplePay is relatively high. weakness in developing mobile payment scenarios. For Second, user conversion is a challenge due to users’ operators, expanding offline payment may provide a habits of receiving dividends from Internet third-party breakthrough for their mobile payment because they payments. Operators can leverage small payments have fewer advantages in online mobile payment. relying on communications accounts to create “mobile wallets”. This should become the norm in order to However, the competitive landscape in offline mobile expand market shares and gain online and offline payment remains unclear. In the future, the tug-of-war opportunities by integrating different payment methods between Internet third-party payment, financial into payment enterprises’ employment with institutions, and operators will continue and create a technological means. “battleground.” All of these parties hope to design payment solutions centered on their own core advantages, and their innovation and competition will promote the continuous reform of the industry. For example, Alipay and WeChat, two Internet third-party
Figure 6
Technology, Media & Telecommunications Predictions 2016 7 Graphene: research now, reap next decade
Deloitte Global predicts the total value of the graphene Graphene has been called a ‘wonder material’12, as it materials market in 2016 is likely to be in the low offers an unrivalled combination of tensile, electrical, tens of millions of dollars, equivalent to less than an thermal and optical properties. Significant investments hour’s projected revenues from smartphone sales have been made in recent years which could hasten this year. Research and development spending on the pace at which we start to see more practical graphene is likely to be in the hundreds of millions of applications of graphene and new technologies. For dollars in 2016; in the medium term, graphene may example, the European Union has invested $1.3 billion be incorporated into products worth many billions in ‘The Graphene Flagship’, a consortium of academic of dollars per year, but it may be decades before this and commercial researchers13. The UK Government has material’s potential is fully realized. provided £235 million ($353 million) to fund a graphene research center14. Tech companies are investing in In 2016, while there are expected to be a few dozen developing their understanding of the material. commercially available products that include graphene, Samsung for example has already applied for hundreds the material is likely to be a composite. For example, of graphene-related patents15. graphene could be incorporated to improve the strength and weight of the carbon fibers used to manufacture Graphene is a single atom thick two-dimensional sports equipment11. structure, which is a million times thinner than a human hair or a sheet of paper. It is based on graphite, which in turn is a crystallized form of carbon, one of the most abundant elements in the world. A team of scientists from Manchester won the 2010 Nobel Prize for Physics for isolating small amounts of graphene, by applying sticky tape to chunks of graphite and then peeling the layers off one by one16, leaving a layer of graphene on the tape17. Figure 7: Graphene predictions timeline
Large scale use of Graphene- First graphene Graphene graphene- Infrared vision enhanced scientific paper batteries in enhanced contact lenses construction published smartphones carbon fiber materials composites
Further into the 2004: Discovery 2010 future…
Graphene Graphene Nobel Prize water filtration touchscreens Smart plasters awarded systems in smartphones introduced
Source: Deloitte Global, 2015
8 Graphene is flexible and very strong, and (in one The main challenge lies in manufacturing large aspect) is tougher than a diamond and stronger than quantities of graphene, in various formats, and at steel. It is currently used as an element within a resin an affordable price, with effective yields and a purity to manufacture solid structures, as is the case with sufficient so as not to impair graphene’s desired carbon fiber sports equipment18. For example, carbon chemical properties. Production volumes also need to be fiber tennis rackets are made using a small amount of scaled up to factory level. graphene19. At the 2015 Geneva Motor Show, Spania unveiled the world’s first supercar to incorporate Despite many academic and commercial research graphene into the structure of a car20. Going forward, groups investigating methods of production, making graphene could be increasingly incorporated in large quantities of graphene remains a profound manufactured products. For example, it could reduce the challenge. Graphene is currently produced by a variety weight of vehicles, cutting down both fuel consumption of methods, which can be summarized as either ‘bottom and resulting emissions. up’ or ‘top down’. ‘Bottom up’ methods use chemistry to synthesize layers of graphene, while ‘top down’ It is transparent: 97 percent of light passes through approaches utilize graphite. The Nobel prize-winning it. It also an excellent conductor, and can carry heat ‘sticky tape approach’ and the ‘how to make graphene and electricity more efficiently than gold or copper. in your kitchen’ approach (described below) are This could make it very useful for developing the next examples of ‘top down’ production methods that yield generation of electronics such as solar panels and high-quality tiny graphene fragments. However, they are batteries. micrometers in size, and these methods are not suitable for large scale manufacture28. Incorporating graphene into batteries could increase their performance enormously. Energy density could be increased up to tenfold, enabling smartphones to last How to make graphene in your kitchen days without recharging, and an electric car’s range to (if you have lab equipment) equal or surpass that of gasoline vehicles21.
Memory chips based on graphene have the potential As with many emerging technologies, theories abound but practice is a little to increase smartphone storage capacities tenfold, and harder. It is possible to create graphene using a kitchen blender to combine also reduce power consumption and increase memory graphite powder with water and dishwashing liquid29. A precise quantity access speed22· Graphene could lead the way in flexible of dishwashing liquid is required to make this work, with the volume smartphones by providing an alternative to silicon, dependent on the properties of the graphite powder used. Determining which is brittle and could break when bent. this requires advanced and expensive lab equipment30. But as of end-2015 this approach, like many others, remained theoretically viable, but not yet It could also be applied to any surface to convert it into proven in a large production run. a screen; it would be equivalent to applying a layer of high-tech plastic wrap23. The principal example of a ‘bottom up’ production Graphene is impermeable to gases and liquids, while method is chemical vapor deposition (CVD) which graphene oxide is permeable to water only. This means involves creating a graphene layer on another layer (for 24 that graphene oxide could be used for desalination , or example copper foil)31, ‘unzipping’ carbon nanotubes 25 the removal of harmful radioactive isotopes . and the reduction of graphene oxide32. While some of these these methods can produce square meters33 of Graphene also has the capability to change the way in graphene, they may produce highly defective graphene, which we interact with the world: it could be used to or require the use of hazardous materials. As such, there create contact lenses that enable infrared vision26, and is still some way to go in optimizing the production to develop ‘smart plasters’ that reduce the risk of anti- processes. bacterial infection27. However, the toxicity of graphene to humans has yet to be confirmed through scientific As of end-2015, the market price of graphene was studies. about $100 per gram34. Once the method of production is optimized and scaled up, the cost of graphene The potential of graphene is phenomenal, but patience is expected to come down to the cost of the raw is vital: there are several challenges to be addressed materials, which will likely be centered on the existing before a graphene era can be realized. suppliers for graphite: China and India35.
