360 Degree Interactive and Immersive Video
|出版日期||內容資訊||英文 76 Pages
|360度/互動/身臨其境型影片 360 Degree Interactive and Immersive Video|
|出版日期: 2017年09月05日||內容資訊: 英文 76 Pages||
本報告提供360度影片、互動影片、身臨其境型影片 (沉浸式視訊) 等的市場相關分析，全球、各地區市場規模和今後預測，主要供應商的市場佔有率等調查評估。
360 degree video has started to be syndicated on multiple platforms, initially driven by mobile reliant VR headsets such as Samsung Gear VR. Recently HTC Vive has increased the availability of 360 degree video and made it a core element of the platform, increasing the relevance in the tethered space in addition to gaming. 360 degree video will give way to other forms of interactive content, in which consumers can control the experience and viewing perspective of the experience. In the longer term, immersive content, which uses spatially mapped sets, holographic images, and game engines to deliver unique forms of content which represent a hybrid between movies and gaming. 360 degree video, interactive video and immersive video will open up a $6B subset of the video and gaming markets tied specifically to VR devices and experiences.