Virtual Reality

An immersive simulation of an image or environment that can be interacted with in a seemingly real or physical way.
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Low Risk
High Disruption Potential
Game Changer

Virtual reality (VR) is a simulated experience that can be similar to or completely different from the real world. Applications of virtual reality can include entertainment (i.e. video games) and educational purposes (i.e. medical or military training). Other, distinct types of VR style technology include augmented reality and mixed reality.

Currently standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback, but may also allow other types of sensory and force feedback through haptic technology.

Trend Metrics

Trend Timeline (Last 4 weeks)

Based on web searches worldwide.

Disruption Breakdown

Success Factors

Cost Efficiency

Based on the cost of production and speciality needed in machinery and job roles.

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Ability to Mass Produce

Based on ease of access to all components and level of personalisation required.

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Speed to Produce

Time taken from manufacturing start point to consumer ready.

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Concept Realisation

Based on proven case studies of the technologies and concepts used.

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Consumer Needs Met

Based on consumer interest, needs and demand.

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Disruption Factors

Ecosystem Potential

Potential to integrate into existing consumer ecosystems (digital or lifestyle) and potential to create new ecosystems.

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Potential to Change Consumer Behavior

Potential to change behavior of the consumer if delivered successfully. Based on creating new interactivity, delivery systems, a unique service or through new knowledge delivered.

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Potential to Change Industry Behavior

Potential to change industry behavior if delivered successfully. Based on creating new technology, leveragable delivery systems or through new knowledge gained.

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Uniqueness of IP

Based on amount of existing consumer products and services leveraging this idea and examples of successful case studies.

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New Knowledge Gained

New technical, development, manufacturing or consumer knowledge gained if delivered successfully.

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Success Potential

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Disruption Potential

37

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Total Disruption Score

79

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If delivered successfully

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