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    Technology

    Loup Ventures Podcast

    We publish research on frontier technology, the themes driving it, and the companies making it a reality. This podcast includes audio versions of select research notes.

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    Apple Dec. Quarter Preview: Stable iPhone, Focus On iPhone X, Services Jan 17, 2017
    Show notes

    Apple reports Dec-16 quarterly results on January 31st. We continue to be positive on the Apple story, given our thoughts on iPhone X and the features we expect to advance Apple’s lead in AR-enabled devices. We expect Apple’s Dec-16 quarter/Mar-17 guide to largely be a positive event based on our belief that Mar-17 guidance is inline with the Street and will imply iPhone unit growth of about 7% y/y, up from expected growth of 4% y/y in Dec-16. This would suggest the tail on the iPhone 7 is stronger than last year’s iPhone 6S. More importantly, Mar-17 guidance should give investors confidence that they can think forward to iPhone X in the fall, an OLED, AR-enabled phone, which should return iPhone to a more predictable 5-8% unit growth. See below for what to expect from iPhone X.

    iPhone Dec-16 Units. For the Dec-16 quarter, we are expecting 78m iPhones, a 4% y/y increase. Based on our checks throughout the Dec-16 quarter, we believe iPhone reached supply demand equilibrium in the US the second week of December, much later than the iPhone 6S, which was at supply demand equilibrium late in October 2015. Outside the US, supply was near equilibrium. On Apple’s Sep-16 earnings call, Tim Cook suggested Dec-16 guidance assumes iPhone may not reach supply demand equilibrium in Dec-16, stating “I wouldn’t say [iPhone will be at equilibrium] at this point, because the underlying demand looks extremely strong on both products but particularly on the iPhone 7 Plus versus our forecast going into the product launch.” Since Dec-16 guidance did not factor iPhone at equilibrium, demand was “extremely strong”, and the iPhone did in fact reach equilibrium in the US and near equilibrium internationally, we now expect a stronger iPhone number than we had previously expected (77m in Dec-16).

    iPhone Mar-17 Guidance, Comps Are Our Ally. We expect guidance for the Mar-17 quarter to imply iPhone units of 56-57m units, which would be up 9-11% y/y, compared to Street expectations of up around 7%. Apple does not guide for the iPhone, but we back into the iPhone guidance from the revenue guide and commentary around ASPs on the call. The rebound in the iPhone is partly attributed to features of the iPhone 7 Plus (e.g., portrait effect) and partly due to the easy comps. In Dec-15, iPhone unit growth was flat y/y, down 16% y/y in Mar-16, and down 15% y/y in Jun-16. These easy comps should allow the iPhone to grow in the 5-12% range going into the iPhone X launch, likely in Sept. 2017.

    Services Momentum Continues. For Dec-16, we expect Services (~13% of revenue) to grow at 23-25% y/y, compared to 24% y/y in the Sep-16 quarter. On January 5th, Apple announced that App Store developers earned over $20B in 2016, up 40% y/y. Assuming a 30% revenue share implies App Store gross sales of $78M per day in 2016. Separately, Apple released New Years day App Store sales of $240M, above our $100M expectation. We estimate that the App Store accounts for more than 65% of Apple’s Services revenue. Given the significance of the App Store to Apple’s Services business coupled with this announcement, we believe Services revenue growth in 2017 may be closer to 20% y/y.

    The 2016 App Store numbers and the New Year’s Day App Store sales underscore how quickly Apple is becoming a Services business. We previously shared our thoughts on Apple reinventing itself as a Services business here. In short: the transition to Services is important as new platforms like AR and VR emerge and transform Apple’s existing mobile device businesses.

    Gross Margin. We expect Dec-16 gross margin of 39%, compared to guidance of 38-38.5%. There are two positives and one negative factor impacting margins. The two on the positive side are higher than expected demand for the iPhone 7 Plus with higher storage configurations and Services strength, which carries over 60% gross margins. Second, also increases our confidence on margin upside. These two positives are partially offset by iPhone hardware margin (dual cameras) which has been drifting lower.

    Expectations For iPhone X. We expect iPhone X to feature:

    • An OLED screen
    • Wireless charging (a step they’ve already taken with Apple Watch)
    • Dual lens camera systems on both the smaller- and larger-screen models
    • A (possibly dedicated) processor capable of 3D modeling and real-time 3D image processing
    • More sophisticated proximity sensors
    • The iPhone X may be the iPhone model we’ve discussed that removes the home button, using haptic feed back for button presses on the display itself for home button functions. This would enable an edge-to-edge display for an iPhone without a bezel.

    With iPhone X, we see Apple doubling down on AR and extending it’s lead among AR-capable devices. iPhone is already significantly ahead of Google’s Tango platform in terms of units shipped, and we expect it to remain out front for the foreseeable future, setting up Apple for long term success in an AR world.

