Chapter 1: Development Status and Business Model Analysis of Virtual Reality Industry
1.1 Analysis of the Development Status of Domestic and Foreign Virtual Reality Industry
1.1.1 Development Stage and Characteristics of Virtual Reality
1.1.2 Current Development Status of the Global Virtual Reality Industry
(1) Global Virtual Reality Industry Market Size
() (2) Global Virtual Reality Market Competition Pattern
1.1.3 Development Status of Domestic Virtual Reality Industry
(1) Fierce Competition in Headset Devices
(2) Peripheral Industry Begins to Take Off
1.1.4 Pain Points of the Virtual Reality Industry Development
(1) Higher Costs
(2) Technical Bottlenecks
(3) Lack of Content
1.2 Analysis of Business Models in the Virtual Reality Industry
1.2.1 Overview of Virtual Reality Business Models
1.2.2 Ecological VR Models
(1) Closed-Loop Models
(2) Open Source Models
1.2.3 Platform-based VR Models
(1) Models Overview
(2) Model Evaluation
1.2.4 Product-based VR Model
(1) Model Overview
(2) Model Evaluation
1.2.5 Technology-based VR Model
(1) Model Overview
(2) Model Evaluation
1.3 Cross-border Influence of Virtual Reality Industry Analysis
1.3.1 Virtual Reality+Medical
1.3.2 Virtual Reality+Social
1.3.3 Virtual Reality+Automotive
1.3.4 Virtual Reality+Education
1.3.5 Virtual Reality+Other Industries
Chapter 2: Virtual Reality Segmented Products and Services Market Analysis
Chapter 2: Virtual Reality Segmented Products and Services Market Analysis
2.1 Headset Device Market Analysis
2.1.1 PC-side VR Headset Display Device
(1) Representative Products
(2) Development Status
(3) Representative Manufacturers
2.1.2 Mobile VR Headset Display Device
(1) Cardboard-like 3D Headset Display Device<
(2) Gear VR-like head-mounted display device
(3) All-in-one headset
(4) Representative vendors
2.2 Input Devices Market Analysis
2.2.1 Motion Capture Type Input Devices
(1) Representative Products
(2) Development Status
(3) Representative Manufacturers
2.2.2 Pan-Sensory Input Devices
(1) Representative Products
(2) Current Development Status
(3) Representative Manufacturers
2.3 Content Distribution Platforms Analysis
2.3.1 Application Stores
(1) Representative Products
(2) Key Features
(3) Representative Manufacturers
2.3.2 Website Distribution Category
(1) Representative Products
(2) Main Characteristics
(3) Representative Manufacturers
2.4 Analysis of the Game Development Market
2.4.1 Representative Works
2.4.2 Development Status
2.4 .3 Representative Manufacturers
2.5 Film and TV Scene Market Analysis
2.5.1 Viewing Devices
2.5.2 Viewing Software
2.5.3 Types of Sources
(1) Transformed VR Content
(2) Real-Time Rendering of VR Movies and TV Shows
(3) UGC Content
2.5.4 Representative Manufacturers
2.6 Application Development Market Analysis
2.6.1 Application of VR Technology
2.6.2 Domestic Startup Teams
(1) K-Labs Interactive New Media Labs
(2) Haowei Chuangshi Technology Co.
(3) UVRT Extreme Image Technology Co. Ltd.
(4) Beijing Zhongdian Blueprint Technology Co.
