78% of VR developers choose to do VR games

For VR/AR/MR workers, the complex environmental conditions of the industry are very important to them. This survey will provide practitioners with some useful reference from the aspects of market sustainability, practical challenges, platform popularization, and funds, so that practitioners can respond to the rapid expansion, diversification, and unpredictable VR industry.

In order to be able to quickly and comprehensively understand the status of the industry, the survey received feedback from more than 600 VR/AR/MR workers. The daily work content from these VR/AR/MR practitioners reflects the development status of the VR/AR/MR industry and the preferences of users.

The survey covers various areas involved in VR/AR/MR: games/entertainment, education/training, brand extension, industrial/product design, medical/health care, etc. Among them, 78% said that their work is related to games/entertainment, which accounts for most of the current industry developers. At present, several major mainstream platforms, such as HTC Vive, OculusRift, and PSVR, are essentially game distribution platforms. In the mobile VR platform, both Gear VR and Daydream focus on entertainment and gaming applications. The most important purpose for consumers to purchase VR headsets is entertainment and games.

The second is training/education, and 27% chose this. VR immersion experience can greatly attract students' attention and prevent them from being distracted. At present, many companies have applied VR to employee training. Through VR, employees have obtained uniform quality training. In space and defense, VR is no longer news. Many space agencies use VR to train pilots, astronauts and other related talents.

Ranked third is the brand experience, and 19% of respondents said brand experience is their focus. The immersive experience of VR can greatly arouse the resonance of customers and provide users with a full range of vision to quickly and comprehensively understand the product itself and the brand concept. At present, the main application scope of VR brand is product operation.

Industry/product design ranks fourth in unexpected surprise. Industrial/product design is far behind training/education, only 15%. The reason is that VR design is still limited to high-end professional fields and has not yet reached the mainstream consumer field. The VR/AR/MR industry/product design requires high hardware and software thresholds, which have high requirements for the quality of the practitioners, and thus occupy relatively low levels. However, with the development of software and hardware, the future ease of use and universality will be the direction of VR/AR/MR industrial/product design.

Medical/health related personnel account for 14%, which is equivalent to industry/product. At present, medical/health care is still in the conceptual stage and assistant stage. The most common application is to relieve the physical pain and postoperative rehabilitation of patients through VR. There are still great difficulties in the application of cutting-edge technologies such as VR/AR/MR in the healthcare field, which is mainly limited by hardware technology and funds.

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