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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/123456789/92620
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dc.contributor.advisor曹承礎zh_TW
dc.contributor.advisorSeng-cho Chouen
dc.contributor.author賴灝允zh_TW
dc.contributor.authorStephen Laien
dc.date.accessioned2024-05-14T16:06:21Z-
dc.date.available2024-05-15-
dc.date.copyright2024-05-14-
dc.date.issued2024-
dc.date.submitted2024-05-08-
dc.identifier.citationApp Store. Apple. (n.d.). https://www.apple.com/app-store/#:~:text=Because%20we%20offer%20nearly%20two,every%20single%20one%20of%20them.
Apple announces more than 600 new apps built for Apple Vision Pro. Apple Newsroom. (2024, February 21). https://www.apple.com/newsroom/2024/02/apple-announces-more-than-600-new-apps-built-for-apple-vision-pro/
AR & VR - worldwide: Statista market forecast. Statista. (n.d.). https://www.statista.com/outlook/amo/ar-vr/worldwide#:~:text=The%20AR%20%26%20VR%20market%20is,US%2458.1bn%20by%202028.
AR and VR Market Size & Growth Forecast Report, 2022-2030. P&S Intelligence. (2022, December). https://www.psmarketresearch.com/market-analysis/augmented-reality-and-virtual-reality-market
Augmented reality (AR) and virtual reality (VR) market size, share, trends and Industry Analysis 2030. MarketsandMarkets. (2023, October). https://www.marketsandmarkets.com/Market-Reports/augmented-reality-virtual-reality-market-1185.html
Awards, B. (2023, October 16). What is the potential of augmented reality to change the way we work and play?. LinkedIn. https://www.linkedin.com/pulse/what-potential-augmented-reality-change-way-we-work-play-boldawards/
Boland, B. (2023, May 17). Extended reality vocational training’s ability to improve soft skills development and increase equity in the workforce. AI, Computer Science and Robotics Technology. https://www.intechopen.com/journals/1/articles/197
Brownlee, M. (2024, February 13). Apple Vision Pro is missing something... YouTube. https://www.youtube.com/watch?v=hOi8s2wkX4A
Burton, C. (2024, April 8). The top 10 online learning platforms for 2024. Thinkific. https://www.thinkific.com/blog/online-learning-platforms/
Cipresso, P., Giglioli, I. A. C., Raya, M. A., & Riva, G. (2018). The Past, Present, and Future of Virtual and Augmented Reality Research: A Network and Cluster Analysis of the Literature. Frontiers in psychology, 9, 2086. https://doi.org/10.3389/fpsyg.2018.02086
Clement, J. (2024, February 7). Pokémon Go Revenue Worldwide 2023. Statista. https://www.statista.com/statistics/882474/pokemon-go-all-time-player-spending/
Dean, G. (2022, October 29). Meta has pumped $36 billion into its metaverse and VR businesses since 2019. these 4 charts show the scale of its extreme spending - and huge losses. Business Insider. https://www.businessinsider.com/charts-meta-metaverse-spending-losses-reality-labs-vr-mark-zuckerberg-2022-10
Dhamecha, S. (2021). Know the top 10 applications of AR and VR in business to look for in 2021. CodeFencers. https://www.codefencers.com/blog/know-the-top-10-applications-of-ar-and-vr-in-business-to-look-for-in-2021
Digital, E. (2022, December 22). Virtual reality: The future of e-learning. LinkedIn. https://www.linkedin.com/pulse/virtual-reality-future-e-learning-edufic-digital/
Druzhinin, A. (2019, July 25). The history of AR and VR. Medium. https://arvrjourney.com/the-history-of-ar-and-vr-3faea3f1e94bEnterprise virtual reality training solutions.
Fact.mr. (2024, March 22). Healthcare AR VR market projected to hit US$ 14.85 billion with 18.2% CAGR by 2034: Fact.MR report. GlobeNewswire News Room. https://www.globenewswire.com/news-release/2024/03/22/2850874/0/en/Healthcare-AR-VR-Market-Projected-to-Hit-US-14-85-Billion-with-18-2-CAGR-by-2034-Fact-MR-Report.html#:~:text=Global%20revenue%20from%20healthcare%20AR,46.5%25%20market%20share%20in%202024.