Technology, Media & Telecommunications Predictions 2016 9 While graphene is a ‘wonder material’, there is another Other barriers to the development of graphene are the major hurdle to overcome before its use can become established processes and supply chains for existing widespread in electronics. Semi-conductors, like silicon, materials used in electronics; for example silicon, are characterized by their ability to turn on and off as which is the industry standard in microelectronics, and their electrons can only move freely within the material indium tin oxide which is widely used as transparent in the presence of energy due to the existence of a small electrodes used in touch screens37. Until graphene can band gap. A band gap is the energy range between be produced and supplied at a competitive price to the valence band (where an electron cannot conduct these existing technologies, it is unlikely to become electricity) and the conduction band (where it can). ubiquitous in the market. This means that it will most If material is an insulator, this band is large, and the likely be about a decade before graphene can be electrons cannot move from one band into the other and used commercially as an alternative to silicon, but this the material has no electrical conductivity. One of the should provide ample time to understand the material reasons why graphene has such high conductivity is due and to evaluate its potential performance38. to the fact that it has no band gap and electrons are free to move between these two bands with no resistence. While products marketed as ‘graphene’ may be on At the present time, scientists are still developing the market in 2016, many, if not all, will likely be methods by which to insert a band gap while still constructed principally from more traditional materials maintaining graphene’s highly attractive properties.36 and incorporate a limited quantity of graphene.
We would expect graphene to continue to be used as a supplementary material in the short term (and through to 2020 at least), until the manufacturing process for graphene is mature enough for it to be used as a key material in products.
Bottom line
It is important to be cognizant both of graphene’s potential, as well as the many challenges that need to be overcome before its fantastic properties can be exploited. In 2016, and most likely in the decade to come, graphene will be in a research and prototyping phase. The potential benefits are significant; the challenges are commensurately high.
We predict that sales of materials will likely remain the principal source of revenues in 2016. We expect to see some of the first real graphene-based products entering the market. The number of ‘graphene’ products on sale in 2016 will likely number in the tens. We anticipate that the graphene market, including material sales, will likely not surpass $30 million in 2016. By the end of the decade material sales may still be a little more than $100 million – which represents growth, but also a continuation of the research phase39.
We should put graphene’s life cycle trajectory in perspective: many of the most impactful materials have taken decades before attaining mainstream adoption. Aluminium was used as a luxury metal in 19th century France. Even when manufacturing costs fell it remained a niche material until the invention of the airplane, which uniquely required aluminium’s specific combination of strength and weight to make commercial flight viable. Indeed, it is only now that aluminium is becoming incorporated increasingly into premium passenger cars.
Carbon fiber has similarly had a long gestation: it was first used commercially in the late 1800s as a component in light bulbs40. Today it is used only selectively in vehicles, even though its benefits are very well understood.
In 2016, graphene-enhanced products are only going to offer a glimpse of the material’s full potential, but a key point to consider is that new materials disrupt existing products and lead to new technologies. So some of the future technologies and benefits of graphene, which could embody the ‘graphene era’ and change our world, only currently exist within the realms of our imagination.
10 Graphene in China: “Bounding” graphene industry in China
China’s graphene will be industrialized more government will invest hundreds of millions to support quickly than abroad technology development and establish four major China’s graphene industry should develop similar to that industrial clusters in graphene during the 13th Five Year of other countries: research and development to period, including graphene-based electrode materials complete technology accumulation in core application used for lithium-ion batteries for electric vehicles, areas and manufacturing areas, followed by massive graphene-based anticorrosive paints used for ocean industrialization. However, China will realize primary engineering, graphene films for flexible electronics, and industrialization faster than other countries, mainly graphene-based thermal interface materials with high because new materials with strong development are performance for electro-optic fields. Moreover, the particularly important for China’s innovation and for government also guides the establishment of more than driving the entire manufacturing industry to achieve ten production bases in Ningbo, Changzhou, Beijing, technical breakthroughs. As a rising star in the materials Tianjin, and Hebei, etc. sector, graphene will be listed as a key development Second, China has more than 100 companies with target. China is expected to realize its primary graphene manufacturing as their main business, and industrialization of graphene manufacturing in the next China had a production capacity of thousands of tons of five years, forming a ten-billion industry scale in 2020 graphene powder in 2015. Additionally, China accounts and breaking through to have a 100 billion industry by for 42 percent of the explored graphite reserves 2025. worldwide. Its abundant raw material reserves further Policy support, capacity, and patent reserves will drive ensure sustained high capacity. China’s graphene industry to develop rapidly: Third, China has plenty of patent reserves. As of early First, the policy environment accelerates the 2015, nearly one third of more than 25,000 patent development of the graphene industry: in November applications for graphene utilization worldwide came 2015, three ministries made plans for the development from China, mainly focused on the fields of of this industry. The graphene industry is most likely to graphene-based nanocomposite, graphene preparation, be selected into the Key Product Catalogue in the New and graphene electrodes. Materials Industry during the 13th Five Year period. The
Figure 8: Organizations/ institutions having over 55 graphene application patents
600
500
400
300
200
100
0 LG I.B.M Toshiba Samsung instruments South Korea’s Seoul University Jinan University Xidian UniversityJiangsu UniversityPeking University Fudan University Tongji UniversityTianjin University Korea Institute for Zhejiang University Harbin Institute of Shenzhen Honghai U.S. Baker Hughes Tsinghua University Southeast University Beijing UniversityShanghai ofNingbo University Institute of Donghua University Advanced Materials Nanjing University of U.S. nanotechnology Technology university Chemical TechnologyIndustrial Technology Science and Technology Sungkyunkwan University and Technology of China Shanghai Jiao Tong University University of Electronic Science
