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GCIT1015
Innovations Shaping Our World
MID-TERM PRESENTATION
Hello!
GROUP MEMBERS
✖ YAU YEE NI 16217497
✖ KWOK PUI MAN 17208033
✖ SO SIU CHUN 17228069
Virtual Reality
CONTENT PAGE
INTRODUCTION APPLICATION
SURVEY
RESULT
CONCLUSION
FUTURE
DEVELOPMENT
AND
OPPORTUNITIES
INTRODUCTION
Of Virtual Reality
Definitionof VIRTUALREALITY
Shall we divide the word ‘VR’ into two parts?
VIRTUAL REALITY
- Things that don’t really exist
- Created by human’s imagination.
- Things that we are experiencing
as human beings.
Virtual reality =
The creation of a virtual world through
technology
which can present to users’ sense
in order to generate the feelings that
they are really in that
imagined environment
in a real time
virtual reality=innovative technology?
REcreation of real life
Our world can be shaped by people’s
imagination !
More importantly, it can be presented and experienced
through the hardware of VR
HISTORY OF VR
VR was
Predicted
by
Science
fiction
story
1930S 1950S 1960s 1980s 1990s 2010s
Morton
Heilig’s
Sensorama
The first
VR
Head
Mounted
Display
The name
VIRTUAL
REALITY
was
borned
New VR
glasses
Were
announced
By
SEGA
Key year
of
virtual
reality
industry
BELIEVABLE
INTERACTIVE
EXPLORABLE
IMMERSIVE
Essense of VR
Applications of VR
ENTERTAINMENT
e
EDUCATION
ENTERTAINMENT
Users wear virtual reality
glasses with stereoscopic
lenses which allow them to see
3D objects and at different
angles.
There are a range of virtual
reality systems available, such
as CAVE systems, simulators
and 3D display platform.
*PC, Xbox, Playstation
EDUCATION
VR material are already
selling in the education market.
More and more programs are
on the horizon as there are
demand from kindergarten and
medical school.
*VR astronomy, VR surgery
SURVEY RESULT
Based on the survey that designed by our group,
we used the results to evaluate Virtual Reality
from three different perspectives
✖ Current situation of VR market
○ Main users of VR: Male teenagers
(15-25 years old)
○ Most of the users tried Samsung
Gear VR
○ Since the price is relatively low
○ Samsung Gear VR: 130USD;
○ Oculus Rift: 600 USD
○ 60 % of the respondents have not
experienced VR
✖ Current users’ needs
○ The purpose of using VR
technology:
○ For most (92%) of the respondents,
they tried and used VR for
entertaining.
○ Entertainment(92%)>Education(8%)
>Business(0%)=Sport(0%)
✖ Future development
○ For (60%) of the respondents who have
never tried VR, they are willing to try VR
in the future
○ The main reasons that they did not try
VR:
○ The lack of opportunities and high
price
○ Instead of being not interested in VR
○ (96.7%) of 4+5 extent: VR technology
THE FUTURE DEVELOPENT
OF VR
VR CAFE
VR
MARKETING
CONCLUSION
Conclusion
- Nowadays, VR technology are mainly apply to entertainment and education
industry. However, it is believed that the VR technology will expand its business
in many other fields, such as film, media, engineering and etc.
- Therefore running a VR café and adopting VR technology into marketing would
be the future opportunities for VR.

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Gcit group 5

Editor's Notes

  1. It seems clear that 2016 will be a key year in the virtual reality industry. Multiple consumer devices that seem to finally answer the unfulfilled promises made by virtual reality in the 1990s will come to market at that time. These include the pioneering Oculus Rift, which was purchased by social media giant Facebook in 2014 for the staggering sum of $2BN.
  2. https://www.gameplan-a.com/2016/11/virtual-reality-defines-future-development-real/ “In Virtual Reality, you don’t need to imagine yourself as part of a story anymore; instead, you are fully present while the story is playing out around you.”
  3. 1st perspective is the current situation of VR market We found that, the main users of VR is the male teenagers, aged between 15 and 25
  4. 3rd perspective is the future development of VR market We found that 60% of the respondents who..
  5. Therefore, based on the survey results, here are some future development of VR which could be profitable.
  6. https://appreal-vr.com/blog/10-virtual-reality-business-opportunities/ A VR cafe provides opportunities for customers to experience VR in public
  7. Therefore through running a VR cafe, not only can customers enjoy a sip of coffee, but they can also experience VR by watching 360 degree, 3D movies, playing VR games as well as reading 3D books. So, for those who are interested in VR but are not willing to shell out thousand dollars to buy their own gear, VR cafe would be a good place for them to go to.
  8. Apart from the VR cafe, VR marketing is also a profitable opportunity for entrepreneurs. By adopting VR into marketing, 360 degree VR promotional videos can be produced, attractive advertisement can also be created. Take Boursin as an example, it is a soft cheese supplier, and it created an interesting advertisement, which takes viewers on a journey through a fridge full of delightful treats, and it even won the Masters of Marketing Award in 2015! It shows that there would be a powerful market for VR in marketing.