VR/AR Industry of Finland Survey (Pdf)
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INDEX INDEX 3 | Introduction 14 | Platforms 5 | Terminology 15 | Companies in the XR Ecosystem 7 | Company sizes 19 | VR solutions for businesses 8 | Company founding years 52 | AR solutions for businesses 9 | Company locations 60 | Consumer entertainment products 11 | Revenue 77 | Consumer entertainment services 12 | Bracketed revenue 82 | Tech development 13 | Funding stage 95 | Support • Networks • Education 2 INTRODUCTION INTRODUCTION and the potential of these immersive technologies for these and other sectors is A NEW WAVE of virtual reality growing. In the meantime, the consumer technology saw its launch early in 2016 VR market is slowly maturing, slowly with the release of HTC Vive and Oculus gaining momentum and anticipating Rift. The technology that in the past had lower entry price levels, while consumer been incredibly expensive and meant AR applications for smartphones and only for professional use finally entered tablets are ready to make a larger impact the public mass market, ready to take in the near future. The popularity of it by storm. The notion of virtual reality face modification filters in Snapchat has spread in the public consciousness and Facebook and the AR gaming like wildfire, inciting hyped up futuristic phenomenon Pokemon Go have already visions of technologies that could shown a glimpse of the potential AR decisively change our everyday lives. content possesses. Most of these visions require a long time to materialize, some might never become FINLAND, with its excellence in true, and many have become reality engineering and design, has been fertile already. Virtual reality (VR), augmented ground for adopting and developing reality (AR) and mixed reality (MR) innovative technologies and creating applications already create significant business opportunities, which can be seen business benefits in industry sectors in the impressive amount of local XR (XR such as heavy industry, architecture, = VR, AR and MR) activities within the engineering & construction (AEC) and past few years. The Finnish XR scene is a real estate, healthcare and education, tightly-knit developer community of tech 3 enthusiasts, which has drawn its power current business, research and education from hackathons, game development initiatives and network groups of the VR, and visual computing expertise, high AR and MR technology field. It serves quality education and academic research. as a database and contact point for all In recent years the Finnish XR scene individuals interested in the opportunities has moved on from experimentation that immersive technologies have to offer into establishing solid businesses. The in Finland today. All research materials developer community desires to share for this report were gathered during the knowledge and best practices locally in summer of 2017 through a questionnaire INTRODUCTION order to reach a common goal: a healthy and verbal interviews. A total of 60 development ecosystem in Finland. A companies out of 94 targets in FIVR’s healthy development ecosystem is capable growing XR company database responded of providing complementary services to our survey and in effect became a part and form partnerships with other players of this report. We kindly thank all involved within the field in order to develop an parties for their help and support in early domestic market and compete making this report, with special thanks globally. It thrives on fair competition, going to Tekes as the enabler. We wish reducing early risks of startups through success and best of luck to every developer networks and community support and VR/AR enthusiast in Finland! and encourages companies to develop distinctive business profiles. Team FIVR: Santeri Suominen, lead author THIS is an overview of the Finnish XR Tuukka Takala, co-author Olli Sinerma, co-author ecosystem in 2017, with information of 4 TERMINOLOGY TERMINOLOGY OF VR, AR, MR AND XR THE TERMINOLOGY of VR, AR and MR AR and MR. However, terminology can be confusing. What are these R-things regarding immersive technologies still exactly? Those new to the field often remains elusive for the public at large. find themselves unable to distinguish Eventually, everyday use of XR devices between VR, AR, MR and 360 video. This and applications will create a language makes communication of ideas between for itself. Many in the industry are using developers and clients difficult. Umbrella existing definitions borrowed from the terms, such as extended, or “X” reality scientific world: the most clear and (XR) or “immersive technologies”, have widely adopted taxonomy is Paul Milgram great use in general discussion, as they and Fumio Kishino’s reality-virtuality provide cohesion and an easy alternative continuum, which has played a major part to always separately mentioning VR, in defining many of VR’s core concepts. "WHAT ARE THESE R-THINGS EXACTLY? THOSE NEW TO THE FIELD OFTEN FIND THEMSELVES UNABLE TO DISTINGUISH BETWEEN VR, AR, MR AND 360 VIDEO" 5 THIS CONTINUUM