Technology, Media & Telecommunications Predictions 2016 11 Application in consumer electronics and graphene replacing ITO have been eliminated. In automotive fields will stand out contrast with other ITO alternative materials, two The value of the graphene industry is mainly reflected in challenges for graphene conductive film are more down-stream application areas. In the next five years, likely to be overcome. First, Chinese companies have graphene will be better utilized in the consumer succeeded in trial production of large-sized films. electronics and automotive fields: Second, high prices will decrease with increased capacity and development of the industry chain. 1. Consumer electronics • Heat dissipation materials: With increasing mobile Apart from mobile electronic devices, graphene film device ownership and a gradually emerging tendency also has a broad prospect of application in the of batteries that are lighter, thinner, and have wearable device market. Currently, the application of increased capacity, electronic devices will have higher graphene materials in the wearable area is still in the demands for interior heat dissipation performance, research stage. For example, in November 2015, and graphene is expected to replace graphite to break Donghua University discovered that graphene form the heat dissipation bottleneck of mobile phones and can be “edited” under photothermal stimulation, tablets. Furthermore, graphene silica gel has the creating many possibilities for graphene to be used in advantage of replacing traditional materials in high the intelligent wearable field. With advancing power LED lightning. If the heat dissipation demands flexible-display technology, graphene should have a of equipment such as desktop CPUs is taken into bright future in intelligent wearable devices including account, there should be more room for the demand mobile trackers and smartwatches. Wearable device of graphene heat dissipation materials. shipments are expected to reach 60 million in 2016 with a RMB18.04 billion market size, and the future Currently, Chinese enterprises’ exploration mainly explosion of wearable devices will bring a huge initial focuses on the production of heat dissipation materials shipment to graphene even when estimating at a and mobile phones. For example, in November 2015, conservative replacement rate of 10 percent. Yueda ink Terry Advanced Materials Technology Co., Ltd. realized mass production of graphene heat In 2016, graphene film will be utilized more in the dissipation materials in their production lines and in mobile equipment field. Now in production, certain the same year Galaxy launched mobile phones with companies like Chongqing Graphene and 2D Carbon graphene heat dissipation materials. It is estimated (Changzhou) have completed research on five-inch that the demand for graphene heat conducting silicon and six-inch graphene film samples, and already will continue to increase, and so too should the use of realized batch production of small-sized films. As for graphene heat dissipation film in electronics. application, Huawei has been studying graphene conductive film, starting to try it on mobile phone • Additives for batteries: Graphene additives can equipment, and is also hoping to take the initiative in highly improve the stability, charging efficiency, and flexible mobile phones and other fields. service life of lithium-ion batteries, with significant performance advantages compared to granular 2. Electric vehicles conductive additives and other fibrous additives. In electric vehicles, supercapacitors are used as an energy storage unit to work in parallel with other energy Some domestic mobile manufacturers have taken the parts. The key to improving supercapacitor performance first step. For example, Galaxy launched its first 30,000 is to select suitable electrode material, and until now mobile phones with graphene-modified batteries in activated carbon has played a large part. However, due March 2015, which increased battery energy density to its better physicochemical properties, such as higher by 10 percent and service life by 50 percent compared specific surface area and specific capacity and superior to traditional phones. In 2016, domestic electronic conductivity, graphene should become a strong device companies, such as Huawei, will continue their competitor to activated carbon. Cost is graphene’s only studies in this application area, and may launch mobile disadvantage compared to activated carbon, but as the phones with graphene batteries in the second half of production capacity of domestic manufacturers 2016. improves, this obstacle should be eliminated and • Transparent conductive film: ITO conductive film is integrated deeply with capacitors. generally used as the conductive material of traditional In addition to supercapacitors, as its price decreases, electronic device screens. As a kind of transparent graphene-modified lithium-ion batteries may help conductive material, graphene film has better popularize electric vehicles. Long charging time and conductivity, tenacity, and transmittance compared to short range are the two major bottlenecks for electric ITO. Meanwhile, most technical obstacles for vehicle development, but graphene additives are able to
12 shorten the charging time of electric vehicles by graphene’s biggest weakness. With policy and capital dramatically improving the conductivity of lithium-ion support in the future, large-scale production of quality batteries. At present, certain domestic enterprises have graphene should be achieved, bringing price advantages achieved mass production of graphene additives, such as for graphene conductive additives compared to other Xiamen Knano, The Sixth Element (Changzhou), and alternative materials, and aiding the development of Ningbo Morsh. However, the insufficient capacity of electric vehicles. up-stream quality graphene means high price is
Technology, Media & Telecommunications Predictions 2016 13 Cognitive technologies enhance enterprise software
Deloitte Global predicts that by end-2016 more than Deloitte Global expects cognitive technologies will be 80 of the world’s 100 largest enterprise software deployed to differing extents by enterprise software companies by revenues will have integrated cognitive companies, but we want to take the time to define technologies into their products41, a 25 percent increase what are likely to be the three most widely used in the on the prior year when 64 of the top 100 had launched near-term43: products and services which featured one or more cognitive technologies in 201542. By 2020, we expect Machine learning – the ability of computer systems about 95 percent of the top 100 will have incorporated to improve their performance by exposure to data one or more cognitive technologies. but without the need to follow explicitly-programmed instructions – is likely to be the most prevalent. It We expect that the cognitive technologies that will be enhances a large array of applications, from classification the most important in the enterprise software market to prediction, from anomaly detection to personalization. in 2016 will be: machine learning, natural language processing and speech recognition. Natural language processing (NLP) – whereby computers can process text in the same way as humans, What do we mean by cognitive technologies and for example extracting meaning from text or even artificial intelligence (AI)? We distinguish between the generating text that is readable, stylistically natural, field of AI and the technologies that emanate from the and grammatically correct – has multiple valuable field. The popular press portrays AI as the advent of applications when incorporated in software that computers as smart as – or smarter than – humans. The analyses unstructured text. individual technologies, by contrast, are getting steadily better at performing specific tasks that were formerly Speech recognition – the ability to automatically only deliverable by humans. Figure 9 identifies the and accurately transcribe human speech, is useful for leading cognitive technologies that business and public applications that may benefit from hands-free modes of sector leaders are likely to benefit from in 2016. operation.
