Reports relevant to the Immersive Tech Sector
The Deal: Equity Investment in the UK 2018
Published by Beauhurst | January 2019
The Deal analyses equity investment in the UK, which helps many of the most ambitious British companies fuel their growth. This report highlights which sectors, locations and business types are booming or suffering. It also gives an insight into where the next generation of top British businesses may arise, and where investors see real opportunity.
Feasibility of an Immersive Digital Twin
Published by the HVMC Visual and Virtual Reality Forum | September 2018
According to research, the digital twin market is set to grow to over $15bn by 2023. Following on from the Immersive Technologies in Manufacturing Report, this study investigates what people think a digital twin is, what is needed to make a digital twin and is here any value for the use of immersion in a digital twin?
Download the Feasibility of an Immersive Digital Twin Report [9MB]
Immersive Technologies in Manufacturing Report
Published by the HVMC Visual and Virtual Reality Forum | July 2018
The Immersive Technologies in Manufacturing Report, explores how immersive technologies are currently being used in sectors ranging from aerospace, oil and gas, through to construction, and at all stages through the manufacturing life cycle.
Download the Immersive Technologies in Manufacturing Report [4MB]
Immersive Content Formats for Future Audiences Report
Commissioned by Digital Catapult and produced by Limina Immersive | June 2018
This report is a step towards an immersive media taxonomy for creative formats. It identifies trends within the most impactful and creative consumer-facing experiences released by the emerging immersive media sector over the last 4-5 years.
Download the Immersive Content Formats for Future Audiences Report [7MB]
Evaluating Immersive User Experience and Audience Impact Report
Commissioned by Digital Catapult and produced by Nesta and i2 Media Research | June 2018
This report looks at the challenges of understanding the value of creative content while the consumer market for VR and AR content is still small, and traditional quantitative measures of measuring impact are not always available or reliable. It develops a research methodology for testing and evaluating the experimental immersive content that is being made now, in a way that will help us predict the potential audience appetite, cultural impact, and commercial opportunity in the future.
Creative Tools and Workflows for Immersive Content Creation Report
Commissioned by Digital Catapult and produced by Opposable Group and TechSpark | June 2018
This report looks at key questions around content creation: How is content authored? What tools, techniques, skills, people, equipment will they need? What is best practice? What are the impacts of one workflow over another? It also provides a snapshot of workflows, and examples of how content is being made right now across the creative industries, and provides original research into where the challenges and opportunities lie.
- Creative Tools and Workflows for Immersive Content Creation Report [34MB]
- Appendix: Case Studies [8MB]
The Immersive Economy in the UK Report
Commissioned by Immerse UK and produced by Nesta | May 2018
This is the first ever report mapping the UK’s immersive specialist businesses and highlights the rapid expansion of the sector, defining the scale, nature and economic value of ‘immersive specialist’ businesses. It quantifies and describes a fast-growing, confident and export-intensive industry that is already adding economic value to the UK.