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以作者查詢圖書館館藏以作者查詢臺灣博碩士以作者查詢全國書目勘誤回報
作者(中):平間麗美
作者(英):Remi Hirama
論文名稱(中):ICONIQ商業計劃書 – 後疫情時代下非接觸式社會之3D虛擬人像全息投影商業化實踐
論文名稱(英):ICONIQ - A Business Plan for Commercialization of Holographic 3D Virtual Human in The Post Pandemic Contactless Society
指導教授(中):何小台
指導教授(英):Ho, Chester
口試委員:吳文傑
劉助
口試委員(外文):Wu, Jack
Liu, James
學位類別:碩士
校院名稱:國立政治大學
系所名稱:國際經營管理英語碩士學位學程(IMBA)
出版年:2022
畢業學年度:110
語文別:英文
論文頁數:103
中文關鍵詞:3D虛擬人類全像攝影COVID-19後疫情非接觸式社會設計思維創新新創商業計畫
英文關鍵詞:3DVirtual humanHolographyCOVID-19Post-pandemicContactless societyDesign thinkingInnovationStartupBusiness plan
Doi Url:http://doi.org/10.6814/NCCU202200488
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This thesis is a startup business plan to commercialize the computer-rendered, AI-powered and holographically projected human graphical images called “3D Virtual Humans”. 3D Virtual Human was ideated using the Design Thinking approach of observing the persona behavior. Social distancing and community lockdowns for the prevention of COVID-19 are creating a restricted living environment (which this thesis calls “the contactless society”) and causing social inconveniences. It is also acting as one of the drivers for the economic slowdown. Furthermore, its influence on mental health is a growing concern given how it creates social isolation. The fear towards spread of infectious diseases is generating the market demand for touchless transactions through chatbots. How might we add human touch to these faceless transactions and make life easy in the contactless society? This question was the starting point of the business plan.

This business plan identifies the intersection of feasibility, viability and desirability of 3D Virtual Human using various analytical frameworks. Chasm Theory analysis reveals the high production cost as a reason why the virtual humans currently remain only within the entertainment industry and not yet mass adopted in other industries. Process analysis proposes improvement ideas for reducing the production time and cost. Analytical frameworks such as TAM-SAM-SOM, Business Model Canvas, Break Even Analysis logically outline the value proposition, financial feasibility and business implementation plan.

This business plan cautiously draws the line from the current hype of metaverse that contains many unknowns to be a meaningful marketplace. Selecting Japan as the initial scope of market for its “Society 5.0” to build an IoT country, it focuses on creating a better living experience using holography in the physical environment rather than in the virtual reality through wearable devices. Within the USD 3.92 billion globally serviceable and addressable market of mixed reality, this business plan addresses the strategy to seize USD 230 million sales and USD 78.85 million net income in Japan in five years.
PREFACE 1
1. INTRODUCTION 4
1.1. PROBLEMS THAT MOTIVATED THE IDEA OF HOLOGRAPHIC 3D VIRTUAL HUMAN 4
1.2. SCOPE OF THIS BUSINESS PLAN 9
1.2.1. In Scope 9
1.2.2. Out of Scope 13
2. WHAT IS HOLOGRAPHIC 3D VIRTUAL HUMAN 17
2.1. PRODUCT DESIGN 17
2.2. TECHNOLOGY 18
2.3. THE 3D VIRTUAL HUMAN PRODUCTION PROCESS 26
2.3.1. The Production Process - Conventional Way 26
2.3.2. The Improved Production Process in ICONIQ 30
3. BUSINESS MODEL 32
3.1. COMPANY NAME AND VISION 33
3.2. CUSTOMER SEGMENTATION THROUGH THE MARKET ANALYSIS 33
3.2.1. TAM and SAM 33
3.2.2. SOM 35
3.2.3. Potential Use Cases 36
3.3. VALUE PROPOSITION 41
3.4. CUSTOMER RELATIONS 45
3.5. CHANNELS 46
3.6. KEY ACTIVITIES 48
3.6.1. Product Development 48
3.6.2. Product Sales 48
3.6.3. Research and Development 48
3.7. KEY RESOURCES 49
3.7.1. Service Providers 49
3.7.2. Human Resources 50
3.8. KEY COMPETITORS 51
3.8.1. Who Creates Virtual Humans 51
3.8.2. ICONIQ’s Differentiation Factors from Other Players in the Market 53
3.9. KEY PARTNERS 54
3.9.1. Suppliers Group 54
3.9.2. Research Partners 55
3.10. FINANCIALS 55
3.10.1. Cost Structure 56
3.10.2. Pricing 58
3.10.3. Customer Upfront Cost and Customer Benefit 64
3.10.4. Revenue Stream 65
3.10.5. Five-Year Proforma Income Statement 66
4. STARTUP APPROACH 69
4.1. LEGAL ENTITY 69
4.2. THE SEED FUND 70
4.3. OWNERSHIP EQUITY 71
4.4. THE VALUE OF INITIALLY ISSUED PREFERRED STOCKS 71
4.5. FUNDRAISING OPPORTUNITIES AT SEED ROUND 73
4.6. STARTUP TIMELINE 74
5. ORGANIZATION DESIGN 74
6. DIGITAL ETHICS 76
6.1. DIGITAL ETHICS - NO LONGER A MATTER OF COMPLIANCE, IT’S A MATTER OF PRODUCT SAFETY 76
6.2. DIVERSITY 77
6.3. AI, A THREAT TO HUMAN JOBS? 80
6.4. ICONIQ’S COMMITMENT TO DIGITAL ETHICS 82
6.4.1. Digital Ethics Framework 83
6.4.2. Industry Associations 87
7. CONCLUSION 88
8. NOTES 89
CHAPTER 1 89
CHAPTER 2 91
CHAPTER 3 94
CHAPTER 4 98
CHAPTER 6 99
9. BIBLIOGRAPHY 100
10. TECHNOLOGY COMPANIES INTRODUCED IN THIS BUSINESS PLAN 102
-- Notes --