    Disclaimer: We actively write about the themes in which we invest: virtual reality, augmented reality, artificial intelligence, and robotics. From time to time, we will write about companies that are in our portfolio. Content on this site including opinions on specific themes in technology, market estimates, and estimates and commentary regarding publicly traded or private companies is not intended for use in making investment decisions. We hold no obligation to update any of our projections. We express no warranties about any estimates or opinions we make.


    Our Expectations For iPhone X Jan 13, 2017
    Show notes

    Yesterday, we talked about the steps forward that Apple took with the iPhone 7 and iPhone 7 Plus. In short: we see Apple building a competitive advantage in augmented reality (AR). The dual lens camera is a precursor to greater augmented reality features that we expect in the next iPhone.

    A word on the name: We expect the next iPhone to have a new design. Apple will likely break from it’s historical naming convention and call this iPhone something other than iPhone 7S or iPhone 8 because it will be the 10th anniversary iPhone. Like they did with the 10th version of the Mac OS, it seems logical that they’ll call the next iPhone: iPhone X. Regardless, it’s a suitable code name for those of us outside 1 Infinite Loop.

    We expect iPhone X to feature:

    • An OLED screen
    • Wireless charging (a step they’ve already taken with Apple Watch)
    • Dual lens camera systems on both the smaller- and larger-screen models
    • A (possibly dedicated) processor capable of 3D modeling and real-time 3D image processing
    • More sophisticated proximity sensors
    • The iPhone X may be the iPhone model we’ve discussed that removes the home button, using haptic feed back for button presses on the display itself for home button functions. This would enable an edge-to-edge display for an iPhone without a bezel.

    With iPhone X, we see Apple doubling down on AR and extending it’s lead among AR-capable devices. iPhone is already significantly ahead of Google’s Tango platform in terms of units shipped, and we expect it to remain out front for the foreseeable future.

    The hardware features listed above would enable lots of new AR software use cases. And we expect the keynote to focus on demonstrating these new AR capabilities. Pokemon Go is just the beginning. Games are the obvious choice to highlight new AR features, but we envision killer AR apps in search and discovery, social, education, and many other use cases.

    Note that AR goggles are not the type of product we envision Apple shipping in the next couple of years, despite recent rumors. While high speed wireless data transfer is emerging, compelling wearable optics are still tethered today and we don’t think Apple would launch that type of experience for customers. Rather, we think the iPhone platform is a much stronger play for the company in its bet on AR in the near term.

    Next up, services. We think it makes sense for Apple to reinvent itself as a world class digital services company (more here). And again, iPhone is their competitive advantage. But people will experience AR through a combination of mobile hardware and digital services. Tim Cook has acknowledged the company’s strong interest in AR, and we believe they are focusing more on services in preparation for an AR world where this combination is the future of mobile software.

    Disclaimer: We actively write about the themes in which we invest: virtual reality, augmented reality, artificial intelligence, and robotics. From time to time, we will write about companies that are in our portfolio. Content on this site including opinions on specific themes in technology, market estimates, and estimates and commentary regarding publicly traded or private companies is not intended for use in making investment decisions. We hold no obligation to update any of our projections. We express no warranties about any estimates or opinions we make.


    Innovate Like Apple, With Baby Steps Jan 12, 2017
    Show notes

    When Steve Jobs introduced the iPhone 10 years ago, he talked about how fortunate he had been to introduce three revolutionary products over the course of his career: Macintosh, iPod and iPhone. For good reason, Apple is known for major leaps forward in innovation. But as we’ve watched their progress over the last two decades, we’ve recognized a pattern of smaller, more incremental changes: baby steps. These are the steps that often disappoint Apple watchers. Sometimes the steps forward appear to be giant leaps, but those are the exception to the rule. Even their most revolutionary products have been the sum of baby steps that preceded them. Nobody’s articulated this better than Kirby Furguson in Everything is a Remix.

    Remember the Motorola ROKR E1? It was the phone we had all be dreaming of: a combination iPod and mobile phone that made it easy to load music from iTunes. Baby step. Or worse: stumble. We had all been sandwiching our Motorola RAZRs and our iPod nanos together, praying Apple would combine them. After the launch of the ROKR, Playlist summed it up nicely in their review of the device: “While I’m pleased that the phone finally saw the light of day, my pleasure just about ends there. As a phone, it’s hardly cutting edge. And as a music player, it’s a poor substitute for an iPod.” But the iPhone development team learned a lot from that 2005 project with Motorola as they prepared for the 2007 launch of the iPhone. And consumers learned to load music onto their devices, getting in the habit of using their phones as music players.

    Remember the watch bands made for the 6th gen iPod nano (2010)? Apple created beautiful watch faces for the device and Phil Schiller even highlighted the trend during a keynote. Baby step. Five years later, Apple introduced Apple Watch. In the interim, the company had sold over 100M iPods and over half a billion iPhones. The Apple Watch was made possible by the technical and production capabilities Apple developed over the course of the iPod’s lifecycle in combination with the addressable market Apple created with the iPhone, which does much of the heavy lifting for the Apple Watch.

    In hindsight it seems obvious, but these baby steps were critical. There are many benefits to recognizing and leveraging how gradual innovation truly is. We categorize them in two groups:

    1. Train your customers. As much as we think we want something totally new, we’re creatures of habit. We want new capabilities that fit into and streamline our routines. We want new tools that are immediately understandable. New skills require training, and your customers are no different. Baby steps in features, innovations and user interfaces help to train your customers. And they help you commercialize increasingly complex technology. The first Apple TV, for example, synced media via iTunes in exactly the same way we had been syncing media with iPods for years. We were well trained.
    2. Ramp your production capability. You learn a lot when you build your first product. You learn even more when you scale your first product to 10,000 units. But if each new product or feature is completely different, you can’t transfer the learnings from one to another. The iPhone would not exist if not for the iPod. Even though the iPhone today makes the iPod look irrelevant, it stands on its shoulders. Apple ramped its iPhone production capability to the incomprehensible level it’s at today because of the baby steps it took with the iPod line, ramping capability for flash storage, mobile displays, camera lenses, etc. Especially with physical products, ramping supply chain and production capability happens in baby steps.

    We love to look carefully at the baby steps we see Apple taking today and predict what it means for the future. Looking at the iPhone 7 Plus’s dual cameras and software features, we see Apple building a huge competitive advantage in augmented reality. Portrait mode is training customers and helping to drive demand for the hardware; meanwhile, Apple is ramping their own technical and production capability with dual lens devices. The iPhone 7 Plus will have a huge implications for 3D mapping and real-time image processing in an AR world. Similarly, the haptic home button on the iPhone 7 and 7 Plus are training customers to respond to haptic button presses rather than mechanical button presses. We will be well trained for the eventual iPhones that have no home button, have no bezel, but use on-screen buttons with haptic feedback for home button functions.

    AirPods (our new favorite toys), in combination with Apple Watch, are clear steps towards a post-mobile world. The watch takes care of notifications, nearly eliminating the need to take your phone out of your pocket for any reason other than a phone call, and AirPods eliminate the need to take your phone out of your pocket for calls. Glance at your wrist to read a text. Double tap an AirPod to initiate a call-back, talk, and double tap an AirPod to end the call. Even though the iPhone still bears the majority of the processing and wireless burden, Apple is clearly taking steps towards post-mobile computing through the wearables it’s already shipping.

    And baby steps work for startups too. Amazon started solely as a bookseller, only to evolve into the Everything Store. Facebook started as a network for college students at Harvard, then Boston and ultimately a network for the entire world. Airbnb started as a place to rent a couch, now it replaces hotel rooms for many. Baby steps let Apple and others figure out the market and optimize for it before they changed the world. Prove the concept first, dial it in, then scale it. Revolutionary products seem to sneak up on us, but the steps to get there are usually apparent in hindsight.

    Disclaimer: We actively write about the themes in which we invest: virtual reality, augmented reality, artificial intelligence, and robotics. From time to time, we will write about companies that are in our portfolio. Content on this site including opinions on specific themes in technology, market estimates, and estimates and commentary regarding publicly traded or private companies is not intended for use in making investment decisions. We hold no obligation to update any of our projections. We express no warranties about any estimates or opinions we make.


    Seeing What We Say: Improving Siri And Alexa Jan 06, 2017
    Show notes

    We’ve been talking a lot about digital assistants lately. They were a big theme at CES and a recent survey of ours showed that US consumers view digital assistants as the fourth most frustrating tech product, behind devices, poor Internet service, and automated-telephone systems. Here’s a view into how we might be able to improve digital assistants in the future.

    Humans are non-verbal communicators by nature. Almost 60% of human-to-human communication is through body language, but our current natural language interfaces only use voice. This means robot assistants miss 60% of the information we send to them. How often do you say thanks to Siri or Alexa after you get a right answer? How often do you curse at them when you get a wrong one? Then how often do you nod your head when Siri or Alexa give you a right answer? How often do you scrunch your face up in anger when they give you a wrong one?

    The most obvious answer to this problem would seem to be some sort of computer vision implementation. This would solve part of the body language problem as the digital assistant could see any obvious gestures we make in response to its answers, but that’s not all the device would need to know. The assistant would also need to know who’s talking if there are multiple people in a room and what the speaker’s facial expressions mean in the context of the answer. You might frown at bad news, even if that was the correct answer to your question. You might smile at the hilarity of a wrong answer. This means the robot needs to build a model of what humans may interpret as good or bad or associated with some other emotion and that model must be specific to the user. Good and bad are subjective to the individual with politics as a dangerous example.