2.7 Media Focus Market Analysis
2.7.1 Vertical Media Focusing on VR
(1) Meta-Code
(2) Yivian
2.7.2 Other Technology Media
(1) 36kr
(2) Yivian
2.7.2 Other Technology Media
(1) 36kr< /p>
(2) Leifeng.com
(3) LeiTech
(4) Aivian
2.8 Service Facilities Market Analysis
2.8.1 Incubators
2.8.2 Hobbyist Communities
2.8.3 Activity Platforms
2.8.4 Databases
Chapter 3: Analysis of Virtual Reality Core Technology Applications and Research Institutions
3.1 Overview of Virtual Reality Core Technology
3.2 Analysis of Virtual Reality Applications
3.2.1 Application of Virtual Reality Technology in the Military
(1) Current Status of Technology Application
(2) Focused Segmentation Areas
(3) Market Demand Prospects
3.2.2 Application of Virtual Reality Technology in Manufacturing Industry
(1) Current Status of Technology Application
(2) Key Segmentation Areas
(3) Market Demand Prospects
3.2.3 Application of Virtual Reality Technology in Architecture/Urban Planning
(1) Current Status of Technology Application
(2) Key Segmentation Areas
(3) Prospects of Market Demand
3.2.4 Application of Virtual Reality Technology in Entertainment Industry
(1) Current Status of Technology Application
(2) Key Segmentation Areas
(3) Prospects of Market Demand
3.2.5 Application of Virtual Reality Technology in Other Areas< /p>
(1) Application in Teaching
(2) Application in Medicine
(3) Application in Petroleum Industry
3.3 Analysis of Key Institutions of Virtual Reality Technology Research in China
3.3.1 Visual Information Processing Research Laboratory, Department of Intelligent Science, Peking University
(1) Overall Development Goals
(2) Research Teams
3.2.6 Application of Virtual Reality Technology in Other Areas (2) Research Teams
(3) Major Research Directions
(4) Key Research Achievements
3.3.2 Laboratory of Virtual Reality Technology, Institute of Computing Technology, Chinese Academy of Sciences
(1) Overall Development Objectives
(2) Research Teams
(3) Main Research Directions
3.3.3.1 Laboratory of Visual Information Processing, Department of Intelligent Science, Peking University
(2) Research Teams
(3) Main Research Directions
(4) Key Research Achievements
3.3.3 Institute of Remote Sensing Application, Chinese Academy of Sciences
(1) Overall Development Objectives
(2) Research Teams
(3) Major Research Directions
(4) Key Research Achievements
3.3.4 Institute of Virtual Reality and Visualization Technology, Beijing Normal University
3.3.4 Institute of Virtual Reality and Visualization Technology, Beijing Normal University
3.3.5 Institute for the Advancement of Science and Technology, Beijing, China p>
(1) Overall Development Goals
(2) Research Teams
(3) Major Research Directions
(4) Key Research Achievements
3.3.5 School of Information and Electronics, Beijing Institute of Technology
(1) Overall Development Goals
(2) Research Teams
(3) Main Research Direction
(4) Key Research Achievements
3.3.6 State Key Laboratory of New Virtual Reality Technology, Beijing University of Aeronautics and Astronautics
(1) Overall Development Objectives
(2) Status of Research Teams
(3) Main Research Direction
(4) Key Research Achievements
3.3 .7 Analysis of Other Key Units of Virtual Reality Research
(1) School of Information Science and Technology, Shijiazhuang Railway University
(2) Laboratory of Virtual Reality and Multimedia Technology, Southwest Jiaotong University
(3) Center for Human-Computer Interaction and Virtual Reality Research, Shandong University
(4) State Key Laboratory of Computer-Aided Design and Graphics, Zhejiang University Laboratory
Chapter 4: Development Analysis of Key Enterprises in the Virtual Reality Industry
4.1 Virtual Reality Business Layout of International Technology Giants
4.1.1 Facebook's Virtual Reality Business Layout
(1) Virtual Reality Focused Technology
(2) Virtual Reality Product Situation
(3) Virtual Reality Investment and M&A
4.1.2 Microsoft's Virtual Reality Business Layout
(1) Virtual Reality Key Technologies
(2) Virtual Reality Device Analysis
(3) Virtual Reality Investment and M&A
4.1.3 Sony's Virtual Reality Business Layout
(1) Virtual Reality Core Technologies
(2) Analysis of Virtual Reality Devices
(3) Virtual Reality Investment
4.1.4 Google Virtual Reality Business Layout
(1) Analysis of Virtual Reality Technology
(2) Analysis of Virtual Reality Products
(3) Virtual Reality Investment
4.1.5 Samsung Virtual Reality Business Layout
4.1.5 Samsung Virtual Reality Business Layout
(1) Analysis of Virtual Reality Technology
(2) Analysis of Virtual Reality Devices
(3) Virtual Reality Projects and Investments
4.1.6 Analysis of Virtual Reality Businesses of Other Tech Giants
(1) Virtual Reality Business Layout of Thunderbird Corp.
