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1 von 24
Group Members:
CAO Jingyi 17251257
YUEN Hei Tung 14214369
ZHAO Yumo 15252000
1
Link of mind map :https://mm.tt/957745678?t=JhohceRBAk
2
Definition
of VR
History of
and the
principle of
VR
Current
situation
•Application
•Survey
result
Future of VR
•How they get to
known about VR?
•Potential problem
•A bright future
even there are
problems
Conclusion
3
4
 The basic :they are head mounted displays that combine a few tracking systems.
 The head tracking :the picture display in the headset shift according to user’
motion
 The motion tracking is designed to make you feel like you're using your own
hands in VR.
 The eye tracking :there is an infrared sensor that monitor where your eyes are
looking in virtual reality.
5
6
1930s The
concept of VR
start to
emerge but
technology is
not yet
developed.
1960s The first
headset was
produced.
1990s virtual boy,
the first commercial
VR headset , is
produced and
introduced into
public market but
received big failure
due to technique
problems.
2014 emerge of
Oculus VR headset
and the trend of VR
headset begin to
soar.
2016-2017 There
are many VR
headset emerge in
the market such as
Samsung VR
headset.
7
 Mainly make use of the VR headset .
 Commonly used in entertainment .
 Computer game
 Movie
 Medical
 Possible to use VR to train doctor to do operation
 Guided meditation to treat some mental illness
 Industry
 Inspect and experience the products in virtual world to avoid
potential problems.
 Education
 Students will have more opportunities to participate in different
practice in virtual world and it’s more safe.
 Business
 Online shopping
 Military
 Possible to simulate real fighting scene
8
 From our survey :
 what VR company offer and how people feel about VR
nowadays ?
The result is quite optimistic !
most people satisfy with their VR experience, which
mean the technique level of VR now is quite good
already
 Except price, people care most for function and
comfort ! Which mean they are willing to pay for
higher quality ’s VR product.
Link of survey: https://goo.gl/forms/P8UsSpDx82xZodzy2
9
0 0 0 0 0
2
3
8
2
0 00
1
2
3
4
5
6
7
8
9
0 1 2 3 4 5 6 7 8 9 10
Numberofpeople
Satisfaction
 Most people in
our survey quite
satisfy with
their VR
experience. But
still remain to
be improved.
10
 People care most about the
price, functions, level of
comfort when they choose
VR service.
30
25
10
24
9
0
5
10
15
20
25
30
35
Price Function appearance Comfort Brand
What factors affect you most in choosing a VR
headset?(you can choose more than one)
11
Price, 31%
Function,
26%
appearance,
10%
Comfort,
24%
Brand, 9%
Price
Function
appearance
Comfort
Brand
12
 From our survey: most
people get to know VR
by ads or via friends
13
 That means , if company hope to
increase the population of their
customers, they have to put
more effort on advertisement to
promote their VR produce
 For example:
VR company may put more
advertisements on WhatsApp,
Facebook , WeChat, Twitter to
increase the exposure of VR so
that they can make use of social
communication tool to promote the
idea of VR via friends’ group
14
• Health
• Price & technique
• Social problem
15
 According to our survey, more
than half of interviewees felt
uncomfortable after using VR
headset.
 Technology company have to
work on technical problem if
they are to avoid negative
effect on customers’ body.
16
 Price is still a big issue .
 It is needed to improve
technique of VR in many
aspect such as
comfortability and
technical problem.
17
 May indulge in virtual world.
 May damage the relationship with families and friends once indulge
in.
 May spend more money (users) or budget( company) than they
expected .
 May spend more time on VR than expected .
 May arise ethics problem such as virtually practice killing in military
game.
18
 Quite a lot of people willing to
take part in the development of
the technology or advance of VR.
 Because of the advance of
technology, the price of VR will
drop , so more people are willing
to have VR experience or even
having their own headset .
Yes
56%
No
44%
Would you like to take part in the development or
future innovation of the VR -glasses technology ?
