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VIRTUAL REALITY
Whitepaper
www.juniperresearch.com
1.1 Introduction
that the latter leverages data from a pre-determined world, while AR must
gather and process data from a dynamic world.
Juniper defines VR as:
The concept of a VR (virtual reality) or virtual world has long been the
subject of visionary thought and the last few decades have seen
numerous attempts to commercalise the technology. However the
industry has not yet taken off.
Throughout the 1990s VR became increasingly popular, yet with the
technology not quite developed enough to match the media hype, the
industry died down.
Defined as a computer generated artificial reality, VR is the simulation of
a three dimensional image or enviroment that can be experienced and
interacted with, most commonly through stereoscopic goggles.
The games industry is expected to be the driving force behind the initial
development of the VR market. The major developers are all primed for
the entertainment industry and the success of future applications is likely
to fan out from the device penetration as provided by the games market.
1.1.1 Definition of VR
1.2.4 Gambling
While Juniper feels VR is still a few years away from being perfected, we
have already seen entrants from the gambling market in the market,
providing an insight into the future prospects for gambling applications.
Far East & China will witness increased development and production
activities, driven by a sharp rise in consumer demand.
North America
Latin America
West Europe
Indian Subcontinent
Key Features
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