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||內容資訊||英文 37 Pages
|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||
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。
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.