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VRAR创新性报告英文版

2021-08-13 6页 doc 1MB 8阅读

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VRAR创新性报告英文版VR/ARInnovationReportPresentedbyWelcometothesecondannualVRDCVR/ARInnovationReport.Thedatainthisreportwasgatheredfromsurveyingover600professionalsinvolvedinthedevelopmentofvirtual,augmented,andmixedrealityexperiences.Thewealthofdataitcontainsisintendedtoofferusefulin...
VRAR创新性报告英文版
VR/ARInnovationReportPresentedbyWelcometothesecondannualVRDCVR/ARInnovationReport.Thedatainthisreportwasgatheredfromsurveyingover600professionalsinvolvedinthedevelopmentofvirtual,augmented,andmixedrealityexperiences.Thewealthofdataitcontainsisintendedtoofferusefulinsightintoarapidlygrowinganddiverseindustry.Someofthemanyinteresting?ndingsfromthissurveyincludeaclearriseinthepopularityoftheHTCViveandtheOculusRiftamongindustryprofessionals,anincreasinginterestindevelopingplatform-exclusiveexperiences,andanunderstandingthatmostdevsbelieveVRisapro?table,sustainableindustry—butonlyinthemid-tolong-term.Thisdatawascollected,organizedandpresentedbytheUBMGameNetwork,whichrunstheVirtualRealityDevelopersConference(VRDC)aswellastheGameDevelopersConference(GDC)and.VRDC'snexteventwilltakeplaceinSanFranciscofromSeptember21-22,2017,bringingtogethercreatorsofimmersiveexperiencesofallkinds—includinggames,entertainment,brandexperience,healthcare,training,design,andmore.1WhatKindsofExperiencesareVR/AR/MRDevelopersMakingGiventhebroadscopeofpossibilityinVR/AR/MRdevelopment,wethoughtitwouldbeinformativetosurveyindustryprofessionalsonwhatsortsofexperiencesthey’refocusedonmaking.WhenweaskedsurveyrespondentsaboutthefocusorfocusesoftheircurrentorpotentialworkinVR/AR/MRdevelopment,themajority(78percent)saidGames/Entertainment.Whatisthefocusofyourcurrent/potentialworkinVR,AR,ormixedrealityGame/Entertainment78%Training/Education27%BrandedExperiences19%Industrial/ProductDesign15%Medical/Healthcare14%Retail/Commercial11%Travel7%RealEstate6%Other13%ThesecondmostpopularresponseprovedtobeTraining/Education,whichwasselectedby27percentofrespondents.BrandedExperiencestookthird,with19percentofrespondentssayingsuchproductions(think:carshowroomsorvacationhotspots,renderedinVR)werefocusesoftheirwork.HTCViveRemainstheMostPopularPlatformAmongVR/AR/MRDevs—ButRiftisPoisedtoClosetheGapIt’saperenniallyimportantquestion:whathardwareareVR/AR/MRindustryprofessionalstargeting,andwhyWhenweputthequestiontooursurveyrespondentsthisyear,theirresponsesroughlymatchedupwiththeresultsofourinauguralInnovationSurveylastyear.VR/ARInnovationReport|June2017RegisterforVRDCFall20172WhenaskedwhichVR,AR,orMRheadsetstheyweretargetingrightnow,morethanhalf(56percent)ofrespondentssaidtheHTCVive.49percentsaidtheyweretargetingtheOculusRift,and33percentsaidtheyweredevelopingexperiencesforSamsung’sGearVRplatform.WhichVR,AR,ormixedrealityplatform(s)areyoudevelopingforrightnow(chooseallthatapply)HTCVive56%OculusRift49%SamsungGearVR33%GoogleCardboard24%GoogleDaydream24%PlayStationVR19%MicrosoftHoloLens16%GoogleTango5%MagicLeap3%None19%Other10%Comparedagainstlastyear’ssurveyresults,weseeasmallbutnotableuptickindeveloperinterestintheHTCViveandtheRift.Lastyear,49percentofsurveyrespondentssaidtheyweretargetingtheHTCVive,43percentsaidOculusRift,and34percentsaidSamsung’sGearVR.Also,thisisthe?rstyearweaskedaboutMagicLeap,themixed-realityplatformthat’slongbeenindevelopmentbuthasyet(atleast,asofthispublication)toreallybepresentedtothepublicorgivenanypublicreleasedate.Givenhowmysterioustheplatformyetis,it’sinterestingtonotethat3percentofsurveyrespondents(orroughly20people)saidtheywerecurrentlyfocusedoncreatingexperiencesforMagicLeap.VR/ARInnovationReport|June2017RegisterforVRDCFall20173WhichVR,AR,ormixedrealityplatformswillyournexttitlebereleasedon(chooseallthatapply)HTCVive52%OculusRift50%SamsungGearVR26%GoogleDaydream22%GoogleCardboard18%PlayStationVR17%MicrosoftHoloLens9%GoogleTango3%MagicLeap2%None22%Other14%Butifwelooktothefuture,itappearsasthoughRiftmaybepoisedforabitofaresurgenceamongdevs.WhenweaskedourkindsurveyrespondentswhichVR/AR/MRplatform(s)theirnextprojectwouldbereleasedon,52percentsaidHTCVive,50percentsaidOculusRift,and26percentsaidGearVR.ThissuggestsdevinterestinGearVRiscooling,evenasRiftisseeminglybecomingamoreattractiveplatform.PlatformExclusivesareBecomingaBitMoreCommonHowmanyVR/ARindustryprofessionalsaremakingsomethingthatwillbeexclusivetoasingleplatformAboutathird,accordingtoourresults—roughly31percentofsurveyrespondentssaidtheirnextprojectwouldbereleasedexclusivelyonasingleVR/AR/MRplatform.However,that’sup10percentfromlastyear,whenweaskedthesamequestionandgota“Yes”fromjust21percentofrespondents.Thissuggestsrisinginterestindevelopinganexperienceforoneplatform?rst,perhapsbecausethat’swheretheyseetheirgreatestchanceofsuccess—orsimplybecausetheyintendtoporttheirworktootherplatformsatalaterdate.VR/ARInnovationReport|June2017RegisterforVRDCFall20174Whenwefollowedupwithdevswhoansweredintheaf?rmativeto?ndoutwhichplatform,exactly,theirnextprojectwouldbeexclusivelyreleasedon,themostpopularresponseprovedtobeHTC’sViveheadset.WhichVR,AR,ormixedrealityplatformwillyournexttitlebeexclusivelyreleasedon(chooseone)HTCVive35%OculusRift13%SamsungGearVR13%PlayStationVR7%GoogleCardboard7%MicrosoftHoloLens5%GoogleDaydream5%GoogleTango1%MagicLeap0%None5%Other9%35percentofdevsworkingonaplatformexclusivesaiditwouldreleaseexclusivelyonVive,13percentsaidOculusRift,andanother13percentsaidSamsung’sGearVRheadset.9percentsaid“Other”,andjust7percentsaidSony’sPlayStationVR.MostVR/AR/MRDevsareStillSelf-FundingasExternalInvestmentDipsAlotofmoneyhasbeeninvestedintheVR/AR/MRindustriesoverthepastfewyears,butaccordingtotheindustryprofessionalswesurveyed,mostprojectsarestillbeingfundedoutofcompany(orpersonal)coffers.Whenweaskedoursurveyrespondentstotelluswheretheirfundingcomesfrom,39percentsaidtheircompany’sexistingfunds,31percentsaidtheyweretappingtheirownpersonalfunds,and21percentsaidtheyweregettingfundingfromaclientorclients.VR/ARInnovationReport|June2017RegisterforVRDCFall20175Wheredoesyourfundingcomefrom(chooseallthatapply)Company’sexistingfunds39%PersonalFunds31%Client(s)21%AngelInvestors10%VentureCapital10%ExternalPublisher5%AlphaFundingSteamEarlyAccess)3%Crowdfunding2%N/A16%Other8%That’sabitofareversalfromlastyear,whenweaskedthesamequestionandsawthat49percentofrespondentswereusingpersonalfunds,whilejust33percentwereusingcompanyfundsand16percentwereacceptingfundingfromclients.Thisdatapaintsapictureofanindustrythatisbecomingmoreestablished,withmoreproductioncompaniesandclientsfuelingproductionofnewexperiences.It’salsointerestingtonotethatthisyearangelinvestmentandventurecapitalinvestmenteachaccountedforabout10percentofrespondents’fundingsources.That’saslightdipcomparedtolastyear,when13percentsaidtheyweregettingsomefundingfromangelinvestorsand10percentsaidtheyweregettingmoneyfromVC.Thisreinforcesrecentreportsthatexternal?nancialinvestmentintheVR/AR/MRindustrieshasdriedupsomewhatsincethesaladdaysof2015and2016.IndustryProfessionalsTypicallyBelieveVR/AR/MRisSustainable—ButNotPro?tableintheShort-TermButwhilemoneystill?owsfreelythroughtheVR/AR/MRindustries,it’sclearthatmostindustryprofessionalsaren’texpectingtoturnapro?tintheshort-term.VR/ARInnovationReport|June2017RegisterforVRDCFall20176WhenweaskedindustryprofessionalsaboutwhentheybelievedVR,AR,orMRwouldgenerateapro?tforthemortheirclient,just16percentsaidintheshort-term,39percentsaidmedium-term,and38percentsaidonlyinthelong-term.WhendoyoubelieveVR,AR,ormixedrealitywillgenerateapro?tforyouoryourclientMediumterm39%Longterm38%Shortterm16%Never8%OneoftherespondentswhosaidVRwaspro?tableintheshort-termcommentedthat“Wearealreadypro?tabledoingAR/VRdevelopmentforclients.”“Theplatformsforthetechnologiesarenumerous,buttheexperiencesarequitemonotonousfornow,”wroteonerespondentwhobelievedVRwillbepro?tableinthemedium-term.“Inacoupleofyears,designerswillbeabletodelivertheexperiencestheycraftinseveralwaystendingtoindividualneeds.”“Theplatformsforthetechnologiesarenumerous,but“Themarketstillmustmature,”commentedonerespondentwhoexpectedVRtobepro?tableonlyinthelong-term.“Wearenowinthe‘troughofdisillusionment’andthereisnoindicatorastoexactlywhenthatwillend.Ibelieveithasmuchtodowithhardware.”theexperiencesarequitemonotonousfornow.”Amusingly,8percentsaid“Never”(respondentscouldgivemultipleresponses,asnecessary),thoughmanywhodidsoaddedthattheywereworkingonstudentprojectsornot-for-pro?tendeavors.AndwhenwefollowedupbyaskingwhetherornotrespondentsthoughtVR,AR,orMRwerelong-termsustainablemarkets,thevastmajority—95percent—saidyes.That’sexactlythesameresponsewegotwhenweaskedthesamequestionlastyear,suggestingtheupsanddownsofthelastyearhavenotdiminisheddevs’interestinVR/AR/MR.VR/ARInnovationReport|June2017RegisterforVRDCFall20177MostDevsBelieveAR/MRWillBeMorePopularThanVRIntheLong-TermGiventhataugmented-andmixed-realitytechnologiesareoftentalkedupasbeingmorecommerciallyviablethanvirtual-realitytech,wethoughtitwouldbeinterestingtosurveyindustryprofessionalsabouttheissue.Turnsout,amajorityofthemagree.WhenweaskedsurveyrespondentswhethertheythoughtARorMRwouldwingreatermarketsharethanVRinthelong-term,77percentsaidyes.“IworkedintheARindustryforawhile,”addedonerespondentwhosaidyes.“It'samucheasierconceptforclientstograsp,andinsteadofbeingaplatforminandofitself,itcanbeseenmuchmoreeasily“Mixedrealityistheend-gameforasatooltomakeexistingplatformsbetter.IalwayspitchedARasavisualizationtoolratherthananewplatform.Newplatformsscarepeople.Tools,ontheotherhand,aregreatlyappreciated.”VR.ItwilltakemoretimetodoitrightthanVR-onlyAnotheropinedthat“MixedRealityistheend-gameforVR.ItwilltakemoretimetodoitrightthanVR-onlyexperiences,butoffersmuchmoretousers.”experiences,butoffersmuchmoretousers.”However,onerespondentwhodidn’tbelieveAR/MRwouldbecomemorepopularthanVRcommentedthatthequestionwas“Applesandoranges.VRisbetterforstorytelling.ARisbetterforintegrationwithrealworld.”VR’sBiggestFailuresIncludeLackofSubsidizedHardware,EnterpriseApplicationsandNativeVRExperiencesNowthatawaveofconsumer-gradeheadsetshavehitthemarketandtheVRindustryseemspoisedtomature,wethoughtitwouldbeinterestingtoaskdevswhattheyfeltthebiggestmistakeoftheVR,AR,orMRmarket(s)hasbeenthusfar.Wegotalotofgreatresponses,manyofwhichrevolvedaroundprice,lackofcompellingcontent,andhardwaremanufacturers’perceivedfailuretoeffectivelymarketVRsystemsandsoftware.Accordingtoonerespondent,thebiggestfailureofVRthusfar“IftheiPhonehasbeen“Notsubsidizingthecostofheadsets.Thisiswhatcost$1,200whencausedsmartphonestogetsuchadoption.IftheiPhonecostit?rstlaunched,$1,200whenit?rstlaunched,wewouldhaveseenthesameslowwewouldhavegrowthasVR.”