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VR Industry TrendsA comprehensive overview on the state of the VR industry in Q1-2017.This trend report provides a comprehensive overview of the state of the Virtual Reality Industry in Q1 of 2017. Its based on real data from the Sketchfab platform with over 700,000 contributors and over 1 Million scenes viewable in VR, as well as our most recent VR survey. The report details trends weve observed within the industry, specifically related to content, VR hardware, and the future of VR.VR Industry TrendsWhats your experience with Virtual Reality?headset.Almost half of the surveyed population have experienced both mobile and desktop based VR.-INSIGHTS: 因PE阳ENCE WITH VIRTUAl REAlITY79.6% of our surveyed audience have experienced VR in some capacity,with more people having tried a mobile headset VS. a desktop basedIve tried both Mobile & Desktop headsets46.6%Ive tried a Moble VR headset18.2%Ive tried a Desktop VR Headset14.8%Ive seen a VR headset. but never tried it14.0%Ive never seen or tried a VR headset6.4%。verall,whats your opinion of Virtual Reality?VR is,in fact. the future. A small portion of the audience (3.1%) believes VR is just hype.VR has potential. but not for eve叩thing53.6%VR is the future43.1%VR is just hype3.3%INSIGHTS: VIRTUAL REALlTY SENTIMENTThe majority ofthe surveyed population (53.6%) believes that VR has potential,but may not be the “end-all be-all“ solution. 43.1% believe thatAre you more _ intested in the potential of Virtual Reality or Augmented Reality?Virtual RealityAugmented R创ty创 4%35.6%INSIGHTS: VIRTUAL REALlTY VS. AUGMENTED REALlTYAccording to the survey. the majority of respondents (64.4%)are interested in the potential of Virtual Reality over Augmented Reality.Why havent you purchased a Virtual Reality headset?Too expe nsiveTechnology nor readyLack of contentComplicared ro ser upOtherINSIGHTS: NON-PURCHASERS68.7% ofthose who have not purchased a VR headset believe they are too expensive. 30% ofthe su阿ey respondents believe that the technology isnt quite ready,and 23.5% of respondents feel that there is a lack of quality content.Other reasons for not purchasing a VR headset include: complex setup, potential disorientation, hardware incompatibility, and having access to the technology through another means such as work or school.68.7%30.0%23.5%6.9%18.1%Which Virtual Reality headset刨 doyou own?Google CardboardHTCVive5amsung Gear VROc ulus RiftP5VRDaydreamOtherINSIGHTS: VIRTUAL REALlTY HEADSET OWNERSHIPThe majority of our surveyed population own a Google Cardboard (58.9%). The second most popular headset is the HTC Vive (47%). The Oculus Rift and The Samsung Gear VR are extremely close with 29.3% and 29.5% ownership respectively. Other headsets included in responses are: PSVR,Google Daydream,Freefly VR,Procus PRO,Zeiss VR One plus,and Homido.58.9%47%29.5%29.3%6.1%5.7%10.8%Whats your favorite Virtual Reality headset?HTCVive Oculus R iftSamsung Gear V R Google Cardboard P S V R57.8%19.8%7.3%6.3%2.9%Google Daydream0.8%。ther5.1%INSIGHTS: FAVORITE VIRTUAL REALlTY HEADSET57.8% of respondents prefer the HTC Vive. 19.8% of respondents prefer the Oculus Rift,and 7.3% prefer the Samsung Gear VR . Other headsets mentioned include: Google Cardboard,Google Daydream,PSVR,and various custom homemade solutions.Whats your favorite use for your Virtual Reality headset?INSIGHTS: FAVORITE USE OF VIRTUAL REAUTY HEADSETThe clear preference was Exploring Environments (61.3%).A close second for favorite use of VR headset was gaming,coming in at 57.2%.The following categories also had a favorable response (in descending order): Content creation,360 videos,and interactive social experiences . Other uses incJude: Architecture visualization and Research and Development.Exploring Environments61.3%Gamlng57.2%Content Creation42.0%360Videos23.6%I nteractve social experi ences18.7%Other11.6%Which future Virtual Reality feature刨 are you most interested in?INSICiHTS:FUTURE VIRTUAl REAUTY FEATURESThem司 。rity of the respondents (58.6%) are interested in wireless headsets,while full body tracking (50.7%) and haptic feedback (35.8%) are close contenders. Other notable features users are looking forward to are (ranked from highest to lowest priori叨:eye tracking,better VR navigation,and sociallayer features.Wire l ess w/ pos it i onal trac. . .58.6%Full body rracki ng50.7%Hapti c feedback35.8%Eye rracking34.2%Better navi gadon28.4%VR soci all ayer12.3%What do you think Virtual Reality needs to achieve mass adoption?Cheaper H eadsets54.5%Better Content31.9%【. WebVR (Democratiz. aton of V R content)11.3% Other13.9%INSIGHTS: VIRTUAL REALlTY MASS ADOPTION43% of respondents believe cheaper virtual reality headsets are the key to unlocking mass adoption. Better content is close behind with 31.9%. WebVR distribution is another noteable contentender with 11.3% of the votes. Some of the additional responses included: resolving motion sickness,increased ease of use,standardization & integratio
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