Dry goods! VR Industry Trend Report for the First Quarter of 2017

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Dry goods! VR industry trend report for the first quarter of 2017 from Baidu VR

Sketchfab released a VR industry trend report. This trend report provides a comprehensive overview of the state of the virtual reality industry in the first quarter of 2017. It is based on the real data of the Sketchfab platform (with more than 700,000 contributors and over 1 million scenes that can be viewed in VR), as well as Sketchfab's recent VR survey. This report details the trends observed in the industry, especially with regard to content, VR hardware, and VR future.

79.6% of respondents said that they have experienced VR to some extent, and more people have tried mobile head-mounted and PC-based heads-up. Almost half of the interviewed population experienced both mobile and PC VR.

Most of the survey population (53.6%) believe that VR has potential, but may not be the "all-embracing" solution; 43.1% believe that VR is actually the future; a small proportion of respondents (3.1%) believe that VR is only hype.

68.7% of the respondents were reluctant to purchase VR headline because the price was too expensive; 30% believed that the current technology was not yet mature; 23.5% of the surveyed people thought that there was currently no content; other reasons for not willing to purchase VR headline included : The installation is too complex, potentially motion sick, hardware incompatible; the technology can be accessed through other channels, such as work or school.

Most of the VR head shot users have Google Cardboard (58.9%); the second highest ranking is HTC Vive (47%); Oculus Rift (29.3%) and Samsung Gear VR (29.5%) are ranked three or four. . Other headlines include: PSVR, Google Daydream, Freefly VR, Procus PRO, Zeiss VR One plus, and Homido.

57.8% of the respondents preferred HTC Vive; 19.8% chose Oculus Rift; 7.3% of respondents preferred Samsung Gear VR. Other mentioned headlines include: Google Cardboard, Google Daydream, PSVR, and various other home-made solutions.

The most respondents liked exploring the environment (61.3%); the second ranked game (57.2%); followed by content development (42%), 360-degree video (23.6%) and interactive social experience (18.7 %). Others include: architectural visualization and research and development.

Most respondents (58.6%) were interested in wireless headlines, while body tracking and tactile feedback ranked second and third. Other features include: eye tracking, better navigation and social features.

Forty-three percent of respondents believe that cheaper VR headlines are the key to unlocking the mass market; "better content" is 31.9%; WebVR distribution is another noteworthy option, with 11.3% of respondents choosing. Others include: solving motion sickness, improving ease of use, standardization and integration of hardware/content formats, reducing the space required for VR, integrated heads-up (without connecting computers), and adoption of large institutions or venues (schools and Library, etc.)

A large number of respondents (54.5%) believe that virtual reality will have the greatest impact on the gaming industry in the next five years. Education ranks second, accounting for 19.5%. Other categories affected by VR include social (7.6%), health/medical (7.5%), business (6.8%), and military/defense (4.2%).

In Q4 2016, the top five countries in VR consumption in Sketchfab were: United States (63.85%), Great Britain (10.79%), France (8.46%), Japan (2.92%) and Poland (2.92%). Other countries and regions include (in descending order): Mexico, Taiwan, Canada, Hungary, Russia, Australia, India, Netherlands, Argentina, Czech Republic and New Zealand.

The survey was based on 1,000 respondents in the Sketchfab community.

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