A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned
Virtual reality can be used to create an illusion of imagined reality or reality, this system uses stereoscopic goggles that provides the three-dimensional imaginary. The three-dimensional world of this system will simply immerse into make believe world as the real world. Immersion is basically a unique experience that is connected with the world of virtual reality. Future trends for this system are more advanced virtual tools and advertising integration.
Download Sample PDF
Increasing popularity of the virtual reality technology in the various industries, and increasing smart phone adoption around the globe are the major factor that would drive the growth of immersive virtual reality market. Opportunities for this market are advancement in technology and introduction of industry-specific solutions whereas Lack of awareness and lack of content are the restraints for immersive virtual reality market.
Besides this, the report analyzes factors affecting market from both demand and supply side and further evaluates market dynamics effecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely; North America, Europe, APAC, MEA and South America after evaluating political, economic, social and technological factors effecting the market in these regions.
Also, key immersive virtual reality market players influencing the market are profiled in the study along with their SWOT analysis and market strategies. The report also focuses on leading industry players with information such as company profiles, products and services offered, financial information of last 3 years, key development in past five years. Some of the key players influencing the market are Oculus VR(Facebook), Barco, HTC Corporation, Leap Motion, Inc., Microsoft Corporation, Samsung Electronics Co. Ltd., CyberGlove Systems Inc., Sony Corporation, Vuzix Corporation, and Google VR among others.