Yes No
19
 According to our survey,
besides entertainment,
advance of VR in aspect
such as sport, education and
business is expected.
20
Make the headset more convenient.
Other products that is more advance which can replace the headset.
Example :
VR contact lenses
VR is limited to a user's visual and auditory senses, but it will likely to be
enhanced.
Example:
Possible to produce VR that give sense of smell
Possible to produce VR that sense users’ temperature and act accordingly.
21
 It takes many time and cost for the VR to be possible and success. Although
there are still many problems ahead to be solved ,the future of VR is bright
and carries many possibilities.
 In no time, VR will make contributions on many aspects and it must
become a new trend that everyone should not over look.
22
 A Brief History of Virtual Reality. (n.d.). Retrieved October 10, 2017, from
https://filmora.wondershare.com/virtual-reality/history-of-vr.html
 Fiber, J. (2016). The Future Of VR & (Non-Gaming) Entertainment. TWICE, 31(16), 49.
 History Of Virtual Reality. (n.d.). Retrieved October 23, 2017, from https://www.vrs.org.uk/virtual-
reality/history.html
 Ltd., N. C. (2017, April 13). A brief history of virtual reality: What's special about now? | nbn - Australia's new
broadband access network. Retrieved October 23, 2017, from https://www.nbnco.com.au/blog/entertainment/a-
brief-history-of-virtual-reality-whats-special-about-now.html
 Neiger, C. (2017, March 22). The Future of Virtual Reality: 5 Things to Know. Retrieved October 15, 2017, from
https://www.fool.com/investing/2017/03/22/the-future-of-virtual-reality-5-things-to-know.aspx
 Orland, K. (2016). "People will fall for it like a drug"--Game devs on the future of VR. ArsTechnica.com, N/a.
 Virtual reality. (2017, October 20). Retrieved October 10, 2017, from
https://en.m.wikipedia.org/wiki/Virtual_reality
 VR history (n.d.). Retrieved October 23, 2017, from
http://archive.ncsa.illinois.edu/Cyberia/VETopLevels/VR.History.html
23
24

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section7 group1 virtual reality

  • 1. Group Members: CAO Jingyi 17251257 YUEN Hei Tung 14214369 ZHAO Yumo 15252000 1
  • 2. Link of mind map :https://mm.tt/957745678?t=JhohceRBAk 2
  • 3. Definition of VR History of and the principle of VR Current situation •Application •Survey result Future of VR •How they get to known about VR? •Potential problem •A bright future even there are problems Conclusion 3
  • 4. 4
  • 5.  The basic :they are head mounted displays that combine a few tracking systems.  The head tracking :the picture display in the headset shift according to user’ motion  The motion tracking is designed to make you feel like you're using your own hands in VR.  The eye tracking :there is an infrared sensor that monitor where your eyes are looking in virtual reality. 5
  • 6. 6
  • 7. 1930s The concept of VR start to emerge but technology is not yet developed. 1960s The first headset was produced. 1990s virtual boy, the first commercial VR headset , is produced and introduced into public market but received big failure due to technique problems. 2014 emerge of Oculus VR headset and the trend of VR headset begin to soar. 2016-2017 There are many VR headset emerge in the market such as Samsung VR headset. 7
  • 8.  Mainly make use of the VR headset .  Commonly used in entertainment .  Computer game  Movie  Medical  Possible to use VR to train doctor to do operation  Guided meditation to treat some mental illness  Industry  Inspect and experience the products in virtual world to avoid potential problems.  Education  Students will have more opportunities to participate in different practice in virtual world and it’s more safe.  Business  Online shopping  Military  Possible to simulate real fighting scene 8
  • 9.  From our survey :  what VR company offer and how people feel about VR nowadays ? The result is quite optimistic ! most people satisfy with their VR experience, which mean the technique level of VR now is quite good already  Except price, people care most for function and comfort ! Which mean they are willing to pay for higher quality ’s VR product. Link of survey: https://goo.gl/forms/P8UsSpDx82xZodzy2 9
