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2018年XR(混合现实)行业调查报告.pdf

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2018年XR(混合现实)行业调查报告.pdf

XR Industry Survey 2018XR Industry Survey 2018 Dec 6-7, San Francisco The Global B2B event for Senior-level XR Execs Featuring 90+ expert speakers from Google, HTC Vive, Microsoft, Paramount Pictures, Survios, Nestle, GM, DHL, Audi + more TBAFor more info Visit: vr-intelligence/vrx Contact: pcarkeekvr-intelligence About VR Intelligence VR Intelligence is the worlds leading network of senior-level business leaders in VR, AR and immersive tech, brought together at the annual VRX events in San Francisco (December) and Amsterdam (April). Our year-round dialogue with the industrys tech innovators and forward-thinking strategists, allows for the production of market leading events, insights from industry thought leaders and connections with industry pioneers. About SuperData Founded by veteran games industry researchers, SuperData Research is the worlds leading provider of market intelligence. SuperData offers quantitative and qualitative insights on virtual reality how businesses are planning to spend over the next 12 months; the major challenges companies are facing to push towards mass adoption; and which industries are taking the boldest steps with the use of immersive tech for different business applications.XR Industry Survey 2018 Dec 6-7, San Francisco The Global B2B event for Senior-level XR Execs Featuring 90+ expert speakers from Google, HTC Vive, Microsoft, Paramount Pictures, Survios, Nestle, GM, DHL, Audi + more TBAFor more info Visit: vr-intelligence/vrx Contact: pcarkeekvr-intelligence Respondents The survey questioned 595 VR and AR professionals from around the world, representing our primary audience of senior-level decision makers across the spectrum of the industry a cross section of content creators, hardware and software manufacturers, industry end users, consultants, analysts, press, and those playing their role in pushing the industry forward. T ogether with SuperData, the survey has been produced in conjunction with VRX 2018, the senior-level B2B event for VR down from 60% to 51% and 62% to 52% respectively. The change in opinion on pricing is most likely a reflection of the price drops from major headset manufacturers like HTC, Oculus and Google; while developments Graph: Major barriers to mass consumer adoption:XR Industry Survey 2018 Dec 6-7, San Francisco The Global B2B event for Senior-level XR Execs Featuring 90+ expert speakers from Google, HTC Vive, Microsoft, Paramount Pictures, Survios, Nestle, GM, DHL, Audi + more TBAFor more info Visit: vr-intelligence/vrx Contact: pcarkeekvr-intelligence in content creation are starting to alleviate this particular barrier to adoption. Additionally, standalone devices like Oculus Go and Lenovo Mirage have brought down the entry point price of high-quality VR as they do not require a console or powerful PC. Despite this, pricing and content are still the major concerns for the industry, by a significant margin. The general feeling within the industry is that AR will reach mainstream adoption sooner than VR. This could be attributed to a number of factors - but the availability of open content development platforms like ARCore and ARKit will certainly play a role in filling the content gap, while the success of Nintendo and Niantics Pokemon Go provided the first real example a smash hit gaming title - something VR is arguably yet to achieve, at least on the same scale. In addition to standalone apps, social media platforms have introduced AR to users through features like Snapchat Lens Studio, making strong steps towards an easily accessible and usable product. Graph: Expected timeframe for mainstream adoptionXR Industry Survey 2018 Dec 6-7, San Francisco The Global B2B event for Senior-level XR Execs Featuring 90+ expert speakers from Google, HTC Vive, Microsoft, Paramount Pictures, Survios, Nestle, GM, DHL, Audi + more TBAFor more info Visit: vr-intelligence/vrx Contact: pcarkeekvr-intelligence 4. XR IN ENTERPRISE USES AND IMPACTS As noted in the previous section, the wait for consumer adoption has seen many VR and AR companies target enterprise as their source for shorter-term revenue and growth. From automotive to architecture, retail to tourism, manufacturing to construction, immersive tech is impacting the way companies work, design, communicate and sell. In this section, we explore which industries are host to the early adopters, where success is being found and where the gaps are to further integration of XR technologies and content in enterprise. Businesses already using XR technologies Graph: Industries of current and prospective XR end-usersXR Industry Survey 2018 Dec 6-7, San Francisco The Global B2B event for Senior-level XR Execs Featuring 90+ expert speakers from Google, HTC Vive, Microsoft, Paramount Pictures, Survios, Nestle, GM, DHL, Audi + more TBAFor more info Visit: vr-intelligence/vrx Contact: pcarkeekvr-intelligence The education and AEC industries have the largest volume of potential enterprise XR customers. However, some additional lucrative industries for supply-side companies are also showing significant signs of demand. Education is still the most common industry, but the share of end-user firms in this segment has fallen from 31% in fall 2017 to 23% in summer 2018. A wider array of enterprise users are entering the field and seeing the benefits of the technologies which means the XR market is expanding beyond academia and related fields. Potential use cases still vary widely by industry, so XR providers may need to pick their target industries or areas based on the applications that suit best. As the technologies and use cases evolve, more and more companies are defining their niche areas such as automotive or architecture, or training or product design placing their flag in the ground as each area grows and becomes more mainstream. Clearly the majority of enterprises using immersive tech see benefits in combining both VR and AR. A smaller share of “AR-only” respondents indicates that businesses are still learning the ropes of this medium, whereas a greater share of companies have already identified concrete use cases for VR. Graphs: Current VR/AR usage in enterprise

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