“Focusontechnologyinsteadofnewcontent,”addedanother.“TryingtoupholdtraditionaldesignsandtransportthemtoVRinsteadofcreatingnewdesigns.”seenthesameslowgrowthasVR.”VR/ARInnovationReport|June2017RegisterforVRDCFall20178“Possiblymarketingtoomucharoundgames/entertainmentandnotenougharoundbusinessapplications,”suggestedathird.“Givestheimpressionofbeinga‘toy’insteadoftheworld-changingtechnologythatitreallyis.”“VRneededtoembracetheenterprise?rstandgetessentialelementsandcostdownbeforegoingretailwithunprovenexperiences,”respondedanother.“Pushingtoconsumerstooearlywithlittlecontentandoverlyexpensivehardware,”repliedonerespondent.DevsSayNausea,Accessibility,andaLackofSharedStandardsareAmongtheBiggestUnsolvedProblemsFacingVR/AR/MRAndwhiletheVR/AR/MRindustrieshaveallmadesigni?cantadvancesinthelastfewyears,manychallengesstillremain.WhenweaskedoursurveyrespondentswhattheythoughtthebiggestunsolvedproblemofVR,AR,orMRwas(intermsofeithertechnologyordesign),welearnedalot.Notably,wesawthatmanystillfeellikeVR’sgreatestunsolvedproblemisthehighriskofcausingnauseaandphysicaldiscomfort.“ThehardwareneedstoshrinkconsiderablybeforeAR/VRcanreallybecomeusefuloutsideof“Thebiggestissueisde?nitelythelackofavailable‘simulatorsickness’mitigationtechniques,”opinedonerespondent.“SinceeachVRapplicationoffersauniqueuserexperience,noonemitigationtechniquecanserviceallapplications.Futuredesignsmustconsiderthenichemarketitcurrentlyserves.”themedium/genretheyaredevelopingforandcontinuetoinvestigatenewmitigationtechniquestoensureoptimaluserenjoyment.”“Alackofstandards,”commentedanother.“Theonusforunderstandingcompatibilityshouldn'thavetofallontheconsumer.Theconsumerdoesn'tworryiftheyhaveDolbyDigitalorDTS;theybuyabox,pluginthespeakers,andthedeliverypipelinesortsouttherest.”“Thebiggestproblemisthecostofthehardwareandthecurrentlimitations,”wroteonerespondent.“Soonasyoucan?taViveorRiftintoyourpurse,thingswillchange.”“ThebiggestproblemisthecostAnotherrespondentsaid,basically,thatVR’sgreatestunsolvedproblemliesinsupportingmeaningful,extendedexperiences.ofthehardwareandthecurrent“Technology:Eyestrainwhichpreventslongsessions,”theylimitations.Soonaswrote.“Design:Designthatmeritslongerplaysessions.”youcan?taViveor"InAR,it'sde?nitelyUIsversusthe3DcontentoverlaidontherealRiftintoyourpurse,world,”commentedsomeoneelse.“Nooneseemstohaveanyideathingswillchange.”howtosolveapersistent,2DUIbeingonscreenatthesametimeasoverlaid3Dcontentwithouttheuser'seyesgoingutterlycross-eyed.”VR/ARInnovationReport|June2017RegisterforVRDCFall20179“Head-mounteddisplaysareunwieldyanduncomfortable,”wroteanotherrespondent.“ThehardwareneedstoshrinkconsiderablybeforeAR/VRcanreallybecomeusefuloutsideofthenichemarketitcurrentlyserves.”WhatareSomeGreatExamplesofVR/AR/MRExperiencesIt’snofuntoendonanegativenote,soweclosedoutoursurveybyaskingrespondentstotellusaboutwhatgamesorappsfromthepastyeartheythinkareparticularlygreatexamplesofVR/AR/MR,andwhy.“GoogleEarthVRandGoogleStreetViewVR,”wroteone“Trythissometime:respondent.