FigureFigure 9: 9: Widely Widely used used cognitive cognitive technologies technologies
Natural Computer Machine language vision learning processing
Speech recognition Optimization
Rules- Robotics Planning based systems & scheduling
Graphic: Deloitte University Press Source: Deloitte Development LLC, 2015
14 Deloitte Global expects the three main benefits for Venture capital (VC) firms are active in this space too. software companies that have integrated cognitive Since 2011, most VC funding of start-ups developing technologies into their products will be: or applying cognitive technologies has benefited companies building applications for traditional enterprise Improving core functionality – Cognitive technologies functions such as marketing and sales. US-based start- will be used to improve the performance of existing ups like these have raised nearly $2.5 billion since 2011, software by doing the same things, only better. For suggesting that the biggest near-term opportunity for example, one US-based company providing retail cognitive technologies is in using them to enhance solutions uses machine learning to reduce false positives current business practices50. For instance, when identifying fraudulent transactions44. Previous a company called Convirza raised $25 million to develop software solutions already identified fraud, but machine and commercialize a call marketing optimization learning allows the retailer to do so with greater accuracy, platform that uses speech recognition technology and potentially resulting in fewer legitimate transactions being sophisticated algorithms to gauge lead quality, measure incorrectly flagged. A Silicon Valley networking company customer conversions, analyze phone performance, uses a cloud-based Cognitive Threat Analytics program and take action with workflow-based marketing that relies on advanced statistical modeling and machine automation51. learning to independently identify new web security threats, learn from what it sees, and adapt over time45. Another target for venture investors is vertical specific software vendors. Such companies have received over Generating new insights – Machine learning and $2 billion from venture investors since 201152. One other advanced analytical technologies will likely make example is Wellframe, which received $1.5 million in it possible to uncover previously inaccessible insights seed funding for its mobile app that connects healthcare that were hidden in large data sets or obscured by the providers and patients once they return home from the unstructured format of the data. One US database hospital, creating a daily to-do list for the patients with company’s cloud service leverages NLP technology to items such as medication reminders and questionnaires determine and assign an ‘emotional’ rating to customer about symptoms. Wellframe’s machine learning survey responses that fit a customer sentiment category, engine tailors the app’s content based on answers and which helps companies take immediate action46. care regimens prescribed by the patient’s healthcare provider53. Automation – Cognitive technologies make it possible to automate tasks formerly done by people. One medical The growth in enterprise software use of cognitive software company uses an NLP engine to interpret technologies has been partly driven by the shift toward doctors’ free-text notes and extracts key data such cloud computing. Only a subset of users of enterprise as allergies, medications and diagnoses47. A business software would historically have had the scale to deploy services company streamlined a standardized business the on-premise technologies capable of doing advanced process: their cross-border e-commerce platform machine learning, for example. But the growth in cloud employs a natural language processing engine and computing could allow enterprise software vendors machine learning algorithms to accurately deliver and to provide the benefits of machine learning to all their continuously improve product classifications as more clients54. Further growth in cognitive technologies is likely transactions are processed48. to be accelerated by the trend toward open source AI: one of the largest players in the space open-sourced the Some business software companies have developed software engine behind their deep learning tools55, and AI capabilities in-house, but many others are acquiring another open-sourced the designs for the servers that capability through M&A, and we expect this to run their AI algorithms56. continue in 2016. Indeed more than 100 mergers and acquisitions involving cognitive technology companies have taken place since 201249.
Technology, Media & Telecommunications Predictions 2016 15 Bottom line
Many top software companies have already discovered the potential for cognitive technologies to enhance their products, create value for customers and improve business operations. Strong support from venture capital investors is helping to further commercialize enterprise applications of cognitive technologies. The potential benefits in terms of ease of use, enhanced performance and improved insights are simply too compelling for software providers to ignore. This is why we expect the trend of embedding cognitive technologies in enterprise software to continue through 2016 and beyond, approaching ubiquity by 2020.
Vendors of enterprise software applications should consider how cognitive technologies can enhance their products. Start-ups may offer models of how to employ these technologies to make products easier to use, automate functions intelligently, and generate greater insight from data.
Corporate IT groups may want to build awareness of and skills in cognitive technologies such as machine learning and natural language processing. They could also begin to assess how to employ cognitive technologies to enhance existing corporate applications to provide greater usability and more valuable insights to users.
Buyers of enterprise software may find it worthwhile to ask their vendors to explain how they plan to take advantage of cognitive technologies to enhance their products’ performance and utility.
Software companies should also consider applying cognitive technologies to their internal business operations, such as recruitment. One company integrated predictive analytics to forecast which job applicants were likely to have a good cultural fit and be high performing57. The same technology could also predict when a target candidate might start seeking out a new job, and make recruiters aware of this58.
Another company deployed a virtual support agent, based on NLP, to understand and resolve customer issues. The impact was marked: the average customer support resolution rate rose to 85 percent and the number of call center inquiries and emails fell by 22 percent59.
Companies could also use cognitive technologies in managing warehouse operations and employees. If an employee uses a new way to accomplish a job more efficiently, that technique can be analyzed and used later on. For one company this delivered an eight percent increase in warehouse productivity60.
Cognitive technologies should be used across the three types of enterprise software markets:
The Enterprise Application Software market focuses on leveraging the power of computers to achieve business, professional or personal goals. One company’s cloud solution features a client-targeting tool that aims to solve the difficulty of marketing to large volumes of anonymous online traffic61. It uses machine learning to discover associations between the behavior of a new site visitor and the actions taken by previous visitors who behaved similarly. The goal is to make the site experience more engaging and increase conversions to sales.
The Enterprise Infrastructure Software market provides tools that help companies build, run and manage the performance of IT resources. One company has enhanced its logging tool with machine learning capability that groups related server events together to make it easier for an IT manager to identify developing problems or unusual computing trends that should be addressed on a real-time basis62.
Vertical Specific Software is focused on a narrow scope/industry and is typically a stand-alone software application. In partnership with a major cancer institution, a technology company has developed a standalone oncology offering. Accessible by mobile or desktop, the deep machine learning AI is able to analyze the large volume of patient records and identify potential evidence-based treatment options63.
