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市場調查報告書

虛擬實境 (VR)的全球市場的生態系統 (2017年)

Global Virtual Reality Ecosystem, 2017

出版商 Frost & Sullivan 商品編碼 539639
出版日期 內容資訊 英文 42 Pages
商品交期: 最快1-2個工作天內
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虛擬實境 (VR)的全球市場的生態系統 (2017年) Global Virtual Reality Ecosystem, 2017
出版日期: 2017年07月27日 內容資訊: 英文 42 Pages
簡介

現在各種產業對VR (虛擬實境) 技術的活用──各種訓練·模擬,客戶服務等──都已有人開發·提供,並正在創造出一個新的市場機會。大型IT企業也正在探索組合自家公司內部巨大的資源和VR之活用方法。

本報告提供全球虛擬實境 (VR) 技術·提供市場現況與未來展望相關分析,VR的概要和近幾年的發展動向,主要的促進成長因素,VR產業的最新形勢 (資本交易·產業重組,與其他產業的聯合等),彙整主要供應商和新加入企業趨勢,VR的主要應用領域資訊,同時加上今後的技術開發·市場成長預測推算等資訊。

第1章 摘要整理

第2章 簡介:虛擬實境 (VR)

  • 什麼是虛擬實境 (VR) ?
  • 身臨其境型技術 (Immersive Technology)的一覽
  • 硬體設備的發達·設計技術的進步促進了VR
  • 摩爾定律和電腦技術的爆炸性演進
  • VR的成長引擎
  • VR發展的時間軸
  • VR的商務機會

第3章 VR用硬體設備·開發工程·流通機構

  • VR用頭戴式耳機(頭戴裝置)
  • VR用追蹤·輸入用設備
  • 應用開發:工具,引擎
  • 平台和流通過程

第4章 VR用內容與業務利用

  • 「連網型產業」的VR
  • 媒體·娛樂·遊戲產業的VR
  • 「產業4.0」的VR
  • 汽車產業上VR
  • 零售業的VR

第5章 掌握VR關鍵的企業

  • Facebook
  • Google
  • Valve

第6章 成長機會及企業應該採取行動

  • 成長機會:企業用VR應用程式·商店
  • 企業VR中IT供應商的策略性課題
  • VR的未來展望:今後6年份

第7章 結論

  • 對VR產業而言的意義和建議的內容

第8章 關於FROST & SULLIVAN

目錄
Product Code: MD04-67

Immersive Technologies Creating New Opportunities Across Vertical Industries

This study aims to analyse Virtual Reality (VR) and its applications across vertical industries 2017.

Research Scope:

The research scope of the study includes the following:

  • Technology Trends (which includes smartphone, tethered and all-in-one headsets, tracking technology and platforms)
  • Industry Trends (which includes consolidation, expansion away from gaming and partnerships)
  • Innovative start-ups and vendors in VR
  • The applications of VR in industries and case studies

A general overview of Virtual Reality is given and its relevance to business in 2017. Applications of VR in recent years which offer new opportunities and value propositions are listed for each industry, with a case study analysed. Strategies for navigating Virtual Reality as a enterprise software or IT services company are assessed and the imperative for both to invest and experiment is explained.

Virtual Reality (VR) is a set of technologies with create immersive experiences through digital simulation. VR exists on a spectrum of digital experiences from reality to full digital immersion. Breakthroughs in computing performance, hardware economies of scale and 3D expertise have enabled a resurgence of VR's promise in recent years, and 2017 could mark the beginning of VR's hockey stick growth trajectory.

Companies across vertical industries are testing and implementing different applications of VR from pure branding exercises through to training and customer service optimization. The Healthcare, Defense, Manufacturing and Automotive sectors have plenty of historical experience with simulation technologies including VR. However, the current wave of software innovation, low price point for hardware and growing developer ecosystem bring radical new possibilities at a much lower cost.

There are many unexplored opportunities in VR across training, media and simulation. Each industry may find new solutions to their own unique challenges. Experimentation is key to finding the biggest opportunities for innovation. This dynamic may be led by content and media platform producers over single-product startups, given the efficiency benefits of reused assets and optimizations for realism in VR. Facebook and Google have already made bold strides towards this future with Social VR application experimentation and YouTube experience respectively.

Key Questions this Study Will Answer:

The following are some of the key questions that this study will provide answers to:

  • What is virtual reality and why is it relevant to the enterprise?
  • What are the key applications of VR for each industry sector?
  • Who are the key providers of VR platforms for consumers?
  • What best practices can be determined from successful strategies using VR in industries?

Table of Contents

1. EXECUTIVE SUMMARY

  • Key Findings

2. INTRODUCTION TO VIRTUAL REALITY

  • What is Virtual Reality?
  • The Immersive Technology Spectrum
  • VR Driven by Hardware Breakthroughs and Design Expertise
  • Moore's Law and Exponential Computing Progress
  • Virtual Reality's Growth Engine
  • Timeline of Virtual Reality
  • Business Opportunities in Virtual Reality

3. VIRTUAL REALITY HARDWARE, DEVELOPMENT, AND DISTRIBUTION

  • Virtual Reality Headsets
  • Virtual Reality Tracking and Input Devices
  • Application Development-Tools and Engines
  • Platforms and Distribution

4. VIRTUAL REALITY CONTENT AND INDUSTRY APPLICATIONS

  • Virtual Reality in Connected Industries
  • VR in Media, Entertainment and Gaming
  • VR in Industry 4.0
  • VR in Automotive
  • VR in Retail

5. KEY IN VIRTUAL REALITY

  • Facebook
  • Google
  • Valve

6. GROWTH OPPORTUNITIES AND COMPANIES TO ACTION

  • Growth Opportunity-Enterprise VR App Stores
  • Strategic Imperatives for IT Vendors in Enterprise VR
  • The Future of Virtual Reality-2017-2022

7. THE LAST WORD

  • Implications and Recommendations for Vertical Industries
  • Legal Disclaimer

8. THE FROST & SULLIVAN STORY

  • The Frost & Sullivan Story
  • Value Proposition-Future of Your Company & Career
  • Global Perspective
  • Industry Convergence
  • 360° Research Perspective
  • Implementation Excellence
  • Our Blue Ocean Strategy
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