“Simple,immediatelyappealing,andthebestexperiencesitcreatesarenotinsularbutareabouttalkingwithpeopleintheroomwhileusingit.Trythissometime:Putsomeonein[VR]StreetViewoftheirchildhoodhomeandjustletthemwalkaroundandtalk.”“Ihatetosayit,butPokemonGo,”wroteanother.“ItreallymadeiteasyforpeopletounderstandAR.NYTVRisalsoverygoodandprovidesaneasyexplanationforwhatcouldbe.”putsomeonein[VR]StreetViewoftheirchildhoodhomeandjustletthemwalkaroundandtalk.”“NotesonBlindnessisanamazingexperiencethathelpstoillustrateconceptsandexperiencesthatwouldbehardtoconveyinanothermedium,”addedanotherrespondent.“It'sanexcellentanddeepexperience,howeverrelativelyshortitmaybe.”“[VRpainmanagementexperience]‘Cool!’usesimmersiontoreducepainbetterthandrugs,”opinedanothersurvey-taker.“RecRoomhasdoneanexcellentjobofcreatingafun,socialVRexperience,”suggestedanother.“BigScreenmakesitmoreef?cienttoworkwithremoteteamsinVRthanthroughanyotheravailabletechnology.”“OneofmyfavoriteprojectsfromthislastyearwastheVirtualRealityalbumcreatedbythemusicianHotSugar,”saidonerespondent.“Beingabletointeractwiththeworldtocreatethemusicindifferentwayswasquitegenius.”RealestateARappsputthebestfunctionalityand“Embarrassinglyenough,thebestalmost-marketimplementationofAR/MRthispastyearwasSnap,Inc.whentheydeliveredtheirSpectaclesinaveryWillyWonkamanner,”commentedanotherpracticalityintothetech...Itwillhavethebestrespondent.“RealEstateARappsputthebestfunctionalitycombinationof‘heyandpracticalityintothetech,andIthinkitsrelativeeaseofimplementationgiventhedesiredresults...willhavethebestcombinationof‘heythat'scool’and‘it'sactuallyhelpful!’tohelpbringthesetechnologiestoaviablestatewithinthemarket.”that’scool’and‘it’sactuallyhelpful!’”VR/ARInnovationReport|June2017RegisterforVRDCFall201710Joincreatorsofamazing,immersiveVR,AR,andMRexperiencesforgames,entertainment,andinnovativeusecasesofallkinds.RegisterbyAugust23tosave$200LiteralAnswersWhendoyoubelieveVR,AR,ormixedrealitywillgenerateapro?tforyouoryourclient,andwhySHORTTERM?Alreadyhas.We'vebeendoingthisfor20+years.Theconsumer-orientedVR/ARheadsetsarethenewthing.?Alreadyis.?Commercially-focuseddevelopment.?Lookatthecurrentinstallbase.?Dependsonthemarket.Foradsit'sveryeasytobene?tfromVRinshortterm.Othermarkets,likeindustrialdesign,needtofollowindustrystandards.Itwilltakemoretimetoevolve,sincestandardsneedstobede?ned?rst.?Developmentisprimarilygearedtowardlocation-basedentertainment/VRarcadeattractions.?Ef?cienciesinprocessesalreadycontributetomakingVRasuccessintheautomotivedesignarea.?Ithinkthereisshort-termpotentialforpro?tablenichemarketsandthat'swhatI'mfocusingon.Massmarketpro?tabilitywillbeawaysaway.?ItaidsIngeneratinginterestandsupportforprojects,whichleadstofasterturnaroundoninstallation.?Ithastocome.?Itsaveryshortbutfunstylizedshooter.?Makesouruniversityseemconnectedwithcurrenteventsandupcomingtech,whichleadstoincreasedenrollment.?MosthypeofVRisintheshortterm.Formediumterm,VRspecsmustimprove(resolution)toremainviable.?Shorttermforusaswearemainlyaservicecompany.Forourclients,Ibelievethattheconsumermarketisnotbigenoughtoprovidepro?ttomost.?Smallbusiness,aswellastargetingmarketslikearchitectureanddesignwhereusingtechlikethiscansavemoneyevenwiththecostsofpayingforcustomsoftwareandhighenddesktopcomputers,itcanimprovethedesignofthebuildingsorobjects,andallowreviewbydesignersandclientsbeforebreakinggroundorstartingothercostlyprocesses.?Therateofconsumptionduetothenoveltyoftheseentertainment(andindustry)technologieswillstartoutrapid,thenplateauasnoveltyfades,thenslowlyriseaslegitimacysinksintothemarketandpracticalitymakesthelivesofconsumersaffected.Atthistime,wearestillintherapidriseofnoveltyontheproductionandconsumerends.?Wealreadyhaveclients.?Wearealreadygainingapro?tfromVirtualReality.Ourclientshaveseenalargein?uxofinterestinVRandpeoplealwayswanttotrythenewtechnology.?Wearealreadypro?tabledoingAR/VRdevelopmentforclients.?Wearealreadypro?ting,soourclientsdotoo.