Telefonaktiebolaget Lm Ericsson Class A · OMXSTO:ERIC_A

Telefonaktiebolaget Lm Ericsson Class A — Ericsson — Investor Presentation (June 2017)

12 slides from Telefonaktiebolaget Lm Ericsson Class A's investor presentation, June 2017

  1. Slide 1: Merged reality

    Merged reality How virtual and augmented reality will transform the everyday Ericsson ConsumerLab

  2. Slide 2: Methodology

    METHODOLOGY UK France Germany Italy South Korea Spain Qualitative research USA Japan VR focus groups in a VR environment – a world first VR nausea-inducing lag tests Quantitative research Online survey of These respondents represent only 51 million smartphone users aware 9,200 consumers of VR out of

  3. Slide 3: Key findings

    Key findings We explore the impact of AR and VR as we move towards a merged reality, where the boundaries of real and virtual worlds begin to blur 7 out of 10 early adopters expect VR/AR Lack of mobility, bulky headsets and 1 to change everyday life fundamentally in 6 domains: media, education, work

  4. Slide 4: VR replaces physical spaces

    VR replaces physical spaces Integration of VR and AR with everyday life means the way we live, work and consume information and media may fundamentally change Early adopters of VR Those planning to use a headset 55% 52% 51% 50% 49% 49% 42% 44% 30% 40% 42% 42% 39% 35% 35% 32% 30% 26% Offices Movie Cl

  5. Slide 5: AR/VR will change daily life beyond recognition

    AR/VR will change daily life beyond recognition 7 out of 10 early adopters expect these 6 domains to fundamentally change: Media Social interaction Education Tourism Work Retail © Ericsson AB | 5G Merged Reality | June-2017 | Page 5

  6. Slide 6: VR already transforming media

    VR already transforming media Within a year Between 1-3 years from now Nearly half of early adopters have 28% increased their VR video usage Watching video content on a virtual screen without owning a physical screen 39% Immersive, interactive 24% experience of movies A quarter of early adopters exp

  7. Slide 7: Education and tourism – all in VR

    Education and tOURISM – all in VR EDUCATION TOURISM VR will transform education and learning say: VR could give rise to a new concept of tourism and adventure: 61 percent of early adopters 25 percent of early adopters believe that we will be exploring destinations through AR-enabled information and

  8. Slide 8: Challenges for VR

    Challenges for VR Early adopters Those who are planning to use a headset Laggards 70% 60% 50% 40% 30% 20% 10% 0% The current The headset and The smartphone The headset is Content in VR The resolution VR consumes I cannot involve VR causes The tethered headset headset blocks equipment are too heats u

  9. Slide 9: Mixed reality paradoxes

    Mixed reality paradoxes The paradox of mobility – VR lets you go anywhere but you can’t go anywhere with it The social paradox of integration – those who are socially challenged in the real world are the ones who are more socially oriented in VR The paradox of isolation – VR lets you socialize remot

  10. Slide 10: AR will integrate with VR

    AR WILL INTEGRATE WITH VR AR will have more real-world applications because it integrates the physical environment 51% AR and VR will eventually be integrated into one common device 49% “ Eventually VR and AR hardware AR will be mainstream since it allows mobility, unlike VR 47% will merge and you w

  11. Slide 11: Consumer expectations of 5G

    Consumer expectations of 5G 5G is expected to play a central role in meeting many of the challenges VR and AR currently face; enabling mobility and improving merged reality 36% 35% 31% 31% Expect 5G will provide mobility through a Expect 5G will improve the viewing Expect 5G will increase the effici

  12. Slide 12: Ericsson

    ERICSSON

Ericsson — Investor Presentation (June 2017) on 6ix