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市場調査レポート

仮想現実 (VR) とその応用の発展動向と将来機会

Development Trends and Future Opportunities of Virtual Reality and Its Applications

発行 Market Intelligence & Consulting Institute (MIC) 商品コード 345795
出版日 ページ情報 英文 19 Pages
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仮想現実 (VR) とその応用の発展動向と将来機会 Development Trends and Future Opportunities of Virtual Reality and Its Applications
出版日: 2015年11月26日 ページ情報: 英文 19 Pages
概要

Facebookが仮想現実 (VR) 企業、Oculus VRを20億米ドルで買収することを発表し、VRが再び世間の注目を浴びるようになりました。

当レポートでは、VRの最新の発展動向について、ハードウェア、デジタルメディアコンテンツ、投資機会の3つの観点から検証し、VRの将来の動向について、体系的な情報を提供しています。

第1章 VRはハードウェアをフル装備

  • PC/コンソールベースのVRヘッドセット:高度なユーザーエクスペリエンスを提供するが、高価
  • モバイルベースのVRヘッドセット:参入障壁は低い

第2章 マルチメディアコンテンツ制作の課題

  • ビデオコンテンツ
  • デジタルゲーム

第3章 ベンチャーキャピタルとITブランドにおける異なる注力分野

  • ベンチャーキャピタル:仮想コンテンツ制作
  • 主要ブランド:VR没入型アプリケーション

MICの見通し

付録

  • 用語集
  • 企業リスト

トピック

図表

調査対象企業

  • 13th Lab、AltspaceVR、ANTVR、Avegant、Deepoon、EEVO、Envelop VR、Facebook、FOVE、Freefly、Google、High Fidelity、Homido、HTC、Improbable、Legendary Pictures、Lion Gate、Lytro、Magic Leap、Matterport、MindMaze、Mojing、nDreams、NextCore、Nimble VR、Nod Labs、Oculus、OSVR、Pebbles Interfaces、Reload Studios、Resolution Games、Samsung、Sony、Steam、Surreal Vision、Valve、VRIDEO、Wear VR、WEVR、WorldViz、YouTube、Zeiss
目次
Product Code: NARPT15112401

Following Facebook's decision to purchase Oculus VR, a VR (Virtual Reality) company, for US$2.0 billion, VR again grabbed headlines. With more branded HMDs (Head Mounted Displays) waiting in the pipeline that are poised to be released in the first half of 2016, more hardware and software vendors are devoted to the development of VR applications. This report examines the latest development of VR from three dimensions: key hardware, digital media content, and investment opportunities, with an aim to provide insights into VR trends of the future.

Table of Contents

1.Virtual Reality Has a Full Range of Hardware in Place

  • 1.1. PC/console-based VR Headsets Offer Higher User Experience but Costly
  • 1.2. Mobile-based VR Headsets Have Lower Entry Barriers

2.Multimedia Content Production Still Encounters Challenges

  • 2.1. Video Content
  • 2.2. Digital Games

3. Venture Capitals and IT brands Have Different Highlighted Areas

  • 3.1. Venture Capitals Take Aims at Virtual Content Production
  • 3.2. Leading Brands Continue to Focus on VR Immersive Applications
  • MIC perspectives
  • PC/Console-based VR Headsets as Better Investment Options
  • Multimedia Content Key for VR Monetization
  • Multimedia Content Making Tools and Platforms, and Enhanced Immersive Experience are What Counts
  • Appendix
  • Glossary of Terms
  • List of Companies

List of Topics

  • Background for Facebook's acquisition of Oculus VR
  • Projected development of VR from the perspective of key hardware, including PC/console-based and mobile-based VR headsets
  • Projected development of VR from the perspective of digital media content, including video content and digital games
  • Projected development of VR from the perspective of investment opportunities, touching on changes in venture capital investments for VR in 2014 versus 1H 2015 and the different highlighted areas of venture capitals and leading IT brands towards VR

List of Figures

  • Figure 1: Changes in Total Value of Venture Capital Investments for VR, 2014 - 1H 2015
  • Figure 2: Global VR Venture Capital Investment Options, 1H 2015

List of Tables

  • Table 1: Comparison of Branded PC/Console-based VR Headsets Currently Available
  • Table 2: Comparison of Mobile-based VR Headsets Currently Available
  • Table 3: Profile of Major VR HMD Headset Investees in 1H 2015

Companies covered

13th Lab, AltspaceVR, ANTVR, Avegant, Deepoon, EEVO, Envelop VR, Facebook, FOVE, Freefly, Google, High Fidelity, Homido, HTC, Improbable, Legendary Pictures, Lion Gate, Lytro, Magic Leap, Matterport, MindMaze, Mojing, nDreams, NextCore, Nimble VR, Nod Labs, Oculus, OSVR, Pebbles Interfaces, Reload Studios, Resolution Games, Samsung, Sony, Steam, Surreal Vision, Valve, VRIDEO, Wear VR, WEVR, WorldViz, YouTube, Zeiss.

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