The use of cognitive technologies in enterprise software is only part of the overall trend toward increases use of AI in the larger enterprise market. One 2015 study forecasts the sales of enterprise AI will be a cumulative $43.5 billion between 2015 and 202464.
16 Cognitive technologies in China: the rise of intelligent manufacturing and intelligent services
Currently, cognitive technologies have been applied to manufacturing process and control and supervise different degrees in various areas in China. For example, production, cognitive technologies such as in Internet consumption (C front), concepts such as optimization, planning, and arrangement should play “face swiping payment,” “intelligent speech,” and important roles during the process. “image search” are widely known. However, due to • Intelligent services limited application scenarios and weak rigid demand, In traditional service industries—especially medical the number of users has not increased at the same pace care, communications, and banking—where manual as technological advancements, limiting the business work will be replaced by cognitive technologies, the value of the application of cognitive technologies in C transformation toward an intelligent services sector front. The situation in business production (B front), will be a feasible approach for the sustainable however, is quite different. In 2016, technological operation of traditional industries. 2016 will witness a progress and increased demand should enhance the wider application of cognitive technologies in service impact of cognitive technologies on production sectors. enterprises, including the intelligent manufacturing and intelligent service industries in general. In the health sector, mobile health and the process of inputting medical records will have increased need for • Intelligent manufacturing speech recognition. Since there are specialized As a major manufacturing power, the transformation corpuses for the names of drugs and diseases, the of traditional manufacturing to intelligent accuracy of speech recognition in the medical sector manufacturing will be one focus of China’s future is generally higher than that in consumption sectors. economic development. Following vehicle Moreover, the application of medical robots also manufacturing, the markets with the biggest potential benefit from the increased per capita income and are 3C, household appliances, and hardware aging population in China. As IFR estimated, in the manufacturing. next three years, the GAGR of medical robots sales In China, the size of the 3C industry will grow by 13.4 will exceed 50 percent, and the Chinese market will percent in 2016. Industrial expansion is expected to be a major driver for sales growth. In addition, in raise the demand on intelligent solutions. Among recent years, intelligent pharmacies, led by drug these solutions, cognitive technologies can be applied companies, are getting more and more popular in optimizing production processes and increasing among hospitals. The usage of intelligent pharmacies, productivity. For example, some repetitive production especially intelligent Chinese medicine pharmacies, is line work, such as assembling and soldering, can be expected to continue to increase. done by industrial robots. In fact, industrial robots are In the communications sector, solutions such as integrations of robotics, image recognition, and other intelligent customer service, speech synthesis, and cognitive technologies. In addition to guaranteed speech analysis are very popular. Speech recognition production quality, costs can also be controlled is widely used in enterprise service software. For effectively. For example, planar-joint robots are mainly example, the Lingxi Voice Assistant, jointly launched used in automatic assembly in 3C manufacturing. by China Mobile and iFLYTEK, has attracted more They can increase efficiency by up to 40 percent than 40 million users, and has been quite mature in compared to manual operation, lower the error rate speech searches and reading. significantly, and improve the production process. Although planar-joint robots have not yet been widely By introducing cognitive technologies, traditional used in the 3C industry in China, in the next two service industries can lower labor costs and improve the years, the shipments of planar-joint robots are quality of standardized services. In the long run, as expected to increase significantly. In addition to the technology advances, cognitive technologies will application of robots on production lines, in certain become more and more important in intelligent operational environments that require high manufacturing and intelligent services. concentration, speech recognition and natural language processing(NPL)technologies will be implanted in control and operation software. This technology allows people to communicate with machines in a familiar way, which lowers operational risks and error rates, and guarantees the production quality of man-machine synergy. For the small amount of flexible manufacturing in which manufacturers need to use basic software to design and plan the
Technology, Media & Telecommunications Predictions 2016 17
Media
Virtual reality: a billion dollar niche 20
Virtual reality in China: B front grows steadily, C front is starting out 24
The award for stable box office revenues in the face of digital media goes to… 26
Film in China: a golden age 31
US TV: erosion, not implosion 33
TV in China: Innovation and Integration 37
European football scores $30 billion 38
Football in China: Chinese Super League on the rise 41
Technology, Media & Telecommunications Predictions 2016 19 Virtual reality: a billion dollar niche
Deloitte Global predicts that virtual reality (VR) will have As with many technologies, the notion of virtual We would its first billion dollar year in 2016, with about $700 million reality is decades old, but its commercial realization expect the in hardware sales, and the remainder from content. has been subject to the sometimes slow pace of We estimate sales of about 2.5 million VR headsets and technological progress. Optimal VR experiences require majority of 10 million game copies sold. very high resolution screens (ideally over 500 dots per spending on VR inch, which have only recently become commercially VR is likely to have multiple applications, both consumer available), a wide field of view and high refresh to be by core and enterprise, in the longer term, but in 2016 we rates (ideally at least 75 frames a second67, requiring rather than expect the vast majority of commercial activity to focus powerful processors). More processing power is also on video games. We would expect the majority of necessary so that synchronization between the user casual gamers. spending on VR to be by core rather than casual gamers. moving their head and the picture being adjusted is This implies that while anyone with a smartphone could as near‑simultaneous as possible. It is only recently try out a variant of VR, the majority of VR’s revenues in that screen and processor technology have improved 2016 will likely be driven by a base of tens of millions in terms of price and performance such that VR is of core gamers rather than the hundreds of millions of commercially viable, albeit still at high price points for occasional console or PC gamers, or the billions who the full featured solution. play casual games. There are likely to be two main types of VR device in Virtual reality hardware offers visual (and sometimes 2016: ‘full feature’ and ‘mobile’. audio) immersion via a head‑mounted display that shows a stereo image in 3D. Sensors in the headset The former incorporates high resolution screens and track the user’s movements and change the user’s view will cost about $350‑$500 (with prices at the start of accordingly. A VR version of scuba diving allows you to the year likely being higher), and we estimate between feel as if real fish are swimming toward you. If you look 1–1.75 million sales in 2016, with volumes depending up, you see a realistically rendered sky. When you glance heavily on the initial price68. down, you are shown the ocean floor. The sound track adjusts accordingly, enhancing the perception of being Full feature devices will likely be designed for use with elsewhere. All other things being equal, the higher the either latest generation games consoles or PCs with screen resolution, and the faster the screen refresh, the advanced graphics cards (each costing about $300) more convincing the simulation65. capable of driving high refresh rates: the ‘average’ PC is not powerful enough to support a viable VR experience. However the illusion remains incomplete, in that not all senses would be catered for. VR could take you into the We expect the addressable market for games consoles depths of the rain forest. You could see the forest floor as of the end of 2016 to be at least 30 million units, and or look up to the canopy. But you would not feel the high‑end PCs at about seven million units worldwide. humidity, experience the smells or touch the vegetation. We also expect that most users of full feature VR would already own the latest generation console or a high‑end VR content can be created using CGI (computer generated PC. Otherwise, a full feature VR experience would images) or filmed using special clusters of cameras that require at least $300 additional spending on a console collectively capture a 360‑degree field of view. In playback, or $1,000 for a suitably equipped PC. the user is shown different aspects of the images captured, depending on where he or she is looking66. Some VR owners may purchase additional accessories, ranging from controllers to treadmills whose base plate moves in alignment with the view being seen. The floor would tilt, for example, if you were walking uphill69.
20 There are hundreds of millions of gamers on consoles VR cardboard kits are also available. These have the and PCs, and many of them buy hardware accessories to virtue of being low cost, often less than $10 and improve their game play70. However, the vast majority of frequently given away72. But they can be fragile as the top selling peripherals are $30‑5071. Only a minority they are self‑assembled and because of the material. of these gamers may want to spend over $300 on Low cost variants lack features such as nose supports, additional equipment such as graphics cards, liquid causing discomfort with prolonged use. Most of them cooling for processors or other special devices. lack the strap to attach it to your head and require a person to hold it in their hands; this in turn eliminates ‘Mobile VR’ incorporates a high‑end smartphone’s the motion sickness caused by slow phone refresh rates, screen into a special case, enabling the headset to fit but reduces the immersion that the user is experiencing. more‑or‑less snugly on the user’s head. This is likely to cost from about $100, and we forecast that at least half As for VR content, we would expect most revenue a million units will be sold in 2016. Mobile VR requires generated to come from games sales, with titles sold smartphones with large, high resolution screens, ideally at between $5 and $40, generating over $300 million. with greater than 400 pixels per inch (PPI) resolution, Many of the apps created for smartphones are likely to which is higher than that for the average premium be available for under $10 or free, with the latter serving smartphone. We expect that VR‑ready smartphones primarily as marketing tools73. will cost from $750 and up but that most purchasers of mobile VR will already be owners of a suitable device. We do not expect VR to be used to any great extent in television or movies in 2016. A key reason for VR’s Both types of VR would provide a high quality VR minimal impact on TV and movies this year is that little experience, with the caliber of full feature VR being VR content exists, with a fundamental constraint being noticeably superior, at least in 2016 and out to 2020. the lack of broadcast grade or even hobbyist cameras The processor and pixel density requirements require capable of capturing VR content. VR apps will be a lot of power, with plug in power being ideal. available, but we expect these typically to offer a view A smartphone being used for VR may exhaust its battery of a virtualized living room which includes a virtual after half an hour. Mobile VR will rely on accelerometers television set, displaying regular TV programs in 2D74. for tracking and lacks positional tracking, which may cause a little lag. Furthermore, the field of vision in By the start of 2016, we anticipate a small range full feature VR should be slightly superior, at about of suitable cameras may have been launched onto 100 degrees or wider, while a smartphone tends to offer the market, but the cost of purchasing or renting a field of 96 degrees at most. professional grade devices may initially be prohibitive for many projects75. VR can be experienced with lower specification PCs, consoles or smartphone, but the quality degrades Furthermore, as was the case with 3D filming for accordingly. A normal PC would deliver lower screen television, there is likely to be a learning curve in refresh rates, lessening the efficacy of the simulation. determining best practices for shooting for VR76. The images shown may lag the pace of a turning Regular filming places the set in front of the camera, head, in turn causing a feeling of nausea, as the image and the production crew to the rear and out of shot. presented would not be what the brain expects. VR filming may require the crew to disappear entirely, One can also use standard resolution smartphones, but which may complicate the directing of the shots. you would likely see pixelated, less convincing images. For VR sports, it is not yet certain where best to place A smartphone screen that is pixel free at normal viewing the camera: placing it in the center of a field and in the distances (10 cm) is likely to appear pixelated when mid‑point of the action would likely constrain players’ a mere 1‑2 cm away from the eye. Smartphone vendors movements. are unlikely to over‑specify pixel density unless they can monetize it. Also, mobile graphics chips have to get powerful enough to cope with such high resolutions.
Technology, Media & Telecommunications Predictions 2016 21 There are also likely to be challenges in post‑production, one of which will be simply how to store the image Simulators and the military files. One production level camera features 42 cameras capable of 4K resolution. This captures a gigapixel Simulators have been used for flight training image (about 500 times the size of a standard as it is much safer and cheaper to learn smartphone image), and shoots at 30 frames a second77. how to fly in difficult conditions on the One subsequent challenge of capturing images at this ground than in the air. Early simulators were level of resolution will be determining how to store, wooden boxes mounted on a Universal Joint transmit and edit the files. and driven by organ bellows in 1930, but were critical to training84. By the 1990s, full VR offers viewers a choice of point of view (POV); flight simulators were more mechanically some viewers may prefer the director to choose the sophisticated and incorporated large, high best viewing angle for them. The first DVDs offered the resolution screens that projected virtual option of multiple angles, with the viewer choosing the scenes for the pilots‑in‑training. These cost perspective, as a differentiator to video cassettes, but millions of dollars, and in some cases less this option was rapidly dropped due to low consumer expensive solutions were sufficient. By 2007 interest. helmets incorporating projected dual screen images a few inches from the user’s eyes As for enterprise adoption of VR, we expect 2016 were being used for training, both for flight will be a year of experimentation, with a range of simulation and land combat training85. companies dabbling with using VR for sales and marketing purposes. These activities are likely to be commercially insignificant this year. For example: We congratulate VR on what we expect will be its • Some architects are using VR to create interactive first billion dollar year, and we forecast rising revenues visualizations of construction projects in place of in coming years: it is possible that the industry will 3D models, or fly‑through video78. This approach can generate tens of billions of revenues in the medium enable clients to make changes before work starts79. term86. What appears certain however is that VR’s potential is unlikely to be reached imminently; as with all • Emergency response workers have used VR to practice emerging technologies patience is required. how to respond to faults with nuclear reactors80.
