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  1. NTU Theses and Dissertations Repository
  2. 管理學院
  3. 管理學院企業管理專班(Global MBA)
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.authorYoung-An Chenen
dc.contributor.author陳勇安zh_TW
dc.date.accessioned2021-06-15T11:41:54Z-
dc.date.available2021-08-24
dc.date.copyright2016-08-24
dc.date.issued2016
dc.date.submitted2016-08-15
dc.identifier.citation8 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.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/49685-
dc.description.abstractWith 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.provenanceMade 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.tableofcontentsTABLE 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.isoen
dc.subject虛擬實境zh_TW
dc.subjectVirtual Reality Businessen
dc.title虛擬實境企業計畫zh_TW
dc.titleYoung Fitness Technology Inc. Business Planen
dc.typeThesis
dc.date.schoolyear104-2
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.keywordVirtual Reality Business,en
dc.relation.page63
dc.identifier.doi10.6342/NTU201601052
dc.rights.note有償授權
dc.date.accepted2016-08-15
dc.contributor.author-college管理學院zh_TW
dc.contributor.author-dept企業管理碩士專班zh_TW
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