GfG. (2024, February 10). Top 10 industries using virtual reality. GeeksforGeeks. https://www.geeksforgeeks.org/top-industries-using-virtual-reality/
Hard skills training: VR use cases. Strivr. (2024b, January 5). https://www.strivr.com/solutions/objective/operational-efficiency/
Hector, H. (2024, January 13). The 5 best VR headset and AR glasses announcements at CES 2024. TechRadar. https://www.techradar.com/computing/virtual-reality-augmented-reality/the-5-best-vr-headset-and-ar-glasses-announcements-at-ces-2024
How VR is Transforming the Way We Train Associates. (2018, September 20). https://corporate.walmart.com/news/2018/09/20/how-vr-is-transforming-the-way-we-train-associates
Iqbal, M. (2024, January 10). Pokémon go revenue and usage statistics (2024). Business of Apps. https://www.businessofapps.com/data/pokemon-go-statistics/
Koksal, I. (2022, October 12). The rise of online learning. Forbes. https://www.forbes.com/sites/ilkerkoksal/2020/05/02/the-rise-of-online-learning/?sh=1f546cb072f3
Kumar, C. (2023, July 6). 15 platform to learn new skills in Information Technology. Geekflare. https://geekflare.com/learn-new-skills/
Learning, R. (2023, September 18). 9 examples of safety training in VR. LinkedIn. https://www.linkedin.com/pulse/9-examples-safety-training-vr-roundtable-learning/
Learning management system market size & global forecast: MarketsandMarketsTM. MarketsandMarkets. (2023). https://www.marketsandmarkets.com/Market-Reports/learning-management-systems-market-1266.html
Market.us. (2024, April 1). AR and VR in education market size: Cagr of 20.2%. Market.us. https://market.us/report/augmented-and-virtual-reality-in-education-market/#:~:text=The%20Global%20AR%20and%20VR,period%20from%202024%20to%202033.
Martins, B. R. (2021, February 8). Professor da universidade federal de são paulo. Linhas de Pesquisa: Realidade virtual E Realidade Aumentada. Ezequiel Zorzal. https://ezequielzorzal.com/
Meta Platforms, Inc. (2018, May 2). Meta quest. App Store. https://apps.apple.com/us/app/meta-quest/id1366478176
Mobile App download Statistics & Usage Statistics (2024) - BuildFire. (2024, January
BuildFire.https://buildfire.com/appstatistics/#:~:text=Mobile%20apps%20are%20expected%20to,n%20the%20Google%20Play%20Store.
Nolan, B. (2024, January 30). Apple has already sold more than 200,000 Vision Pro headsets, report says. Business Insider. https://www.businessinsider.com/apple-vision-pro-headset-200000-preorders-sold-report-2024-1
Peek, S. (2024, January 3). How VR technology is altering manufacturing. business.com. https://www.business.com/articles/virtual-reality-changing-manufacturing/
Precedence Research. (2023a). AR and VR headsets market (by type: Ar headset, VR Headset, AR/VR headset; by product type: Standalone, tethered, screenless viewer; by application: Enterprise, consumer, healthcare, commercial) - global industry analysis, size, share, growth, trends, regional outlook, and forecast 2023-2032. Precedence Research. https://www.precedenceresearch.com/ar-and-vr-headsets-market#:~:text=The%20global%20AR%20and%20VR,period%20from%202023%20to%202032.
Precedence Research. (2023b). Augmented reality (AR) and virtual reality (VR) in manufacturing market (by component: Hardware, software, services; by technology: Augmented reality, virtual reality; by device: Head-mounted display, head-up display, handheld devices; by application: Product Design & Development, Safety & Training, Maintenance & Repair) - global industry analysis, size, share, growth, trends, regional outlook, and forecast 2023-2032. Precedence Research. https://www.precedenceresearch.com/augmented-reality-and-virtual-reality-in-manufacturing-market#:~:text=The%20global%20augmented%20reality%20(AR,24.62%25%20from%202023%20to%202032.
