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A Study Report on

Virtual Reality Headset.

In the partial fulfilment of MBA program 2016-18.

Submitted to:
Prof. Gurmeet Singh

Submitted By:
1. Kushal Sidhwani
2. Ankush Choudhary
3. Dipak Tiwari
4. Rahul Tiwari
5. Zuned Siddiqui
6. Shubham Agarwal

RESEARCH PROPOSAL

Problem Statement:

How is virtual reality headset useful?


Why one should try this headset?

Research Objectives:

To know the awareness level of Cadbury and Nestle


To understand the customer perception about virtual reality

To know the usage of virtual reality headset


Literature Review:(Desai, Desai, Ajmera, & Mehta, 2014) Virtual reality headset is being used by

pilots in the training process to help them overcome the fear of heights. With the help of VR
it is also possible for scientists to comprehend the chemical reactions in a much better way
and help them gather the minute details of any reaction. Architects can make an optimum use
of VR by visualizing a building that is yet not into existence and to experience a virtual tour
of the structure. Virtual reality also offers great deal of amusement with the museums and
galleries. It is possible to view and experience a walk around in a museum with the help of
oculus rift headsets and VR. For this purpose the museums should be recreated online which
can then be accessed by the user for a real life experience. These could also be used by
surgeons while in a surgery.
(Stern, 2016) Virtual reality helps the user to opt for better buying option, as if someone
wants to buy a flat so instead of going to that place to check the flat, one can easily take a
virtual tour of the flat and then if it looks nice then he/she can take a visit. It is also useful for
better learning in schools, especially if there is any geographical location then students can
learn about it in depth with VR.
(Kushner, 2016) VR is only the beginning. With so-called "mixed reality"
headsets, you can see computer-generated objects say, a flock of virtual
sea gulls float in real space around you. Then there's augmented-reality
glasses, transparent displays that let you see information like the name
and occupation of a neighbour as it passes by. And with HTC, Sony and
Microsoft also rolling out VR gear this year, competition is high. Goldman
Sachs predicts all of this to become an $80 billion industry by 2025.

(Maughan, 2016) One of its creator Milica Zec, who sheltered with her
family from Nato bombing raids in war-torn Serbia in the 1990s explains one of
the purpose of VR headset as it will be able to drop audiences into a situation
and force them to react emotionally, in ways that traditional filmmaking or
journalism might struggle to do by co-relating the war zone affected people with
the people who are watching them on TVs.

Research Design:Our research design DESCRIPTIVE Research design.

Hypothesis: H01: Respondents are not aware about VR headset.


H11: Respondents are aware about VR headset.
H02: Respondents are not satisfied with VR headset.
H12: Respondents are satisfied with VR headset.

Data Collection Method: PRIMARY DATA: - by the help of questionnaire.


SECONDARY DATA: - from books, internet and article.

Sample Design: Sample size: - The total sample size of our project is 50.
Sampling Method : We have used convenient sampling.
Sample Unit : Selected areas of Ahmedabad city.

Importance/Benefits of study:

This study will help us to know the customer preference towards the VR headset.
This study is important to understand the changing preference of the consumers.
This study helps to understand the need and their demand in the market.
It is important to understand the choice of consumers towards tecnology.

Limitation of the Study: Due to limitation of time only few people would be selected for the study. The sample
size for the study is 50 only.
The study is limited up to Ahmedabad area only.

The main source of data for the study was primary data with the help of selfadministered questionnaires. Hence, the chances of unbiased information are less.

Data Analysis Tools: The data analysis tools which we used are SPSS software, T test, Z test, Binomial test
etc.

Bibliography
Desai, P., Desai, P., Ajmera, K., & Mehta, K. (2014). A review on virtual reality
headset.
Kushner, D. (2016, march). http://www.rollingstone.com/culture/features/willvirtual-reality-change-your-life-20160523. Retrieved from www.rollingstone.com.
Maughan, T. (2016, july). http://www.bbc.com/future/story/20160729-virtualreality-the-hype-the-problems-and-the-promise. Retrieved from www.bbc.com.
Stern, J. (2016, march). http://www.wsj.com/articles/why-you-should-try-thatcrazy-virtual-reality-headset-1458743074. Retrieved from www.wsj.com.

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