Statements (67)
Predicate | Object |
---|---|
gptkbp:instance_of |
gptkb:film_production_company
|
gptkbp:challenges |
gptkb:video_game_series
Technical Limitations User Adoption High Cost of Equipment |
gptkbp:growth_rate |
30% CAGR
|
gptkbp:has_events |
gptkb:CES
gptkb:SIGGRAPH gptkb:VRLA |
gptkbp:has_product |
gptkb:HTC_Vive
gptkb:Unity_Technologies gptkb:Oculus_VR gptkb:Epic_Games gptkb:Sony_Interactive_Entertainment gptkb:Valve_Corporation |
gptkbp:has_programs |
gptkb:football_match
gptkb:aircraft gptkb:Educational_Institution Healthcare Military Training Real Estate Social Interaction Therapy |
https://www.w3.org/2000/01/rdf-schema#label |
Virtual Reality industry
|
gptkbp:is_standardized_by |
gptkb:Open_XR
gptkb:Web_XR |
gptkbp:market |
$12 billion
|
gptkbp:population_trend |
gptkb:High_School
Ethical Considerations Data Privacy Concerns Sustainability Initiatives Cultural Experiences User-Generated Content Advancements in AI Blockchain Applications Diversity in Content Personalized Experiences Remote Collaboration Tools Cross-Platform Experiences Improved User Interfaces Virtual Reality in Sports Regulatory Developments Integration with AR Integration with Io T 5 G Connectivity Virtual Tourism AI-Driven Content Creation Enhanced Immersion Techniques Gamification in Non-Gaming Sectors Health and Wellness Applications Increased Mobile VR Integration with Fitness Apps Social VR Platforms Virtual Reality in Advertising Virtual Reality in Art and Design Virtual Reality in Historical Reenactments Virtual Reality in Journalism Virtual Reality in Language Learning Virtual Reality in Music Experiences Virtual Reality in Retail Virtual Reality in Scientific Research Virtual Reality in Skill Training Virtual Reality in Therapy and Rehabilitation |
gptkbp:technology |
Head-Mounted Displays
Motion Tracking |
gptkbp:bfsParent |
gptkb:Virtual_Reality_Films
|
gptkbp:bfsLayer |
5
|