    Another potential solution to help digital assistants interpret body language might be connecting with a sensor on your body. Sensors could help address one issue with computer vision solutions: that we aren’t always in the robot’s line of sight. Some of these sensors are already built into watches or advanced fitness trackers and detect biomarkers like change in heart rate or blood pressure. A rise in blood pressure might signify anger at a wrong response. A decrease in body temperature may imply sadness.

    Both of these solutions beg the privacy question. Are we comfortable with allowing our robot assistants to see us and our physical data? Privacy tends to be a point of contention for every evolution of technology. It was an issue for Facebook as it grew to be indispensable for over a billion users. It was an issue for Google Glass as the most recognizable wearable with a camera. Our belief is that we already live in a post-privacy world. One of the key trade-offs we make for the convenience of many technologies we use today is that we give up privacy. We trade privacy for the benefit of connecting with people on social platforms. We trade privacy for better recommendations in search and shopping. Yes, there will be some noise about the intrusion of privacy that comes with incorporating body language and body data into digital assistants, but we expect that concern to go about as far as it did with Facebook.

    The bottom line is this: adding the ability to read and interpret body language would result in a step-function change in our experiences with digital assistants. Incorporating body language is a crucial step in being able to create robots that can truly understand humans, allowing them to perform complex, human-like tasks. We view this as a complex and extremely interesting AI and robotics opportunity and a problem we need to solve as we pursue The Future Perfect.

    Disclaimer: We actively write about the themes in which we invest: virtual reality, augmented reality, artificial intelligence, and robotics. From time to time, we will write about companies that are in our portfolio. Content on this site including opinions on specific themes in technology, market estimates, and estimates and commentary regarding publicly traded or private companies is not intended for use in making investment decisions. We hold no obligation to update any of our projections. We express no warranties about any estimates or opinions we make.


    Digital Assistants: The Tech We Love to Hate Jan 05, 2017
    Show notes

    Alexa – you can’t live with her, you can’t live without her. Digital assistants are some of the most widely used and convenient technologies, but also some of the most frustrating tech we use. We can confirm that Alexa is “everywhere” at CES, now being integrated into third-party hardware. And Siri, undoubtedly, is the most present digital assistant without an official CES presence. Google Assistant, the technology driving Google Home, has also expanded its reach with several new integrations announced at CES.

    We’ve seen how hard it is to use CES as a gauge for the new technologies we’ll be using in five years, or even next year, so we collected responses from 355 consumers across the US about what technologies they find most frustrating today. Unprompted (in an open-ended response), here’s what they had to say:

    Slow and glitchy devices (mainly phones), spotty internet connections, and the well-loathed automated phone systems lead the way. It’s not surprising that our phones frustrate us the most, given how much we use them. However, we were surprised to see that digital assistants (Siri, Alexa and Google Home) were the fourth most frustrating technology for consumers. More than twice as many people find Digital Assistants more frustrating than credit card chips and printers!

    Maybe we shouldn’t be surprised. Digital assistance is a field that benefits proportionally more early in the AI learning curve, because the products learn from consumer use. Google and Amazon are more comfortable releasing early tech and even Apple chose to release Siri before she was perfect. The space is too interesting to sit out, and the early part of the learning curve is perhaps the most important time for AIs to start learning. But it is clear that the technology is not yet where it needs to be for the average tech consumer that expects products to just work. We love what we’re seeing in the natural language processing space and the advancements Apple, Amazon and Google are each making, but there’s clearly an opportunity for these systems to improve before people fire their assistants.

    Disclaimer: We actively write about the themes in which we invest: virtual reality, augmented reality, artificial intelligence, and robotics. From time to time, we will write about companies that are in our portfolio. Content on this site including opinions on specific themes in technology, market estimates, and estimates and commentary regarding publicly traded or private companies is not intended for use in making investment decisions. We hold no obligation to update any of our projections. We express no warranties about any estimates or opinions we make.


    Reinventing Oneself: Apple and Loup Ventures Jan 03, 2017
    Show notes

    We are believers that every 10-15 years people need to reinvent themselves. It’s a natural progression. As the world changes, we need to change with it. We believe the world is about to undergo a major change in how we interact and interface with machines. Because of this coming change, after many years as sell-side stock analysts, we are reinventing ourselves as venture capitalists.

    The 10-15 year reinvention plan applies to companies too. During our time on the sell-side, we were most well known for our coverage of Apple. We started covering Apple in the early 2000s as it began its first reinvention from a computer company to a portable electronics and digital media company with the iPod. We are getting close to the 15 year mark of that reinvention, which suggests it may be time to think about the next reinvention. In the past we’ve written about Apple’s focus on its Services segment (App Store, iTunes, Apple Music, etc.), and that’s where it makes the most sense for the company to reinvent itself — as a world class digital services company.

