2016虚拟现实现状调查报告(英文版)_18页_6mb
报告摘要
2016 Virtual Reality Survey Report Summary
Core Content Overview
This 2016 survey report by Yeti provides insights into the current state of virtual reality (VR) product development, highlighting challenges, opportunities, and industry trends. It includes data from over 100 product developers across various sectors in the United States.
Main Findings
1. VR is Gaining Traction Across Diverse Industries
- Top industries for VR adoption include: entertainment, education, healthcare, travel, and arts.
- Lower interest was shown in government, corporate services, agriculture, non-profit, finance, and legal sectors.
- Examples of VR use cases:
- Education: Enhancing learning through immersive historical experiences.
- Healthcare: Using VR for treatment of social anxiety, empathy training, and pain mitigation.
- Travel: Allowing users to "visit" destinations before booking.
- Arts: Offering new mediums for creative expression, such as Tilt Brush.
2. Understanding of VR Development is Still Limited
- 60% of respondents reported a very good or excellent understanding of VR development.
- 40% had only average or below-average understanding.
- This indicates that VR development is still in its early stages, and best practices are not yet well-defined.
3. VR Project Timelines Are Short
- 85% of respondents already have a VR project underway or plan to start within 1-2 years.
- 35% expected to start within 3 months.
- Very few (less than 10%) expected a timeline longer than a year.
4. Platform and Device Competition is Intense
- Mobile VR (Cardboard, Samsung Gear) is seen as the most promising, with 35% of respondents.
- HTC Vive followed with 22%, while PlayStation VR and Magic Leap had lower interest.
- Oculus Rift was chosen by 13.7%, despite its high profile.
5. Key Obstacles to VR Development
- Lack of budget and resources (40%)
- Development bandwidth and skillset (37% and 28% respectively)
- Strategic direction (23%)
- Internal support for VR (14.7%)
- Selling the concept (18%)
6. Limited In-House VR Expertise
- 35% have 1 VR-capable developer.
- 39% have 2-4 VR-capable developers.
- 9% have 5 or more VR-capable developers.
- 24% have no VR-capable developers, indicating a reliance on outsourcing.
7. Strong Optimism for VR Mainstream Adoption
- 32% are extremely optimistic about VR becoming mainstream.
- 70% are optimistic or very optimistic.
- The market is showing signs of growth, with significant investment in VR startups.
8. Greater Long-Term Optimism for AR
- 54% are more optimistic about the long-term future of Augmented Reality (AR) compared to VR.
- 34% are more optimistic about VR.
- 12% are uncertain.
- This suggests that AR may have a broader future than VR, though both are seen as promising.
9. Outsourcing is Common in VR Development
- Over half of respondents indicated they would outsource VR development.
- 13.5% are extremely likely to outsource.
- 14.6% are very likely.
- 17.1% are likely.
- This highlights the lack of in-house expertise and the need for external collaboration.
Key Takeaways
- VR is expanding beyond entertainment into various sectors.
- There is a need for more documentation and best practices.
- Most companies are already involved in or planning VR projects.
- The VR platform war is ongoing with no clear winners.
- Strategic direction and resource allocation are major challenges.
- Outsourcing is a common practice due to limited in-house expertise.
- There is strong optimism for VR's future, but even more for AR.
- Companies should invest in VR now to avoid being left behind.
Strategic Recommendations
- Embrace optimism and invest in VR development despite uncertainty.
- Educate internal stakeholders about the strategic value of VR.
- Allocate resources effectively, possibly through outsourcing.
- Ensure cross-device and cross-platform compatibility to maximize reach.
- Plan for long-term, considering the overlap between VR and AR.
- Leverage external expertise for more complex VR projects.
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