(2) Virtual Reality Business Layout of Intel
(3) Apple's Virtual Reality Business Layout
(4) HTC's Virtual Reality Business Layout
4.2 Case Study of Leading Domestic Virtual Reality Companies
4.2.1 Hangzhou Shunwang Technology Co.
(1) Virtual Reality Ecological Layout
(2) Virtual Reality Product Prices
4.2.2.1 Hangzhou Shunwang Technology Co. >(3) Virtual Reality Product Experience
(4) Virtual Reality Core Technology
(5) In-depth Analysis of Business Models
(6) Analysis of Business Conditions
(7) Analysis of Strengths and Weaknesses of the Company's Development of VR Business
4.2.2 Beijing Storm Technology Co.
(1) Virtual Reality Ecological Layout
(2) Virtual Reality Product Prices
(3) Virtual Reality Product Experience
(4) Virtual Reality Core Technology
(5) In-depth Analysis of Business Models
(6) Analysis of Business Conditions
(7) Analysis of Strengths and Weaknesses of the Company's Development of VR Business
4.2.3 Aofei Entertainment Co.
(1) Virtual Reality Ecological Layout
(2) Virtual Reality Product Prices
(3) Virtual Reality Product Experiences
(4) Virtual Reality Core Technologies
(5) In-depth Analysis of Business Models
(6) Analysis of Business Operation
(7) Analysis of Strengths and Weaknesses of VR Business
(7) Analysis of the Development of VR Business Strengths and Weaknesses Analysis
4.2.4 Zhejiang Huace Film & Television Co.
(1) Virtual Reality Ecological Layout
(2) Virtual Reality Product Prices
(3) Virtual Reality Product Experiences
(4) Virtual Reality Core Technology
(5) In-depth Analysis of Business Model
(6) Analysis of Enterprise Operation Situation
(7) Analysis of Business Development
4.2.3 Analysis of the VR Business Advantages and Disadvantages of Zhejiang Huace Film & Television Co. (6) Analysis of business operation status
(7) Analysis of advantages and disadvantages of enterprise development of VR business
4.2.5 LeEco Information Technology (Beijing) Company Limited
(1) Virtual Reality Development Strategy
(2) Virtual Reality Business Layout
(3) Advantages of Virtual Reality Development
(4) Analysis of Virtual Reality Products
(5) Analysis of Business Condition of the Company
(6) Analysis of Advantages and Disadvantages of the Company's Development of VR Business
4.2.6 Beijing Antvision Technology Co.
(1) Virtual Reality Ecological Layout
(2) Virtual Reality Core Technology
(3) Virtual Reality Product Prices
(3) p>(4) Virtual Reality Product Experience
(5) Analysis of Business Situation
(6) Analysis of Strengths and Weaknesses of the Company's Development of VR Business
4.2.7 Shanghai Lephase Technology Co.
(1) Virtual Reality Focused Technology
(2) Virtual Reality Product Experience
(3) Virtual Reality Product Prices
(4) Analysis of Corporate Financing
(5) Virtual Reality Business Layout
(6) Analysis of Advantages and Disadvantages of the Enterprise's Development of VR Business