    Reinventing yourself is a careful balance. We think the best way to do it is to keep some of the best qualities you developed previously and use them to vault yourself into being best in breed at something completely new. Hardware is what Apple does best. We know that they have always viewed hardware and software as a cohesive unit. They combine to deliver a special experience that can’t be matched by only doing one or the other. Historically, the company’s services helped it sell hardware to new users and, probably more importantly, retain current hardware users. iTunes and the App Store are examples. But the company’s newer efforts in services, including Apple Music and an eventual TV streaming service, seem to be more about monetizing their large hardware user base. We expect Apple to eventually lower the price of the iPhone and reduce its gross margins in the next 3-5 years, which are about 40% today. This will trigger an expansion in the Apple hardware user base from 1 billion people today to what could be 1.5 billion in 5 years. This larger user base will build a more profitable, predictable services business, with about 60% gross margins. Apple may be under pressure in the near term as this transition starts, but the company will be rewarded long term.

    There are many music streaming and TV streaming services, so Apple has to do them better by leveraging their platform ownership advantage. The careful balance here is making sure that they continue to innovate on the hardware side while becoming a great services company, and that is where the reinvention story gets truly interesting.

    The iPhone is going to go away. Not next year and maybe not five years from now, but it’s unlikely we see an iPhone 20. At least it won’t be a thin sheet of aluminum and glass that you keep in your pocket. We think VR and AR will combine to replace all of the computer interfaces we use today, so its critical for Apple to innovate in those areas with hardware; however, more than any other digital media device in the past, services and content will sell VR and AR devices because they are all about the experiences they deliver. So the future for Apple will mean leading with great services supported by hardware instead of the other way around.

    So, as venture capitalists, why do we care about Apple’s efforts to transition to a services company? Because we believe it means they will be investing heavily in improving its services offering. What we don’t expect them to do is buy a bunch of content businesses. Observers like to debate what major companies Apple should buy given their balance sheet. We’ve heard everything over the years. Netflix. Twitter. Time Warner. Snapchat. We don’t think any of those happen.

    More likely? Apple buys a handful of emerging companies trying to build unique platforms. Companies that have a kernel of something special that Apple can put its significant resources behind to build into something even more amazing. That is Apple’s acquisition playbook. They did it with P.A. Semi to build better processors for the iPhone. They did it with Siri to build Siri. They did it with Authentec to build Touch ID. They used Beats, both the executive team and the technology, to build Apple Music. Aside from Beats, none of these deals exceeded $1 billion in value. We don’t think Apple is afraid to make a large acquisition, but we do think they are well aware that it will be harder to utilize and integrate a large acquisition as well as they do smaller ones.

    In our reinvention, we will maintain the thing that we do best: research. As venture capitalists, we will keep sharing our tech industry thoughts with the world. We will keep talking about the companies we know best, including Apple, who also happen to be major players in our four investment themes: VR, AR, AI, and robotics. We will keep conducting surveys to figure out what average consumers think of our emerging themes and where hidden opportunities lie. Reinvention is scary, but it’s also exciting. It’s easy to stay in a place where you are comfortable, but being uncomfortable is how you reach new heights. We’re hungry and foolish.

    Disclaimer: We actively write about the themes in which we invest: virtual reality, augmented reality, artificial intelligence, and robotics. From time to time, we will write about companies that are in our portfolio. Content on this site including opinions on specific themes in technology, market estimates, and estimates and commentary regarding publicly traded or private companies is not intended for use in making investment decisions. We hold no obligation to update any of our projections. We express no warranties about any estimates or opinions we make.


    VR Excitement Index: 10.2 Jan 03, 2017
    Show notes

    While we are big believers in virtual reality, along with many in the tech space, public perception of it is still a question mark. VR is far from mainstream with only a few million users globally today. We developed our VR Excitement Index to measure and track the average consumer’s interest in virtual reality. We asked over 500 US consumers about topics ranging from their interest level in various VR use cases to what’s held them back from trying VR. Then we distilled the data down to an index value that we will publish regularly. An index value of 100 suggests widespread usage of and peak excitement for VR; an index value of 0 suggests no public interest in VR.

    So, what does a VR Excitement Index value of 10.2 mean? We think it quantifies consensus thinking that “VR is in its early stages”. We’re probably at the bottom of the first or top of the second inning. There’s a lot of game left to be played.

    To that point only 1 in 10 US consumers have tried VR with a limited few trying more than one type of headset. Samsung’s Gear VR platform is the most widely used platform, which we view as surprising given that there are significantly more Google Cardboard units in the wild. The reason for the gap may be that Samsung, along with many US retailers and carriers, have made efforts over the past year to promote the VR as a must have gadget for Galaxy smartphone owners. By comparison, Google Cardboard is not as well-known as a consumer brand and, given most Google Cardboards are made out of cardboard instead of plastic, they might end up being recycled.