has fully because the distinction between mixed immersive virtual environments and reality and augmented reality has become real environments at its extremes. An a branding strategy between competing application mixing real world elements companies. and virtual elements together is an MR application. AR is a smaller subset of MR, with less virtual elements than real ones. "ON A CONCEPTUAL On a conceptual level, the continuum LEVEL, THE CONTINUUM is a great tool for understanding how TERMINOLOGY interrelated VR, AR and MR are. In IS A GREAT TOOL FOR current practice, AR devices are generally UNDERSTANDING HOW regarded as head-worn, see-through INTERRELATED VR, AR displays, but the term can also include smartphone or tablet based AR. AND MR ARE." The terminology is partially muddled Mixed Reality (MR) Real Augmented Augmented Virtual Environment Reality (AR) Virtuality (AV) Environment Virtuality Continuum (VC) 6 COMPANY SIZES COMPANY COMPANY SIZES The remaining 7% are large digital service providers and consultation AT THE MOMENT Finnish immersive companies with over 50 or 100 employees, technology companies are currently that are expanding into the field of quite small on average, with 68% having immersive technologies. These big players a headcount of less than 10. These are are building their XR capabilities in mostly startups that have emerged in great order to prepare for future demand from numbers during recent years, quickly customers. developing capabilities and capitalizing on new business opportunities. However, this group also contains seasoned companies Number of employees in that over the years have focused on R&D Finnish XR companies (2017) or indie game development instead of company growth. 15% of the companies are somewhere between 10 and 20 employees and an additional 10% have grown over 20 employees. These are companies with several years of business experience in 3D graphics and modeling, visual design, games, films or various tech endeavors, which has eased their adoption of XR technologies when compared to newcomers. 7 COMPANY FOUNDING YEARS THE NUMBER of newly found XR 2017 7 companies has peaked in the recent 2016 14 years: 40% of the companies involved in this study were founded after the 2015 5 beginning of 2016, and 77% since 2010. 2014 3 Many of the newer startups are founded 2013 4 strictly for VR/AR development and 2012 3 services, as passionate early adopters and enthusiasts desire to experiment 2011 1 with new technology and explore 2010 6 its business potential. Various IT 2008 4 companies have pivoted towards XR 2007 1 business since 2015 with ever growing 2006 intensity and this number will likely 1 grow in the future, as immersive 2005 2 COMPANY FOUNDING YEARS FOUNDING COMPANY technologies gain more foothold in 2004 1 different industry sectors. 2002 2 2000 1 1998 1 1997 1 8 COMPANY LOCATIONS COMPANY COMPANY LOCATIONS Regional company hotspots 100+ 13 % XR Companies in Finland Oulu 10 % Kuopio 20 % 9 % Tampere Turku 48 % Helsinki 9 REVENUE THE NUMBERS shown here represent some companies were unable to give a total combined and bracketed revenue fair estimate of revenue generated from of all companies participating in this XR business. Especially in the case of REVENUE study that were active during 2015 and/ large companies that are transitioning or 2016. They are not absolute, but towards XR business, the XR revenue accurate enough to give an idea of the can be just a small portion of the overall revenue situation from the past two revenue. For this reason, some companies years. The ratio between overall revenue had to be omitted from the revenue chart and revenue resulting from XR business altogether to help it reflect the current ventures is still difficult to determine, as situation better. Combined revenue of companies in the Finnish XR ecosystem € 6,528,200.00 Total revenue 2015 € 1,310,800.00 XR-specific revenue € 12,695,700.00 2016 € 6,137,600.00 10 BRACKETED REVENUE BRACKETED REVENUE THE FINNISH XR business sector is in early clients of VR/AR companies its infancy, but significant growth can be can be found in the AEC and heavy expected in the near future, especially on industry sectors, even if most use cases the business to business application side. are currently restricted to marketing. Between 2015 and 2016, the combined Further major integration of XR revenue of Finnish XR companies technologies into design, personnel increased by 94% and combined XR- training or manufacturing processes is specific revenue increased by 368%. yet to happen at a large scale, although Most companies that have started significant pilot projects are currently their operations in 2016 are still in the driving this progress. Many large middle of their first full fiscal year in companies, both clients and providers, 2017. Some are expecting to generate are experimenting with new technologies revenue after their R&D endeavors and waiting for a favourable moment start to bear fruit, which can be seen in before fully committing into XR the amount of companies having zero development and solutions.