Scope of the
Report
This report named “Global Virtual Reality Market: Trends &
Opportunities (2015-2020)” analyzes the projected growth of virtual reality
market in near future. Global total virtual reality market by value, by
components, by segments, by users, by geography and by mode has been analyzed
in this report.
Components of total virtual reality market: hardware and software are
separately analyzed in this report. Global virtual reality hardware is analyzed
by value, by segments, by volume and by brands. Global virtual reality software
is analyzed by value and by segments.
One of the major segments of global total virtual reality market: Global Virtual Reality Gaming Market is also analyzed by value and by segments. North America’s virtual reality gaming market is also analyzed in this report.
One of the major segments of global total virtual reality market: Global Virtual Reality Gaming Market is also analyzed by value and by segments. North America’s virtual reality gaming market is also analyzed in this report.
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Virtual reality companies and investment analysis is also done in this
report. Virtual reality companies and investments have been analyzed by number
of companies, by company ownership, by funding, by total investors, by top
investors and by the category of virtual reality investments. Virtual reality
market by patents and by the category of patents is also analyzed in this
report.
Virtual reality product analysis has also been done in this report, which
includes description of major virtual reality products in the market, virtual
reality product comparison, headset brands market share and virtual reality
products price comparison.
This report also includes the company profiling of three major companies
into virtual reality business: Facebook, Google and HTC. Company profiling
includes business overview, financial overview and business strategies of each
company.
Company Coverage
Facebook
Google
HTC
HTC
Executive Summary
Although, virtual reality had laid down its presence in nineteenth century, it has the greatest scope of development today and in near future. Virtual Reality is a technique which has the ability to place users into a completely different, alternate environment. This alternative environment is computer generated and can be fully immersive or non-immersive.
Although, virtual reality had laid down its presence in nineteenth century, it has the greatest scope of development today and in near future. Virtual Reality is a technique which has the ability to place users into a completely different, alternate environment. This alternative environment is computer generated and can be fully immersive or non-immersive.
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With the coming up of virtual reality, a simultaneous development of
augmented reality can be seen. While similar, there is certainly a difference
between the two: Augmented reality enhances the real life with artificial
images and adds graphics, while virtual reality replaces the real world with
artificial.
Virtual reality platform is mainly divided into two components: Software
and Hardware. Software is mainly the content which is displayed through HMDs,
which is the hardware component of virtual reality. Virtual reality can be
majorly segmented by applications and technology. With the use of technology a
stimulated environment is created. Technology is further subdivided into three
categories: data processing, display and peripherals. Virtual reality has four
major applications, which are in the field of Entertainment, Healthcare,
E-Commerce and Training Simulation.
The growth of virtual reality market is driven by increasing smartphone
users, increasing worldwide gamers, rising GNI per capita, affordable virtual
reality devices and financial support for the Virtual reality companies. But
there are some challenges which this industry faces, such as limited technical
know-how, VR sickness and limited premium content.
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Some points from TOC:
1. Executive Summary
2. Introduction
2.1 Components of Virtual Reality
2.1.1 Head-Mounted Displays
2.1.2 Computing Hardware
2.1.3 Control Inputs (User Control Inputs)
2.1.4 Software
2.2 Virtual Reality by Technology
2.2.1 Data Processing
2.2.2 Display
2.2.3 Peripherals
2.3 Virtual Reality by Applications
2.3.1 Entertainment
2.3.2 Healthcare
2.3.3 E-Commerce
2.3.4 Training Simulation
2.1 Components of Virtual Reality
2.1.1 Head-Mounted Displays
2.1.2 Computing Hardware
2.1.3 Control Inputs (User Control Inputs)
2.1.4 Software
2.2 Virtual Reality by Technology
2.2.1 Data Processing
2.2.2 Display
2.2.3 Peripherals
2.3 Virtual Reality by Applications
2.3.1 Entertainment
2.3.2 Healthcare
2.3.3 E-Commerce
2.3.4 Training Simulation
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