    Access to VR headsets is the biggest limitation to consumer’s trying it. Of those who have not tried VR, 45% say that it’s because they don’t have access to a VR headset. Price isn’t a dominant concern – only 25% indicated that price is holding them back from trying VR. 36% of consumers say they simply aren’t interested in VR. These consumers may be harder to convince longer term, but also are likely the typical tech late adopters and not core to the success of VR.

    Breaking down interest by use case, we were surprised to see that gaming was not at the top of the list. Highest interest lies in entertainment (movies, television and other passive VR content), training and education, and gaming, in that order. Perhaps freely available content from YouTube and the New York Times’ NYTVR is driving user interest in entertainment. While interest in any single VR use case did not exceed a 6 on a 10 point rating scale in our survey, we expect this rating to rise as better content becomes mainstream. The first “blockbuster” VR movie would likely generate a significant increase in consumer interest.

    Mild interest across the board for VR use cases isn’t all that surprising. We think the data underscores VR’s early stages, while showing healthy signs of adoption and interest. For now, entertainment lies at the center of the VR value proposition for the average consumer, but gaming will provide the carrot for hardcore users that drive the technology forward. The high level of interest in training and education in a virtual environment was also surprising. Perhaps it’s driven by the fact that in-person training is usually so boring. It’s also terribly inefficient and costly – all of which VR will improve.

    To recap, we see three drivers to near-term VR interest:

    1. Improving consumer awareness – see Samsung Gear VR’s holiday campaign
    2. Increasing the amount and quality of VR entertainment content
    3. Headset adoption

    We’ll update the VR Excitement Index regularly as we track the progress of the VR theme on the road to 100.

    Disclaimer: We actively write about the themes in which we invest: virtual reality, augmented reality, artificial intelligence, and robotics. From time to time, we will write about companies that are in our portfolio. Content on this site including opinions on specific themes in technology, market estimates, and estimates and commentary regarding publicly traded or private companies is not intended for use in making investment decisions. We hold no obligation to update any of our projections. We express no warranties about any estimates or opinions we make.


