請用此 Handle URI 來引用此文件:
http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/49685
完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.advisor | 謝冠雄(Edward Hsieh) | |
dc.contributor.author | Young-An Chen | en |
dc.contributor.author | 陳勇安 | zh_TW |
dc.date.accessioned | 2021-06-15T11:41:54Z | - |
dc.date.available | 2021-08-24 | |
dc.date.copyright | 2016-08-24 | |
dc.date.issued | 2016 | |
dc.date.submitted | 2016-08-15 | |
dc.identifier.citation | 8 Reference
8.1 English Reference • Osterwalder, Alex & Pigneur, Yves. (2010), “Business Model generation,” John Wiley & Sons, Inc. • William A. S. (1997), “How to Write a Great Business Plan,” Harvard Business Review July-August 1997, P97 – P108. • Kotler, K., Leong, A. and Tan (2009), “Marketing Management: An Asian Perspective,” 5th edition. • Slywotzky, A., D. Morrison and B. Andelman (2002), “The Profit Zone,” Three River. • Ross, S. A., Westerfield, R. W., Jaffe, J., B., Jordan, D.(2009), “Corporate Finance: Core Principles and Applications,” 2nd edition • Palepu, K. G.,P. M. Healy, V. L. Bernard and E. Peek (2007), “Business Analysis and Valuation (IFRS Edition),” Thomson. • Peng, Mike W. (2009), “Global Strategic Management,” South-Western, 2nd edition. • 8.2 Website Reference • http://www.ebove.asia/index.html • http://www.jonathanfields.com/brain-buff-research-thoughts-on-strength-fitness-weight-loss/ • http://www.gadgetreview.com/steam-vs-origin-vs-uplay-comparison • http://www.roadtovr.com/get-real-workout-widerun-virtual-reality-bike-trainer-now-kickstarter/ • https://www.kickstarter.com/projects/1113967159/widerun-the-first-full-immersive-vr-biking-experie • http://www.aboutfacevr.com • http://www.roadtovr.com/mountain-biking-in-virtual-reality-oculus-rift-activetainment-ebove-b01-bike/ | |
dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/49685 | - |
dc.description.abstract | With the re-introduction of the virtual reality headset with the latest and most realistic effects from the hardware advances that are now available it is a clear sign that the VR technology will clear a way for the staggering technology market today. Thus the idea to build a startup in Taiwan to help service the vast new contents that are now forming was the initial motivation for the consolidation of the potential business that can be developed. Hence the focus on the fitness category of the virtual reality becomes very critical part of the immersion understanding in order for the user to feel that they are actually in the VR world. The business plan is a general take on the approach of the business and areas of the VR tech business that can be explored. | en |
dc.description.provenance | Made available in DSpace on 2021-06-15T11:41:54Z (GMT). No. of bitstreams: 1 ntu-105-R99749013-1.pdf: 4474327 bytes, checksum: 7c4dc6eae1bb8e73b109518934bc7cf2 (MD5) Previous issue date: 2016 | en |
dc.description.tableofcontents | TABLE OF CONTENTS
1 EXECUTIVE SUMMARY.......................................................1 1.1 MISSION ................................................................................ 2 1.2 PRODUCTS AND SERVICES....................................................... 2 1.3 BUSINESS MODEL................................................................................ 3 1.4 HIGHLIGHTS ........................................................................ 3 2 COMPANY SUMMARY.............................................................4 2.1 COMPANY OWNERSHIP ..................................................................5 2.2 START-UP SUMMARY ..................................................................7 3 PRODUCTS AND SERVICES.........................................................................10 3.1 PRODUCTS AND SERVICES DESCRIPTION ............................................. 10 3.1.1 Hardware ..................................................... 11 3.1.2 Software (Digital) Content Distribution Platform ................................ 18 3.1.3 Security ................................................................. 19 3.2 HARDWARE & SOFTWARE TECHNOLOGY...............................................21 3.3 COMPETITIVE COMPARISON................................................................22 3.4 MILESTONES........................................................................... 23 4 MARKET ANALYSIS ............................. 24 4.1 INDUSTRY ANALYSIS ...............................................24 4.1.1 Porter’s Five Forces Analysis.....................................................36 4.2 MARKET SEGMENTATION ...................................................................37 4.2.1 Product Segmentation - Partnerships with the VR Hardware Brands........38 4.2.2 B2B vs B2C Customers ................................................. 39 4.3 TAIWAN MARKET..........................................................................41 4.3.1 Taiwan as Main Market ...............................................42 4.4 COMPETITOR ANALYSIS...........................................43 4.4.1 Competitive Advantage and Comparative Evaluation....................43 5 STRATEGY AND IMPLEMENTATION ................................... 45 5.1 POSITION STRATEGY ...............................................45 5.2 PRODUCT AND SERVICE STRATEGY ...........................................45 5.3 PRICING STRATEGY.......................................................45 5.4 DISTRIBUTION CHANNELS .................................................. 46 5.5 PROMOTION STRATEGY ......................................................46 5.6 SALES STRATEGY..............................................46 5.7 SALES FORECASTS ........................................................ 47 6 MANAGEMENT SUMMARY .................................. 49 6.1 MANAGEMENT TEAM ......................................................... 49 6.2 OWNERSHIP ......................................................................... 50 6.3 PERSONNEL PLAN ............................................... 51 FINANCIAL PLAN........................................................ 52 7.1 ASSUMPTIONS ......................................................... 52 7.2 BREAK-EVEN ANALYSIS ..................................................53 7.3 PROJECTED PROFIT AND LOSS ........................................ 54 7.4 PROJECTED CASH FLOW................................................... 57 7.5 PROJECTED BALANCE SHEET .................................................. 60 7.6 BUSINESS RATIOS.................................................................62 REFERENCE.......................................................... 63 8.1 ENGLISH REFERENCE .........................................................63 8.2 WEBSITE REFERENCE..........................................................63 | |
dc.language.iso | en | |
dc.title | 虛擬實境企業計畫 | zh_TW |
dc.title | Young Fitness Technology Inc. Business Plan | en |
dc.type | Thesis | |
dc.date.schoolyear | 104-2 | |
dc.description.degree | 碩士 | |
dc.contributor.coadvisor | 曹承礎(Peter Chou) | |
dc.contributor.oralexamcommittee | 盧信明 | |
dc.subject.keyword | 虛擬實境, | zh_TW |
dc.subject.keyword | Virtual Reality Business, | en |
dc.relation.page | 63 | |
dc.identifier.doi | 10.6342/NTU201601052 | |
dc.rights.note | 有償授權 | |
dc.date.accepted | 2016-08-15 | |
dc.contributor.author-college | 管理學院 | zh_TW |
dc.contributor.author-dept | 企業管理碩士專班 | zh_TW |
顯示於系所單位: | 管理學院企業管理專班(Global MBA) |
文件中的檔案:
檔案 | 大小 | 格式 | |
---|---|---|---|
ntu-105-1.pdf 目前未授權公開取用 | 4.37 MB | Adobe PDF |
系統中的文件,除了特別指名其著作權條款之外,均受到著作權保護,並且保留所有的權利。