  • 10. 0 0 0 0 0 2 3 8 2 0 00 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 10 Numberofpeople Satisfaction  Most people in our survey quite satisfy with their VR experience. But still remain to be improved. 10
  • 11.  People care most about the price, functions, level of comfort when they choose VR service. 30 25 10 24 9 0 5 10 15 20 25 30 35 Price Function appearance Comfort Brand What factors affect you most in choosing a VR headset?(you can choose more than one) 11 Price, 31% Function, 26% appearance, 10% Comfort, 24% Brand, 9% Price Function appearance Comfort Brand
  • 12. 12
  • 13.  From our survey: most people get to know VR by ads or via friends 13
  • 14.  That means , if company hope to increase the population of their customers, they have to put more effort on advertisement to promote their VR produce  For example: VR company may put more advertisements on WhatsApp, Facebook , WeChat, Twitter to increase the exposure of VR so that they can make use of social communication tool to promote the idea of VR via friends’ group 14
  • 15. • Health • Price & technique • Social problem 15
  • 16.  According to our survey, more than half of interviewees felt uncomfortable after using VR headset.  Technology company have to work on technical problem if they are to avoid negative effect on customers’ body. 16
  • 17.  Price is still a big issue .  It is needed to improve technique of VR in many aspect such as comfortability and technical problem. 17
  • 18.  May indulge in virtual world.  May damage the relationship with families and friends once indulge in.  May spend more money (users) or budget( company) than they expected .  May spend more time on VR than expected .  May arise ethics problem such as virtually practice killing in military game. 18
  • 19.  Quite a lot of people willing to take part in the development of the technology or advance of VR.  Because of the advance of technology, the price of VR will drop , so more people are willing to have VR experience or even having their own headset . Yes 56% No 44% Would you like to take part in the development or future innovation of the VR -glasses technology ? Yes No 19
  • 20.  According to our survey, besides entertainment, advance of VR in aspect such as sport, education and business is expected. 20
  • 21. Make the headset more convenient. Other products that is more advance which can replace the headset. Example : VR contact lenses VR is limited to a user's visual and auditory senses, but it will likely to be enhanced. Example: Possible to produce VR that give sense of smell Possible to produce VR that sense users’ temperature and act accordingly. 21
  • 22.  It takes many time and cost for the VR to be possible and success. Although there are still many problems ahead to be solved ,the future of VR is bright and carries many possibilities.  In no time, VR will make contributions on many aspects and it must become a new trend that everyone should not over look. 22
  • 23.  A Brief History of Virtual Reality. (n.d.). Retrieved October 10, 2017, from https://filmora.wondershare.com/virtual-reality/history-of-vr.html  Fiber, J. (2016). The Future Of VR & (Non-Gaming) Entertainment. TWICE, 31(16), 49.  History Of Virtual Reality. (n.d.). Retrieved October 23, 2017, from https://www.vrs.org.uk/virtual- reality/history.html  Ltd., N. C. (2017, April 13). A brief history of virtual reality: What's special about now? | nbn - Australia's new broadband access network. Retrieved October 23, 2017, from https://www.nbnco.com.au/blog/entertainment/a- brief-history-of-virtual-reality-whats-special-about-now.html  Neiger, C. (2017, March 22). The Future of Virtual Reality: 5 Things to Know. Retrieved October 15, 2017, from https://www.fool.com/investing/2017/03/22/the-future-of-virtual-reality-5-things-to-know.aspx  Orland, K. (2016). "People will fall for it like a drug"--Game devs on the future of VR. ArsTechnica.com, N/a.  Virtual reality. (2017, October 20). Retrieved October 10, 2017, from https://en.m.wikipedia.org/wiki/Virtual_reality  VR history (n.d.). Retrieved October 23, 2017, from http://archive.ncsa.illinois.edu/Cyberia/VETopLevels/VR.History.html 23
  • 24. 24