    Manifesto Jan 03, 2017
    Show notes

    The Future Perfect: Rediscovering Utopia Technology ruined our utopia. When did humans have it better than the dawn of time? We were born with everything and nothing. The entire world was ours. Since everyone had nothing, everyone had everything. We had no property, no houses. We were free to roam and inhabit as we pleased. We only worried about survival — finding enough food and avoiding dangerous predators. We didn’t have to worry about 401(k)s or what car the neighbors just bought. There wasn’t a 1 percent or 99 percent. We didn’t have politics. We just had survival. Humanity at its purest. Then invention doomed us. It was innocent at first. Innovation made it easier to survive. Food and safety became essentially guaranteed, so we needed to find other things to define our lives. Then inventions became those things. Things not for survival, but for status. For having something someone else didn’t. For benefitting unequally based on that ownership. For handing down to the next generation so they didn’t start with nothing. Things became the new goal of survival and they defined our differences. People who had things treated people without them differently. We went to war with others who had things we wanted. Now most of us are born with nothing. We have to earn everything, buy everything. We’re trapped in a system that forces us to chase things that maintain our differences. We innovated ourselves out of utopia and into industry, and innovation is the only way to get our utopia back. What does the perfect future look like? The entire world will be ours again. Everyone will be born with everything. There will be no such thing as having nothing. The future will be a world of infinite fulfillment. This future will not be limited by time or place. We will be able to experience any place at any time. We will be able to re-experience the past and newly experience the future. We won’t need to own cars or fly on planes. Anything we want to experience will be available to us, on demand. This future will not have jobs or chores. The mundane and the complex alike will be automated by machines that perform these tasks with greater safety, efficiency, and effectiveness than humans. Everything we do will be for a personal purpose, based on our unique talents. Creativity will become the most important human industry. This future will not have keyboards, screens, or smartphones. Information and communication will be available to us everywhere, seamlessly. We will interact with computers naturally: with our voices, our actions, and our minds. Everything will be a keyboard. Everywhere will be a screen. This future will not have limitations. Physical realities of the human body and mind will disappear, creating new avenues through which we find purpose and meaning. This is the future of computing. This is The Future Perfect. “Trying to predict the future is a discouraging, hazardous occupation … If by some miracle a prophet could describe the future exactly as it was going to take place, his predictions would sound so absurd, so farfetched, that everybody would laugh him to scorn. This has proved to be true in the past and it will undoubtedly be true even more so of the century to come. The only thing we can be sure of about the future is that it will be absolutely fantastic. So, if what I say now seems to you to be very reasonable, then I’ll have failed completely. Only if what I tell you appears absolutely unbelievable have we any chance of visualizing the future as it really will happen.” – Arthur C. Clarke (1960) The perils of predicting the future are obvious. A better place to start, as famously pointed out by Jeff Bezos, may to be ask, “What won’t change in the future?” We ask the question a little differently: What does it mean to be human? We believe there are five core human desires as it relates to technology. These persistent desires have been the basis for the largest technological breakthroughs over the past few centuries: Humanity’s desire for connection Humanity’s desire for uniqueness Humanity’s desire for information Humanity’s desire for purpose Humanity’s desire for pleasure Some combination of these five core human desires underpins the primary reasons for adoption of the following technologies: Written language – information and connection Printing press – information and pleasure Telephone – information and connection Radio – information and pleasure Television – information and pleasure PC – information, connection, purpose, and pleasure Internet – information, connection, pleasure, purpose, and uniqueness Smartphone – a ubiquitous extension of the Internet History shows that breakthrough technologies are coming at an accelerating pace. The most recent six of those technological breakthroughs all happened within the last 150 years. Only ~15 years separates the mainstream adoption of the PC and Internet with another ~15 to reach the smartphone. And the Internet was the first to enable all five of humanity’s persistent desires. It did so by amalgamating and modernizing many of the technologies before it. Blogs, social media, and ebooks are the modern implementation of written language (e.g., books, letters) and the printing press. Facebook, Skype, WhatsApp, etc. replace the telephone. Pandora, Spotify, Apple Music, and podcasts are the new radio. YouTube, Netflix, Hulu, etc. recreate television. The PC is a terminal through which one accesses the Internet, and the smartphone is a terminal you can take anywhere. We say this not to belittle the PC or smartphone, nor any of the other prior technologies, but to highlight the transformative power of the Internet and recognize its importance in relation to the next wave of breakthroughs. The next evolution of technology, the future of computing, must enable humans to communicate more effectively and consume information more efficiently. It must create more immersive entertainment and pleasure-based experiences. It must yield better tools to recognize our desires for uniqueness and self-expression, while also helping us find and achieve purpose. Perhaps most importantly, the future of computing must build off of the current foundational technologies. In other words, the future of computing will be a remix of what came before it. It must combine existing technologies with evolutionary innovations that create a new, better reality. The future of computing that creates The Future Perfect is a combination of four emerging technologies: virtual reality, augmented reality, artificial intelligence, and robotics. We believe these four elements will combine to create a new life paradigm for humanity, creating an evolution beyond anything any combination of technologies has done before — an era of human super-fulfillment. Perhaps we have a rosier view of the future than others, but we believe our optimism is justified. If we were pessimistic about the fate of humanity, there would be no point in investing in our future. Are there dangers to this new world? Certainly. But these dangers have applied to every technological development since fire. Yes, there is the possibility that our world ends up like a dystopian science fiction novel. For that reason, we are committed to focusing our capital and research efforts on pursing The Future Perfect while avoiding these potential negative outcomes. In the following sections, we will detail how this future of computing will guide us into an era of super-fulfillment — enabling us to bring about an absolutely fantastic future that will emerge over the next 50 years. Virtual Reality Virtual reality (VR) fundamentally changes how we experience the world. Some view virtual reality as a subset of augmented reality (AR) in that developers determine how much of “real reality” they incorporate into AR. In the case of VR, it’s none. While this argument is logical and valid, we feel that virtual reality has the potential to be so special, so transformative, that it deserves to be