23. 11.3
16.9
27.3
41.5
56.2
68.0
Best
Year 2 Year 3 Year 4 Year 5 Year 6Year 1
首批VR技术应用的使用将会由游戏机
个人电脑游戏和手机绑定来驱动
在 3年内 VR很可能拥有3千万用户
*Based on agent based modeling by
Lieberman Research Worldwide
6年内 VR将有可能拥有7千万用户
36. R D#6(6B"#./T6##.-&"6(6(C
R /<&C6B"#./T6##.-&"6(6(C
R 8($%&;%&=0("#./T6##.-&"6(6(C
R Q=%.0).:Z<6;A%($."(1.-00#=
R -%"A.-&"6(6(C.@ %C[.:A%&C%(B4.
,%;"&$A%($./<&C6B"#.-%"A
R :A%&C%(B4.?%=;0(=%.-&"6(6(C
"(1.?%+%"&="#.
R :A;"$+4
W%16B"#.-&"6(6(C
R D#6(6B"#./T6##.-&"6(6(C
R /<&C6B"#./T6##.-&"6(6(C
R 8($%&;%&=0("#./T6##.-&"6(6(C
R Q=%.0).:Z<6;A%($."(1.-00#=
R -%"A.-&"6(6(C.@ %C[.:A%&C%(B4.
,%;"&$A%($./<&C6B"#.-%"A
R :A%&C%(B4.?%=;0(=%.-&"6(6(C
"(1.?%+%"&="#.
R :A;"$+4
W%16B"#.-&"6(6(C
R
R
R
R
R
R
R
48. R W%16B"#.8A"C%.?%96%]
R ^%<&0;=4B+0#0C6B"#.
O==%==A%($=
R OB$696$6%=.0).,"6#4.2696(C.
O==%==A%($=
R *+4=6B"#.W%16B6(%.V U-._.*-
R 5%+"960&"#.W%16B6(%.V
;=4B+0#0C4.;=4B+6"$&4.
,8O'^U/-8D.O//://W:^-/
R W%16B"#.8A"C%.?%96%]
R ^%<&0;=4B+0#0C6B"#.
O==%==A%($=
R OB$696$6%=.0).,"6#4.2696(C.
O==%==A%($=
R *+4=6B"#.W%16B6(%.V U-._.*-
R 5%+"960&"#.W%16B6(%.V
;=4B+0#0C4.;=4B+6"$&4.
,8O'^U/-8D.O//://W:^-/
R
R
R
R
R
60. R !%6C+$.W"("C%A%($
R D0C(6$69%.S<(B$60(.-&"6(6(C.V
/%Z<%(B6(C./6$<"$60("#.O]"&%(%==
,%B6=60(.W"T6(C
R :Y%&B6=%
7:O2-7.O^, !:22^://
R /$&%==.W"("C%A%($
R ,6="36#6$4./0#<$60(=
R O11&%==6(C.8=0#"$60(
R '&6%).D0<(=%#6(C
R W001."(1.?%=6#6%(B%.
R !%6C+$.W"("C%A%($
R D0C(6$69%.S<(B$60(.-&"6(6(C.V
/%Z<%(B6(C./6$<"$60("#.O]"&%(%==
,%B6=60(.W"T6(C
R :Y%&B6=%
7:O2-7.O^, !:22^://
R /$&%==.W"("C%A%($
R ,6="36#6$4./0#<$60(=
R O11&%==6(C.8=0#"$60(
R '&6%).D0<(=%#6(C
R W001."(1.?%=6#6%(B%.
R
R
R
R
R
R
R
R