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
|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||
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。
Immersive Technologies Creating New Opportunities Across Vertical Industries
This study aims to analyse Virtual Reality (VR) and its applications across vertical industries 2017.
The research scope of the study includes the following:
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.
The following are some of the key questions that this study will provide answers to: