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#Technology | Virtual Reality<br />

69<br />

The thinking behind the product is twofold:<br />

First, three quarters of the world’s 25 million active<br />

eCommerce sites use industry standard Content<br />

Management Systems (CMS) — Woocommerce, Magento,<br />

Prestashop and Shopify. Similarly to a WordPress site where<br />

an extra functionality<br />

can be added with a new<br />

plugin, the E2VR product<br />

is a module that can be<br />

easily installed to add a<br />

VR functionality.<br />

And second, even where<br />

VR capability does exist,<br />

there’s the issue of<br />

paucity of VR content.<br />

The E2VR module gets<br />

round this problem by<br />

using an eMerchant’s<br />

own content to populate<br />

its VR store. Given the<br />

vast number of active<br />

eCommerce sites, lack<br />

of eCommerce product<br />

content is not an issue.<br />

«We won’t be replacing<br />

the eCommerce site,»<br />

says Manoel, «rather<br />

adding a VR functionality.<br />

In the short to medium<br />

term this would be part of a marketing strategy for a site<br />

to differentiate itself from other platforms. The fact is<br />

that eCommerce is a highly competitive environment and<br />

at every stage of the buying process, the UXs in the vast<br />

majority of cases are pretty much identical.»<br />

Similarly to a WordPress plugin, integration of the<br />

E2VR module involves installation, configuration and<br />

communication, which will be a «Click here for VR» button<br />

on a eCommerce’s site Home Page.<br />

A user will be able to access the VR functionality with<br />

a VR headset and either a high performing laptop or<br />

desktop, or by slotting a cellphone into the headset.<br />

The technology requires that the cellphone has an<br />

accelerometer, a gyroscope and sufficient processing<br />

capacity (equivalent to iPhone 6 and later models). It<br />

will also be able to detect whether the hardware is VR<br />

compatible and offer that option if appropriate, or the<br />

shopping experience in 3D if not.<br />

The company is due to begin beta testing in April with<br />

three companies: Mazer Shop, an eShop specialising in<br />

innovative high tech products; a printing company; and a<br />

boating products firm.<br />

Manoel’s business plan is to then sell his product on<br />

eCommerce module marketplaces and through web<br />

agencies and freelancers, pricing it initially at just under<br />

$1,000. As sales increases and newer versions of the<br />

E2VR module are released, he plans for the sale price to<br />

come down.<br />

A serial entrepreneur with a background in software<br />

development, he says that it’s the module’s flexibility<br />

and adaptability to any eCommerce platform that make it<br />

unique. He says that there are other players in the market,<br />

but they focus on extremely costly made-to-measure VR<br />

solutions, such as the Google team-up with Avametric to<br />

develop a VR dressing room for the Gap clothing chain<br />

that is housed within an app.<br />

«Our module will work for any site,» says Manoel, «plus,<br />

from the user’s point of view there’ll be no need to<br />

download an app. The entire VR functionality will be<br />

accessible via any web browser.»<br />

He’s convinced that eCommerce is rapidly approaching<br />

a VR tipping point.<br />

Although Alibaba’s VR experience on Singles Day in<br />

2017 was somewhat muted, the heavy investment in VR<br />

technology by the Chinese eCommerce giant is according<br />

to Forbes <strong>Magazine</strong> «a harbinger» of the things to come.<br />

It also reports that eBay, IKEA, LEGO and Häagen-Daas have<br />

begun to invest in VR and that Goldman Sachs estimates<br />

that by 2025, VR retail is set to be worth $1.6 billion,<br />

with 32 million users.<br />

Another signal of this coming change is around headset<br />

technology. UX is set to improve with the advent of<br />

standalone headsets that don’t require a cellphone, such<br />

as Facebook’s Oculus Rift, Google LG’s Daydream and<br />

HTC’s Vive Focus.<br />

«In 2017, there were only a handful of tweets that<br />

mentioned VR and eCommerce,» says Manoel. «Today,<br />

the topic generates thousands of tweets and has dedicated<br />

hashtags — #vrcommerce and #vcommerce — as well as<br />

increasing numbers of trends around the subject. It’s not<br />

surprising we’re still in a period of skepticism around VR<br />

and eCommerce. This is totally normal. It’s always been so<br />

with cutting edge innovation.»<br />

<strong>BEAST</strong> MAGAZINE #<strong>11</strong>

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