4.2.8 Shenzhen Jingwei Duo Science and Technology Co.
(1) Virtual Reality Key Technology
(2) Virtual Reality Product Experience
(3) Virtual Reality Product Price
(4) Virtual Reality Business Layout
(5) Analysis of Advantages and Disadvantages of Enterprises in Developing VR Business
4.3 Analysis of Other Key Enterprises in the Virtual Reality Industry
4.3.1 Virtual Reality Business Layout of Smartphone Vendors
(1) OPPO's Virtual Reality Business Layout
( (2) Lenovo virtual reality business layout
(3) Meizu virtual reality business layout
(4) Hammer Technology virtual reality business layout
4.3.2 Internet giants' virtual reality investment layout
(1) Baidu virtual reality investment layout
(2) Tencent virtual reality investment layout
(3) Ali's Virtual Reality Investment Layout
(4) Xiaomi's Virtual Reality Investment Layout
4.3.3 Other Listed Companies' Virtual Reality Business Layout
(1) Tianyin Holdings' Virtual Reality Layout
(2) Contact Interactive's Virtual Reality Layout
(3) Hanmax Industry's Virtual Reality Layout
(4) Layout of Gore Acoustics in virtual reality field
(5) Layout of Kaiying Networks in virtual reality field
Chapter 5: Prospective Trends and Investment Strategy Planning of Virtual Reality Industry
5.1 Prospective Outlook of the Virtual Reality Industry
5.1.1 Forecast of the Market Volume of the Global Virtual Reality Industry
(1) Global Virtual Reality Devices and Products Market Capacity Forecast
( (1) Global Virtual Reality Equipment and Product Sales Forecast
(2) Global Virtual Reality Content Service Market Volume Forecast
(3) Global Virtual Reality Enterprise Application Market Volume Forecast
5.1.2 China Virtual Reality Industry Market Size and Forecast
(1) China Virtual Reality Industry Market Size in 2015
(2) China Virtual Reality Market Size Forecast 2016-2021
5.2 Overall Trend Forecast of Virtual Reality Industry
5.2.1 Competitive Development of Three Major Genres of Headset Devices
5.2.2 Focus of Sensing and Input Devices on Eyes, Gestures, and Motion
5.2.3 Panoramic Camera Toward Professional and Home Poles
5.2.4 Content production is divided into three divisions - games, movies and TV, and live broadcasting
5.2.5 VP industry applications will be ubiquitous
5.3 Development trend of virtual reality commodity forms
5.3.1 Trend of virtual reality commodity forms
(1) VR Headset - near term
(2) VR cell phone box - medium term
(3) VR all-in-one machine - far term
5.3.2 Virtual Reality Commodity Profitability Trend
(1) Hardware Profitability Trend
(2) Content Profitability Trend
(3) Service Profitability Trend
5.3.3 Virtual Reality Content Application Trend
(1) Game
(2) Film and TV
(3) Live Broadcasting
5.4 Virtual Reality Industry Investment Status Analysis
5.4.1 China's Virtual Reality Industry Investment Main Body Situation
5.4.2 Analysis of China's Virtual Reality Industry Investment Scale
5.4.3 In-depth Analysis of Successful Cases of Virtual Reality Investments
5.4.4 Distribution of Invested Virtual Reality Companies by Sector
5.4.5 Analysis of Investment Risks in China's Virtual Reality Industry Investment Risk Analysis
5.5 Significant Investment Opportunities in Virtual Reality Industry
5.5.1 Investment Opportunities in Virtual Reality Hardware Products
5.5.2 Investment Opportunities in Virtual Reality Industry Chain
5.5.3 Investment Opportunities in Virtual Reality Content
5.5.4 Investment Opportunities in Virtual Reality Technology
5.5.4 Investment Opportunities in Virtual Reality Technology
5.5.5 Investment Opportunities in Virtual Reality Industry
Chart Catalog
Chart 1: Virtual Reality Development Stage and Characteristics
Chart 2: Global Virtual Reality Market Size Forecast 2016
Chart 3: Competitive Pattern of the Global Virtual Reality Market
Chart 4: Current Domestic Virtual Reality Industry Representative Companies
Chart 5: Cost Analysis of Virtual Reality Products
Chart 6: Main Technical Bottlenecks of Virtual Reality
Chart 7: Overview of Virtual Reality Business Models and Representative Domestic and International Companies
Chart 8: Sketch of Virtual Reality Closed-Loop Model
Chart 9: Sketch of Virtual Reality Open-Source Model
Chart 10: Virtual Reality Platform-based Model Sketch
Chart 11: Virtual Reality Product-based Model Sketch
............