Alex Hadwick:2019-2020年虚拟现实XR产业报告(英文版)(36页).pdf

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Alex Hadwick:2019-2020年虚拟现实XR产业报告(英文版)(36页).pdf

1、Author: Alex Hadwick XR Industry Insight Report 2019-2020 2 | VRX Industry Insight Report 2019-2020 22019 VRX Conference 44 .2%), healthcare (42 .3%), manufacturing (39 .6%) and automotive (36%) . Gaming is now viewed with far less interest by companies working to provide XR technology compared to 2

2、018s results . In that years survey, 50% of respondents said that 6 | VRX Industry Insight Report 2019-2020 62019 VRX Conference 55 .9%) and motion tracking (55 .6%) capabilities . For VR, 94 .2% of respondents think that it will take at least two years for consumers to make it a regular part of the

3、ir technology diet, and a slightly lower 91 .1% think the same for AR/MR . The majority of our survey population believe that it will take four or more years for AR to move from predominantly occurring on peoples smartphones to becoming headset- based, with 51% taking this viewpoint and 44% believin

4、g that it will occur in the next two-to-three years . Observer Analytics estimates that weekly retention for consumer VR apps has dropped by an average of 7% between Q4 2018 and Q1 2019 . However, consumer entertainment content creators in the XR space continue to find value in XR . Among this segme

5、nt 75 .9% reported that VR had had a very or somewhat positive impact on their business and 72 .3% said the same for AR/MR . 82 .3% of content creators were planning to increase their output of XR content in the medium term . Of these 63% were sure of their plans to expand XR production and 19% said

6、 that they were likely to do so after further testing . On top of this a further 15% said that they were considering doing so, leaving just 3% who reported that they were not intending to increase production . There needs to be a shift in the consumer-facing side of the business, however, from VR to

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