The Research of Virtual Reality Technology on Application and Competition
DOI:
https://doi.org/10.54097/fg8drh42Keywords:
Virtual reality, Business competition, Development suggestionsAbstract
From 1929, Edwin Link created a flight simulator, to today's PICO4 virtual reality all-in-one machine. From the first attempt at virtual reality technology, to now China's domestic PICO company has developed a new VR all-in-one machine. This is undoubtedly a huge step forward. In the virtual reality technology industry, in addition to China's PICO company, the world also has Meta's brand Oculus, Valve Corporation and others leading the development of the virtual reality industry. Oculus has the largest market. Here, by comparing the development of virtual reality technology and product research and development of different companies, this paper studies the development of the virtual reality technology industry today and gives suggestions on what aspects businesses should continue to consider improving in the future. Observing the development of virtual reality technology from the perspective of a consumer not only helps other consumers better understand the advantages of virtual reality technology but also gives creators suggestions on how to satisfy consumers.
Downloads
References
Innocenti, A., & Rapallini, C. (2015). Labsi Working Papers.
Harrison, G. W., Haruvy, E., & Rutström, E. E. (2011). Remarks on virtual world and virtual reality experiments. Southern Economic Journal, 78 (1), 87 - 94.
Chesney, T., Chuah, S. H., & Hoffmann, R. (2009). Virtual world experimentation: An exploratory study. Journal of Economic Behavior & Organization, 72 (1), 618 - 635.
Fiore, S. M., Harrison, G. W., Hughes, C. E., & Rutström, E. E. (2009). Virtual experiments and environmental policy. Journal of Environmental Economics and Management, 57 (1), 65 - 86.
Anthes, C., García-Hernández, R. J., Wiedemann, M., & Kranz muller, D. (2016, March). State of the art of virtual reality technology. In 2016 IEEE aerospace conference (pp. 1-19). IEEE.
Peeters, D. (2019). Virtual reality: A game-changing method for the language sciences. Psychonomic bulletin & review, 26, 894 - 900.
Messner, J., Yerrapathruni, S., Baratta, A., & Whisker, V. (2003, June). Using virtual reality to improve construction engineering education. In 2003 Annual Conference (pp. 8-1266).
Saffo, D., Yildirim, C., Di Bartolomeo, S., & Dunne, C. (2020, April). Crowdsourcing virtual reality experiments using vrchat. In Extended abstracts of the 2020 Chi conference on human factors in computing systems (pp. 1-8).
Henriques, A. C., & Winkler, I. (2021). The advancement of virtual reality in automotive market research: Challenges and opportunities. Applied Sciences, 11 (24), 11610.
Smutny, P. (2022). Learning with virtual reality: A market analysis of educational and training applications. Interactive Learning Environments, 1 - 14.
Downloads
Published
Issue
Section
License

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.