Precedence Research. (2024). Virtual sports market (by component: Solutions, services; by game: Football, racing, golf, basketball, cricket, skiing, tennis, MMA, others; by demographic: Below 21 years, 21 to 35 years, 35 to 54 years, 54 years and above) - global industry analysis, size, share, growth, trends, regional outlook, and forecast 2024-2033. Precedence Research. https://www.precedenceresearch.com/virtual-sports-market
Research, S. (2019). Virtual reality in retail market size, growth, analysis report 2031. Straits Research. https://straitsresearch.com/report/virtual-reality-in-retail-market
Skelton, A. (2021, September 6). Q&A with walmart on VR for employee learning: STRIVR blog. Strivr. https://www.strivr.com/blog/customer-experience-andy-trainor-walmart/
Skyquest. (2022). Corporate training market size - industry forecast 2023-2030. Corporate Training Market Size - Industry Forecast 2023-2030. https://www.skyquestt.com/report/corporate-training-market
Sobociński, C. (2023, November 11). Meta continues to operate at a loss on Quest 3 – production costs revealed. XRDailyNews. https://xrdailynews.com/quest-3-bom-production-costs-revealed/
Soft skills training in VR with AI feedback. VirtualSpeech. (n.d.). https://virtualspeech.com/
Statista. (2022). VR software - United States: Statista market forecast. Statista. https://www.statista.com/outlook/amo/ar-vr/vr-software/united-states
Statista. (2023). AR & VR - United States: Statista market forecast. Statista. https://www.statista.com/outlook/amo/ar-vr/united-states
Strivr. (2024, February 2). https://www.strivr.com/
Thompson, S. (2023, June 20). 5 best use cases of VR Soft Skills training in 2024. VirtualSpeech. https://virtualspeech.com/blog/use-cases-vr-soft-skills-training
Top strivr Alternatives, competitors. (n.d.). https://www.cbinsights.com/company/strivr/alternatives-competitors
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VR Soft Skills Training Provider. Bodyswaps. (n.d.). https://bodyswaps.co/
YouTube. (2024, February 7). The future of VR/AR is already here & it’s awesome! CES 2024. YouTube. https://www.youtube.com/watch?v=xELYTllVDXI
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dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/92620-
dc.description.abstractTalentForge XR的商業計劃概述了透過沉浸式AR/VR體驗,革新科技產業業務的培訓願景。該公司由Stephen Lai於2024年創立,致力於透過AR/VR技術逐漸改造科技產業的銷售訓練。AR/VR技術在計算能力、顯示技術和運動追踪方面取得了顯著進步,例如Meta Quest 3和Vision Pro。TalentForge XR提供一系列的產品和服務,包括實地的差距分析、客製的XR員工培訓學程和諮詢服務。財務預測顯示,公司將實現逐年增長的軌跡,預計在第四年實現盈利,並在第五年達到收支平衡。展望未來,公司應營運策略包括擴大業務範圍、拓展市場覆蓋、建立夥伴關係和促進創新。zh_TW
dc.description.abstractTalentForge XR's business plan outlines a visionary approach to revolutionizing sales training in the tech industry through immersive AR/VR experiences. Founded in 2024 by Stephen Lai, the company is committed to transforming sales training programs in the tech industry with AR/VR one client at a time. AR/VR has advanced in computing power, display technology, and motion tracking, as exemplified by Meta Quest 3 and Vision Pro. TalentForge XR offers a comprehensive suite of products and services, including on-site Gap analysis, customizable XR Employee Training licenses, and consulting services. Financial projections indicate a trajectory YoY growth, with profitability anticipated by Year 4 and breakeven by Year 5. Looking ahead, strategic initiatives include scaling operations, extending market reach, forging partnerships, and fostering innovation.en
dc.description.provenanceSubmitted by admin ntu (admin@lib.ntu.edu.tw) on 2024-05-14T16:06:21Z
No. of bitstreams: 0
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dc.description.provenanceMade available in DSpace on 2024-05-14T16:06:21Z (GMT). No. of bitstreams: 0en
dc.description.tableofcontentsAcknowledgments ii
Executive Summary iii
Table Of Contents vii
Business Overview 1
Market Research 3
Background 3
Market Size 5
SWOT Analysis 9
Operations 10
Executive 10
Development Team 11
Design Team & Marketing 12
Legal & Compliance 12
Finance and Accounting 13
Products and Services 13
Gap analysis 14
Corporate XR Employee Training 14
Support & Consultancy Services 15
Sales & Marketing 15
Competitor Analysis 19
Financial Projections 22
Conclusion 28
Uncertainty, Risks, and Future Plans 28
Risks 29
References 31
Appendix 38
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dc.language.isoen-
dc.subjectIT銷售培訓zh_TW
dc.subject虛擬實境zh_TW
dc.subject應用程式開發zh_TW
dc.subject沉浸式學習zh_TW
dc.subject員工培訓zh_TW
dc.subjectEmployee Trainingen
dc.subjectImmersive Learningen
dc.subjectApp developmenten
dc.subjectIT Sales Trainingen
dc.subjectVirtual Realityen
dc.titleXR應用程式開發公司- 專為各產業員工培訓、遊戲化數位學習zh_TW
dc.titleTalentForge XR Custom XR App Development for Employee Training and Immersive Learningen
dc.typeThesis-
dc.date.schoolyear112-2-
dc.description.degree碩士-
dc.contributor.oralexamcommittee陳建錦;謝冠雄zh_TW
dc.contributor.oralexamcommitteeChien Chin Chen;Edward Hsiehen
dc.subject.keyword虛擬實境,IT銷售培訓,員工培訓,沉浸式學習,應用程式開發,zh_TW
dc.subject.keywordVirtual Reality,IT Sales Training,Employee Training,Immersive Learning,App development,en
dc.relation.page40-
dc.identifier.doi10.6342/NTU202400937-
dc.rights.note同意授權(全球公開)-
dc.date.accepted2024-05-09-
dc.contributor.author-college管理學院-
dc.contributor.author-dept企業管理碩士專班-
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