(revshare)?Weareanagencysowecanmakepro?tshortterm.Theclientprobablyisnot.?Wearecurrentlygeneratingpro?tfromVRprojectsduetotheimmediateneedforVR/ARtosupplementourrenderingtechnology.?Webuildpro?tintothedevelopmentoftitlesforVR.?Wehaveseveralindustriescurrentlyusingourtechasanewsolutionintheirexistingwork?ow.?Wekeepcostslow,self-funded.?Wemakecustomcontentforseveraldifferentclientsandarepaidbythejob.Thishasreallybeenaboostforourcompany.?WeuseVR/ARtoperformmusiclive.Sowecansellourselvestomusicvenuesintheimmediateterm.?We'realreadymakingrevenueandexpecttobepro?tably(ifwechoose)byEOY.?We'realreadypro?table.VR/ARInnovationReport|June2017RegisterforVRDCFall201712APPENDIX:LiteralAnswers(ProfitGeneration,cont'd.)MEDIUMTERM»2018isgoingtobeabigyearforAR/VR.»Allsoftwareandhardwarecostshavealreadybeenpaidfor,sofutureapplicationswillbeanaddedvaluewithhigherfeesandlowerexpenses.»Arcadestobridgeincomeinmedium-term.»Atfirstitmaybeanovelty.Intime,webelieveitwillbeago-toexperience.»Atthemoment,thesalesarenotthatencouraging.Butbreakingevenisenoughforusatthemoment,sincewearelookingtoestablishourstudioasareferenceinVR,inthemediumtolongterm.»EspeciallyforARtheprofitrangeseemslongerifyouwanttomakeprofitfromthepublic,fornowtheonlywaytomakeREALprofitisfromMicrosoft,ormedical/architecturalcompanies.»Forenterpriseclients,theROIisclearinthemediumterm.Theconsumermarketisyettakingform,soIhavenohopesofcreatingamonetizableconsumer-facingexperiencethat'llmakemoneyanytimeinthenext4-5years.»FromstatisticsI'veseenatVision2017,mostlyit'sgamesthataremakingmoney.I'mcurrentlyunemployed:(soI'dsaymedium-term,IFIgetajob:).»IbelievetheconsumerpriceofVRtechnologymustgodownquiteabitbeforepeoplereallystartbuyingheadsets.»Imakearcades.Theyshouldbreakevenbefore6months.»Iworkintoys,whereAR/VRisnotaprimarybusinessbutapossibility.»IwritethemusicforSurvios'projects.Ithinkthey'redefinitelyontosomething,andthere'sdefinitelyenoughheadsetsoutthereforthemtoturnaprofitupontheofficialreleaseofRawData,butIthinkthattheirsecondandthirdgamesarewhatwillgeneratesustainableprofits.VRisnew,soallofthesestudiosneedtodeveloptheirreputationsrightnowinadditiontocontent.Oncethepublictruststhedevelopers,they'llstartdroppingmoreandmoremoneyontheproducts.»Ingeneral,publicuptakeofspecificdevicesandperipheralsatadditionalexpensetotheconsumerwillbeslow.»itdependsontheapplication.»Itfeelslikeweare12-24monthsoutontheconsumermarketboomingtothepointwhereitcansupportalargenumberofsmallVRdevelopers.»Itisagrowingmarket,butnotaunicornmarketforus.Andnotourprimarymarketeither.»It'saSim&Trainingproduct.Weexpectittogeneraterevenueimmediatelyafterreleaseandbeprofitable(investmentrecouped)withinthefirst12-18months.»Keepingdevcostsleanandlaunchingwithinthenextyearshouldallowtheretobesomeprofitjudgingbythepotentialuser-basevsamountofavailablesoftwarewithinthegenrewearetargeting.»Locationbasedmonetizationmodels—mostrevenuecomesfrompubliclice
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