• There are multiple applications for healthcare, with training and education of staff and members of the public being among the most prevalent81.
• Hotels can provide VR guides to properties82. For guests at a property, a VR headset could act as a virtual concierge, showing guests places they could visit.
• As well as teaching via a virtual classroom, VR can additionally be used to provide digitized tours to prospective students83.
• VR will likely continue to be used in the military where simulators have long been commonplace (see side bar: Simulators and the military).
22 Bottom Line
Virtual reality is a fantastic innovation which can demonstrate the cutting edge of what technology is capable of today. VR’s capability is likely to improve further still over the years as processors improve, screen resolution increases yet further, and content creators learn how to create for the format.
That said, as can happen with emerging technologies, there is considerable hype about the impact of VR in the near-term. Any company that is considering VR in any regard should have a careful look at the likely addressable market. Enthusiastic reactions to VR at trade fairs or at industry conferences, based on a few minutes of usage, may not convert into mass market demand. Those who attend trade shows may not be representative of the overall population, and those who are willing to line up for hours to try a new VR headset are likely to be even less representative. Furthermore, not all of those who are willing to line up for a free trial may be willing to spend $300‑500 of their own money when the devices become commercially available.
Any company considering marketing via VR imagery should consider the cost of making this content available to consumers. For example travel companies wanting to create VR brochures should assess how much filming and playback in VR may cost relative to current marketing approaches87. They should also assess the cost associated with acquiring the hardware needed to display these materials.
Recent breakthrough technologies that required consumers to wear something on their face have not proven to be mass market successes. While VR headsets may sell better than smart glasses or 3D TV glasses, also consider that using the technology may require a set of behavioral changes (the most apparent of which is wearing a large headset) that the majority of people do not want to make. For some people the immersion that VR causes may overwhelm rather than liberate. And wearing a padded headset for a prolonged period of time may cause the user’s face to get hot and/or sweaty.
But the dream of being able to teleport anywhere just by donning a pair of goggles might prove enough for some to continue using VR on a daily basis88. The ambition to deliver on this dream is likely to keep many companies investing in the goal of making VR a commercial and virtual reality.
As for enterprise adoption of VR, we expect 2016 will be a year of experimentation, with a range of companies dabbling with using VR for sales and marketing purposes.
Technology, Media & Telecommunications Predictions 2016 23 Virtual reality in China: B front grows steadily, C front is starting out
With the participation of Internet giants and the capital engine, and an equipment 3D virtual reality engine, support from PEVC and the secondary market, the based on an online 3D visual software system that concept of virtual reality (VR) will continue to be hot in collects real-time data and displays equipment operation 2016. Compared to C front, the application market in B and fault messages in 3D. The technology can be widely front has been relatively mature, and will grow steadily in used in building digital intelligent factories, to provide the next two years. Among several areas, VR technology solutions for tobacco production, vehicle manufacturing, has extremely high application potential in high-end pharmaceuticals, and other manufacturing enterprises. manufacturing. The C-front market is expected to rapidly Because of its widespread use, currently platform grow to a size of 5 billion RMB. Meanwhile, the industry enterprises that provide solutions are having solid development will transition from the launch stage to the development, with some having achieved tens of development stage. In 2016, games and films in C front millions in annual revenues. Notably, GDI has been listed should experience development earlier than other on NEEQ. sectors. Application of VR in C front: a fledgling industry Application of VR in B front: steady industry Concerning C front application, currently the links of growth relevant domestic VR industry chains are not mature or Regarding application in B front, VR technology has streamlined enough to support the rapid growth of the been widely applied in the enterprise level market, whole industry, especially hardware production and including high-end manufacturing, health care, and providing content. However, this situation should exhibition, among which, applications in the military and change in 2016. aviation areas are the most mature. In the next two For hardware manufacturing, China’s VR hardware years, it is estimated that the size of the whole industry market will increasingly trend toward industrialization will realize solid and fast growth. As VR develops and and scale in 2016. The size of the immersive VR penetrates, the impact of the general concept of “VR hardware market will grow by over 200 percent Plus” will gradually increase, similarly to “Internet Plus,” compared to 2015. For content production, although by blending technologies into all walks of life to facilitate games and films are still dominant, VR content will be the industry upgrade of various sectors and improve the diversified. It is expected that 2016 will see growth real economy’s productivity and efficiency. across the market as a whole, driven by increased In 2016, VR solutions will enjoy great potential in demands, improved supply, and complete distribution high-end manufacturing. Specifically, VR technology can channels. Whereas established enterprises like be applied along the whole industry chain of high-end Baofengmojing and 3Glasses are striving to enhance and manufacturing, from the design of virtual samples to integrate hardware and content, Internet giants such as users’ simulation experience. Currently, auto companies Letv, Tencent, Baidu, and Xiaomi are entering into the VR mainly apply it to vehicle development. For example, the industry by focusing on ecosystem construction. As manufacturing factories of Volkswagen, DFM, and BMW estimated, the situation of competition among different in China have adopted VR technology to different links of the industry chain will change in 2016, and degrees, to improve the efficiency throughout the whole hardware manufacturing and content production should process of vehicle development. However, based on the tend to integrate. In the long run, industry players will development of high-end manufacturing and the improve content and the ecosystem by focusing on technical feasibility and rigid demand of some hardware to gradually shape a new environment with application scenarios, VR technology will be applied ecosystem competition. more frequently in improving customer experience. Application of VR in C front: games In addition, niches such as exhibition and management For VR games, 2016 may be a new starting point for can be used by all companies in B front, which are of industrial growth. Regarding content, in 2015 many higher value for platform enterprises with full industry start-ups have begun to develop VR games, and have chain layouts. These kinds of enterprises are able to received strong capital support from PE/VC and Internet penetrate more companies and fully maximize marginal enterprises. In addition to capital from the primary benefits to better comply with the trend of VR Plus and market, the concept of VR is also very popular in the gain better development, especially in the application secondary market. Great capital support fully reflects the areas of B front. Currently, China’s platform enterprises, market’s enthusiasm for VR games, and instils vitality for such as GDI and Hualong, have developed different VR the development of this industry. Moreover, traditional solutions. For example, Hualonga has developed a game giants such as Youzu, Giant, Shanda, and Perfect virtual reality system for factory management, and built World are starting to expand in VR. In 2016, most will a full 3D roaming engine, a workshop 3D virtual reality launch new products to enrich the content of VR games.
