Summary: | 碩士 === 實踐大學 === 資訊科技與管理學系碩士班 === 104 === Along with the rapid development of information and technology, techniques for virtual reality (VR) are also gradually maturing. Patent analysis has been one of the tools to predict the development of VR techniques. The study aims to investigate VR patents from the perspectives of immersion, imagination and interaction to uncover their developments and trends. This study analyzes VR patents through MTrends, including IPC patent analysis and Fishbone/Cause Effect Diagram. The patent map of virtual reality is further constructed to acquire managerial and technical knowledge, and a SWOT analysis is then performed. The results indicate that a total of 14,006 VR related patents have been issued since 1975, and further analysis discovers that among them 590 patents best meet the requirements of current VR devices. In terms of managerial knowledge, the United States and Japan pay a lot of attention to the development of VR technology; the number of patents in 2014 is much greater than those in other years. In terms of technical knowledge, the techniques related to the games industry are at the core of development nowadays. The results show that among the I3 the number of patents on entertainment and imagination is the largest, followed by the number of patents on human-computer interaction. Immersion has the fewest patents. Findings from the patent market analysis are expected to offer suggestions to the manufacturers in Taiwan for future development of virtual reality.
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