Published on : Jun 03, 2016
ALBANY, New York, June 03, 2016: The report is an in-depth study of the key vendors in the virtual reality market. The report studies the major areas in which the leading players are intensively applying virtual reality. Virtual reality (VR) is an artificial environment that is created with the help of software and various virtual reality devices. Virtual reality enables a user to experience a simulated environment owing to the rich graphics and interactive features offered by the VR devices.
Virtual reality is extensively used in gaming, wherein users are required to wear head-mounted displays, gloves, and glasses to experience the sound and graphics. Virtual reality is used not just in the gaming industry, but also for interactive learning, education, and training purposes. Devices such as head-mounted displays, gloves, and sensors are used to track the movement of users and carry the data back to the system. This results in a response from the system, in accordance with the movement made by the user.
The virtual reality market is driven by a rise in the disposable income of users and their constant demand for innovative and advanced-technology-based applications. Consumers across the globe are demanding motion tracking, 3D effects, and interactive graphics. Keeping up with the high demand from consumers, the leading operators in the virtual reality industry are striving for innovation.
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The report studies the portfolios of the major vendors operating in the virtual reality market and covers critical data such as the intensity of R&D by each of the leading players, the performance of the companies in the recent past, and their major developments. The strategies implemented by each of the companies to widen their consumer base with constant innovation and the use of advanced technology are also discussed. Another very important aspect dealt with is the challenge faced by the leading vendors as they strive to keep up with the changing user expectations and technological developments.
Some of the key vendors studied in the report include Microsoft, Sony, Google, Oculus VR, and Immersion Corporation. Crucial data with a focus on each of the vendor’s patent portfolios pertaining to gaming devices and display systems has been given. A data mining analysis comprising relative R&D strength is done. Patent mining has also been carried out.
According to the report, 2016 has thus far been a year where several devices have been unveiled by industry leaders. Sony’s PlayStation VR, Samsung’s gear VR, Oculus VR’s Oculus Rift, and HTC’s VIVE Pre are some of the virtual reality devices introduced in the spring of 2016.
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