24 For example, Chunkong Technologies is planning to size of the immersive VR hardware market will grow by launch five to six VR games. Independent hardware over 200 percent compared to 2015. Big domestic manufactures will also increase their investment in technology enterprises such as Lenovo and Xiaomi will hardware and content. enter VR hardware manufacturing area. Moreover, in 2016, giants at home and abroad should release VR In terms of hardware, currently many enterprises are on hardware equipment for consumption, such as domestic active on the VR front for consumption, but most of enterprises 3Glasses and Deepoon. In addition, them are start-ups, and their products are mainly traditional game giants will also increase their mid-and-low end. Low development investment and investment in VR hardware. For example, in 2016 weak creativity have led to unsatisfied customers. Tencent will release different levels of VR hardware in However, in 2016, China’s VR hardware market will three stages, and Longtu Game has also announced increasingly trend toward industrialization and scale. The plans to release new VR hardware products in 2016.
Figure 10: VR industry chain
Content Hardware devices Content distribution
films
display device App store B front application games input device social cinema education C front application host and system offline experience live broadcasting
C-front VR Application: Films possibilities for interactions between the virtual and the The VR film industry should see continued rapid real through use of VR technology. Additionally, the development in 2016. In 2015, many start-ups, such as majority of traditional film and television production Light Chaser Animation and LetinVR, began to develop enterprises, start-ups, and Internet giants think VR VR films. For example, LetinVR released a 10-minute VR technology has bright prospects in the film and television film named “Live to the End.” In 2016, this industry industry. Therefore, there should be three main sources should see further development and produce many VR of micro-films in 2016, following expansion in the film films; however, limited by capital, technology, and the and television areas. The production team One Hundred unsatisfactory integration of VR’s technology and Thousand Bad Jokes has announced to produce VR storylines, feature-length VR films will still take time. content in 2016, and Letv released its VR micro-film, Confinement (Jinbi), in early 2016. Refined foreign Film development is mainly driven by three factors: first, content should also facilitate the development of VR ACGN culture related VR films can ride the crest of the domestically. development of ACGN culture as ACGN culture is the mainstream in society. The number of ACGN users is expected to reach 270 million in 2016. VR technology is going to be an important technology to break down walls between dimensions. For instance, during her performance at the Hunan TV Spring Festival Gala 2016, the singer Luo Tianyi perfectly demonstrated the
Technology, Media & Telecommunications Predictions 2016 25 The award for stable box office revenues in the face of digital media goes to…
Deloitte Global predicts that the value of movie theater The annual movie box office is driven heavily by the admissions in the US and Canada will fall by about fortunes of the top five blockbusters. The popularity three percent in 2016, to about $10.6 billion, with of these films accounts for most of the year‑on‑year about 1.3 billion tickets sold. It is impossible to volatility. Since 2007, the trend has been for the five forecast beyond that with any precision: box office highest‑grossing films to generate over 40 percent is so dependent on the slate of movies released. of the box office92 (see Figure 11). In 2014 the top Between 1996 and 2015, the annual box office revenue five fared poorly and the box office fell five percent93. change is nearly random, although it has never gone Last year was better, up a forecast eight percent. up by more than 10 percent or fallen by more than six 2016 may surprise, but at time of writing one industry percent89 and the number of tickets sold has never gone forecast is for a slightly weaker slate of blockbusters, up by more than 12 percent or fallen by more than six and therefore a decline, although not as bad as 201494. percent90. Given that, we expect average annual revenue growth in the near-term to be about one percent, but within a range of plus or minus 10 percent, and the number of tickets sold to decline about one percent per year. Box office dollars are likely to grow, but at a minimal pace, and are actually likely to decline (also at a minimal pace) if inflation is taken into account91.
Figure 11: Contribution (%) from top five films to total box office revenues
Contribution (%) 49% 49% 50% 46% 47% 49% 48% 46% 47% 46% 42% 41% 42% 44% 40% 43% 40% 35% 41% 38% 40% 40% 38% 36% 36% 33% 35% 30% 32% 29% 29%
20%
10%
0% Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 07 08 08 08 08 09 09 09 09 10 10 10 10 11 11 11 11 12 12 12 12 13 13 13 13 14 14 14
Source: Canaccord Genuity. For further information on the source, see endnotes.
The annual movie box office is driven heavily by the fortunes of the top five blockbusters.
26 As stated previously, between 1995 and 2015 annual A chart of box office revenues in constant dollars and revenues for the US and Canadian box office (called also the number of tickets sold shows a clear picture: the North American box office by the movie industry, both admissions and constant dollar revenues grew from although it does not include Mexico) fluctuated in 1995 to 2002, and since then both inflation‑adjusted a relatively narrow range of up 10 percent and down revenues and admissions have fluctuated, but are in slow 6 percent. Although the effects of inflation have been decline. From 2002 to 2015, admissions have fallen from small in any given year, the cumulative effect over 1.55 billion to 1.33 billion, or an annual compounded rate 20 years is that a box office dollar in 1995 is worth of 1.17 percent95, while revenues declined at a 0.79 percent $1.57 in 2015. compound rate in constant 2014 dollars, from $12.03 billion to $10.85 billion96, see Figure 12.
Figure 12: US and Canada cinema revenues and admissions 1995‑2015 in billions of 2014 dollars