Sunday 18 April 2021

Top technology and entertainment companies

 Every year CES starts with a promise to launch new consumer technology that has the potential to change our lives. This technology promises a glance that is palpable of the future of progressive technology and gives us visibility to the investment area.


Immersive experience - and consumer tastes for that - continue to evolve. From visual communication such as AR / VR / XR, to advertising, news, retail data and vertical specialties for cinematic experiences, this is a world that surrounds us.


And with this new year - 2020 - we have a palindromic lens that allows us to look back and forward to see where we have and how the reality is extended or XR space - which refers to all forms of reality that is changed by a computer, including augmented reality ( AR), mixed reality (MR), and virtual reality (VR) - are developing.


CES this year displays an interesting 60-minute track entitled CES Digital Hollywood, where I have the opportunity to participate in the panel entitled "AR / VR / XR: Top Technology and Entertainment Company", with panelists provide insight from a cross-sectional perspective.

Here are some of the carriers home from the panel:


XR and Investment


XR describes all industrial continuum with VR at one end and AR at the other end, and Mr (mixed reality) is everything in the middle.

Significant growth in XR is to enable content making, and evolution of what fairy tales and traditional content are seen through interactions with new technology.

XR is applied in the entertainment industry and the company, encouraging how we make investment decisions in Verizon Ventures:

We often see startup focus on using the use of entertainment applications or media related, including entertainment companies (such as VR and location-based content) and sports. And then there are industrial applications or companies such as visualization of surgical ar (or cases of remote maintenance use.)

Companies that provide platforms that allow the manufacture of content also exist, whether it is for companies or entertainment. It is interesting from a startup perspective too, because they cover the entire ecosystem.

For Verizon Ventures - we don't focus on one or the other. We focus on companies that have succeeded in finding an interesting use case for the customer base, whether it is a consumer or company company and who has proven a decent business model around it.

XR innovation.


XR technology changes the user experience of one that might be more inculer, centered on your own device, more than one involved with other people in a social environment. Form future forms, such as smaller, less disturbing devices, such as the next generation glasses, contact lenses and others can enable more social experiences.

US is often a stepping stone for innovation; Snap for example, is creating an AR experience that APAC takes on their own platform.

Innovation in the context of culture: We see a lot of experiments in APAC with AR / VR / XR applications. Because APAC has limited physical / geographical space due to solid adoption, AR and vr. solid may be faster and greater than other parts of the world. What is the long distance scenario for all these different countries? We have never been more connected on the global level. So everything happens in China, Asia, in Dubai - where they have many amusement parks different from VR - is about the feedback loop that allows us to learn how this consumer behavior is translated into the US market, so that we can grow. and expand the reality of XR in the US.

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