considered separately from AR. Many people expect AR to be a bigger overall theme than VR because AR can replace the smartphone and PC. We would agree that AR will be bigger over the next 10-15 years in terms of revenue, but advanced VR has the potential to transform nearly every industry over the next 50 years. Therefore, we believe VR is actually the bigger opportunity long term as it delivers limitless lifelike experiences, making it the centerpiece for connection, purpose, and pleasure. Before we get to future lifelike experiences made possible by advanced VR, let’s talk about the state of VR today and in the near future. Near Term: VR Content Hardware, software, and content are all critical for the future of VR, but content represents the biggest near-term opportunity (5-10 years) to show the power of VR through our current basic hardware. The most obvious implementations of VR content are in entertainment and communication. Many great companies already offer compelling products in gaming, cinema, live events, and sports. Gaming has so far lead the charge in showing the possibilities of virtual reality and will continue to do so. VR is the perfect technology for gaming because its purpose is to provide interactive and immersive environments. This allows developers to transport users to the worlds they create, putting gamers closer to the action in Call of Duty or Madden than ever before. Game developers pushing the envelope with the content experiences they deliver will inspire creators of other forms of media. Advanced VR gaming will require the democratization of many features that will allow VR experiences to improve not only in gaming, but across all content types. These features include haptic feedback, gesture-based input, the ability to move in the real world to control the virtual one, etc. Advanced VR gaming is already possible through theme-park type experiences, where users interact with a real-world environment specifically designed for VR while wearing a portable VR system. While early, we believe these experiences provide a window into what commonplace, home VR systems can become in the future. In cinema and entertainment content, VR will be a part of many transmedia strategies over the next few years. VR will provide immersive experiences as an extension of mainstream media products like an additional scene to a theatrical movie; however, VR will also enable completely new ways to tell stories. Filmmakers will no longer be limited by linear 2D storylines. The line between what we think of as movies and games will blur more than it already has. Cinematic VR experiences will enable exploration of the world created by the content creator, just like a game. There will be unique stories told all around you instead of just the main storyline. Imagine exploring the Star Wars universe without limitation: traveling to different planets, following bounty hunters, exploring the Death Star. You may be able to spend days or weeks or months in the same “movie,” taking in pieces you missed and finding new stories. One critical element for near-term consumer adoption of cinematic VR content is to create standardized experience frameworks. We need standard, non-linear story arcs for VR cinema as well as a set of common actions (i.e., pinch and expand on touchscreens) so that consumers have general expectations for how they can interact with cinematic VR content without instruction. This standardization should not limit the ability of creators to deliver unique stories, but should have the added benefit of making VR content more scalable to build because they won’t have to recreate the wheel every time. Just as Star Wars showed the world what was possible with special effects and Toy Story changed how we thought about animated movies, there will be breakthrough films that show the true power of VR as a storytelling medium by creating these frameworks. The first truly great VR movie will pave the way for it to be the standard medium for cinematic experiences. Live events are the last category that VR will transform near term. VR literally puts the viewer on the field or stage, giving fans access that was previously impossible. The notion of sports has already begun to change with the emergence of eSports, and the concept of “live” will shift as time fades in The Future Perfect. No matter what live events look like in the future, the idea of human performances, whether athletic, mental, musical, or otherwise will persist as an important entertainment medium; however, one thing that VR will have a hard time replicating for live events in the near term is the communal aspect. The dynamic of meeting new people with a common interest changes. There are no tailgates. The feeling of palpable excitement from others around you isn’t quite the same. All these elements represent challenges to communication platforms on VR. Social will be a key element to not only the live events space, but for VR in general. Near Term: VR and Social The tech industry has long awaited the “next” Facebook. We believe the question isn’t what will replace Facebook as the core place where humans connect with one another, but rather how will new technologies change the way we communicate in the first place? Mobile gave us Instagram and Snapchat, powered by pictures and videos from smartphone cameras. Mobile also gave us WhatsApp, replacing basic SMS with richer messages delivered through high-speed mobile data. This is not a question of chicken and egg — the new underlying technology, in this case mobile, came first to enable these great companies to form. One common element in these new communication platforms is the move away from text-based communication. Humanity has gone from hieroglyphics to written words, back to digital hieroglyphics in the form of videos and emojis. Facebook began as a platform to send old-school, written messages to one another, either on our “walls” or privately. Twitter was built to send SMS-inspired 140-character messages about what you were doing. Instagram emerged to broadcast mobile photos and videos of our perfect existences. Then, Snapchat for sharing our less perfect existences. Technology is exponentially increasing how we can communicate with one another. If an emoji says a few words and a picture says a thousand, an immersive, volumetric video says infinitely more. Social communication will evolve quickly on VR. Apple added a rudimentary photographic depth feature to the iPhone 7 Plus and there are a number of 360-degree GoPro-like cameras for consumer use, providing users with an early view into immersive communication. As has been the case with the past few core social platforms, younger users (age 20 or below) are likely to be the leading indicator of the winning platforms in VR communication. Near Term: Market Estimates The biggest near-term barrier to VR will be headset adoption. We believe there were about 10 million VR users at the end of 2016, the vast majority via Google Cardboard, and expect close to 100 million by the end of 2018. This would be an adoption rate roughly 2x as fast as the smartphone, which took four years to grow from ~10 million users to ~100 million. Such a fast rate of VR adoption is reasonable given that the majority of VR headsets in 2018 will be powered by smartphones (over 80% of the total). The existing prevalence of smartphones combined with low-cost VR headsets like Gear VR, Daydream, and Cardboard will enable this quicker adoption curve. We consider these smartphone-powered VR headsets “low immersion” in that they are capable of delivering basic gaming, theatrical, and live content, but aren’t capable of providing higher-end experiences that represent the truly compelling use case for VR. Computer-powered headsets like the Oculus Rift or HTC Vive are “high immersion,” but currently require non-commonplace hardware —a PC with powerful graphics capabilities. Most low-immersion headsets cost less than $100 tod…

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