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1、VR/ARInnovationReportPresentedbyWhatKindsofExperiencesareVR/AR/MRDevelopersMaking?GiventhebroadscopeofpossibilityinVR/AR/MRdevelopment,wethoughtitwouldbeinformativetosurveyindustryprofessionalsonwhatsortsofexperiencesthey’refocusedonmaking.Whenweaskedsurveyresponde
2、ntsaboutthefocusorfocusesoftheircurrentorpotentialworkinVR/AR/MRdevelopment,themajority(78percent)saidGames/Entertainment.Whatisthefocusofyourcurrent/potentialworkinVR,AR,ormixedreality?Game/Entertainment78%Training/Education27%BrandedExperiences19%Industrial/Produ
3、ctDesign15%Medical/Healthcare14%Retail/Commercial11%Travel7%RealEstate6%Other13%ThesecondmostpopularresponseprovedtobeTraining/Education,whichwasselectedby27percentofrespondents.BrandedExperiencestookthird,with19percentofrespondentssayingsuchproductions(think:carsh
4、owroomsorvacationhotspots,renderedinVR)werefocusesoftheirwork.HTCViveRemainstheMostPopularPlatformAmongVR/AR/MRDevs—ButRiftisPoisedtoClosetheGapIt’saperenniallyimportantquestion:whathardwareareVR/AR/MRindustryprofessionalstargeting,andwhy?Whenweputthequestiontoours
5、urveyrespondentsthisyear,theirresponsesroughlymatchedupwiththeresultsofourinauguralInnovationSurveylastyear.VR/ARInnovationReport
6、June2017UBMGameNetwork.comRegisterforVRDCFall20172WhenaskedwhichVR,AR,orMRheadsetstheyweretargetingrightnow,morethanhalf(56percent)ofre
7、spondentssaidtheHTCVive.49percentsaidtheyweretargetingtheOculusRift,and33percentsaidtheyweredevelopingexperiencesforSamsung’sGearVRplatform.WhichVR,AR,ormixedrealityplatform(s)areyoudevelopingforrightnow?(chooseallthatapply)HTCVive56%OculusRift49%SamsungGearVR33%Go
8、ogleCardboard24%GoogleDaydream24%PlayStationVR19%MicrosoftHoloLens16%GoogleTango5%MagicLeap3%None19%Other10%Comparedagainstlastyear’ssurveyresults,weseeasmallbutnotableuptickindeveloperinterestintheHTCViveandtheRift.Lastyear,49percentofsurveyrespondentssaidtheywere
9、targetingtheHTCVive,43percentsaidOculusRift,and34percentsaidSamsung’sGearVR.Also,thisisthefirstyearweaskedaboutMagicLeap,themixed-realityplatform