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市場調查報告書

電力產業用虛擬實境 (VR) - 各主題分析

Virtual Reality in Power - Thematic Research

出版商 GlobalData 商品編碼 920900
出版日期 內容資訊 英文 37 Pages
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電力產業用虛擬實境 (VR) - 各主題分析 Virtual Reality in Power - Thematic Research
出版日期: 2019年12月20日內容資訊: 英文 37 Pages
簡介

虛擬實境 (VR) 技術,有助於電力產業在身臨其境型環境提供員工的訓練和教育。VR頭戴裝置,是模擬現實世界情形在電腦模擬環境配置員工。員工管理這樣的情形,關於對應的方法,可有效且效率性地訓練。

本報告提供電力產業用虛擬實境 (VR) 相關調查分析,案例研究,勝者和敗者等相關的系統性資訊。

參與者

技術概要

趨勢

  • 電力部門趨勢
  • 技術趨勢
  • 宏觀經濟趨勢
  • 法規趨勢

產業分析

  • 市場規模、成長率預測
  • 競爭分析
  • M&A
  • 時間軸

電力部門虛擬實境 (VR)

案例研究

價值鏈

  • 半導體
  • 零組件
  • 頭戴裝置
  • 平台
  • 應用和內容

企業

電力公司

詞彙表

目錄
Product Code: GDPE-TR-S025

Virtual reality (VR) has been around, in one form or another, since the mid-1950s. At several points over the last sixty-plus years, it has been touted as the next big thing in consumer technology, without ever fulfilling its potential. Facebook's $2bn acquisition of Oculus in 2014 prompted another wave of interest, with adherents, eager to forget VR's chequered past, dubbing the new generation of devices that followed in the wake of this deal VR 1.0.

Devices from Oculus, Sony, Samsung, Google, and HTC (among others) gained a foothold in the market, but VR 1.0 remained a niche concern, popular primarily with affluent early adopters and hampered, like previous iterations of VR, by technical drawbacks and unrealistic expectations. Consequently, the industry finds itself in transition once again, moving between VR 1.0 and a second generation, which holds the potential for more mainstream adoption.

VR technology can help the power industry to deliver workforce training and education in an immersive environment. VR headsets position the employee in a computer-simulated environment that imitates real-world conditions. Employees can now be trained effectively and efficiently on how to manage and respond to such situations.

Major utilities and power companies such as Duke Energy, Consolidated Edison, PG&E, National Grid Plc, Electricite de France SA (EDF), PPL Electric Utilities Corporation, General Electric Co (GE), Siemens, and Fortum are deploying VR technology into the industry's workforce.

Scope

  • This report explores virtual reality (VR) and its use cases across five segments - semiconductors, components, headsets, platforms, and applications and content.
  • It identifies the winners and losers dominating the current technology theme, across these five segments.
  • It identifies VR case studies in the power industry.

Reasons to buy

  • The report identifies market leaders and challengers in virtual reality sector, across five segments - semiconductors, components, headsets, platforms, and applications and content.
  • It provides a technology briefing of VR and discusses its most critical aspects.
  • It identifies the main trends in the VR theme over the next two to three years.
  • It provides an overview of the VR value chain categorized across five segments - semiconductors, components, headsets, platforms, and applications and content.
  • The report analyses the technology theme, with use cases, market size and growth forecasts, competitive analysis, VR in the power sector, mergers and acquisitions, and a timeline.
  • The report looks at power sector companies who are making their mark within the VR theme.

Table of Contents

  • PLAYERS
  • TECHNOLOGY BRIEFING
  • TREND
  • Power sector trends
  • Technology trends
  • Macroeconomic trends
  • Regulatory trends
  • INDUSTRY ANALYSIS
  • Market size and growth forecasts
  • Competitive analysis
  • Mergers and acquisitions
  • Timeline
  • VIRTUAL REALITY IN THE POWER SECTOR
  • CASE STUDIES
  • VALUE CHAIN
  • Semiconductor
  • Components
  • Headsets
  • Platforms
  • Applications and content
  • COMPANIES
  • POWER COMPANIES
  • GLOSSARY
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