Chapter 1

1. Tokyo Shoko Research. (2022). “Monthly Report on Country-Level Bankruptcy, February 2022 Edition” (東京商工リサーチ、月次全国企業倒産状況2022年2月)
https://www.tsr-net.co.jp/news/status/monthly/202202.html

2. Tokyo Shoko Research. (2021). “Monthly Report on Country-Level Bankruptcy, December 2021 Edition” (東京商工リサーチ、月次全国企業倒産状況2021年12月)
https://www.tsr-net.co.jp/news/status/monthly/202112.html

3. Japan Cabinet Secretariat. “COVID-19 Information and Resources” https://corona.go.jp/emergency/

4. Ritchie, Hannah., Mathieu, Edouard., Rodés-Guirao, Lucas., Appel, Cameron., Giattino, Charlie., Ortiz-Ospina, Esteban., Hasell, Joe. Macdonald, Bobbie., Beltekian, Diana., & Roser, Max. (2020)."Coronavirus Pandemic (COVID-19)".
Published online at OurWorldInData.org.
Retrieved from: 'https://ourworldindata.org/coronavirus'

5. Ibid.

6. Mordor Intelligence. “Virtual Reality (VR) Market - Growth, Trends, COVID-19 Impact, and Forecasts (2022 - 2027)”.
https://www.mordorintelligence.com/industry-reports/virtual-reality-market

7. Japan Cabinet Secretariat. “Society 5.0”.
Japanese original: https://www8.cao.go.jp/cstp/society5_0/index.html
English translation: https://www8.cao.go.jp/cstp/english/society5_0/index.html

8. Greengard, Samuel. (2019). “Virtual Reality”. The MIT Press. 2019. Page 38.
DOI: https://doi.org/10.7551/mitpress/11836.001.0001
ISBN electronic: 9780262354684

9. App Annie. “State of Mobile 2022”. Retrieved in January 2022.
https://www.appannie.com/en/insights/market-data/state-of-mobile-2022-bouyant-economy/

10. Ministry of Economy, Trade and Industry of Japan. (May 28th, 2021). “Information and communication Business Basic Survey 2020 (情報通信業基本調査)”.
https://www.meti.go.jp/statistics/tyo/joho/index.html
https://www.meti.go.jp/statistics/tyo/joho/result-2.html

11. Reuters. “J.P. Morgan drops Apple, Qualcomm from top picks as tech demand slows”. (April 2nd, 2022).https://www.reuters.com/technology/jp-morgan-drops-apple-qualcomm-top-picks-tech-demand-slows-2022-04-01/

12. Meta. (October 28th, 2021). “Founders Letter, 2021”. https://about.fb.com/news/2021/10/founders-letter/
“Introducing Meta: A Social Technology Company”.
https://about.fb.com/news/2021/10/facebook-company-is-now-meta/

13. Perez, Sarah. (February 4th, 2022). “Over 500 mobile apps are now using the term ‘metaverse’ to attract new users”. Tech Crunch. https://techcrunch.com/2022/02/03/over-500-mobile-apps-are-now-using-the-term-metaverse-to-attract-new-users/
Chan, Stephanie. (February 2022). “More than 500 apps hope adding ‘Metaverse’ to their marketing will equal millions”. Sensor Tower. https://sensortower.com/blog/metaverse-apps/

14. Epic Games. (April 13rd, 2021). “Announcing a $1 Billion Funding Round to Support Epic’s Long-Term Vision for the Metaverse”. https://www.epicgames.com/site/en-US/news/announcing-a-1-billion-funding-round-to-support-epics-long-term-vision-for-the-metaverse

15. Decentraland. (August 18th, 2018). “What are NFTs?”
https://decentraland.org/blog/technology/what-are-nfts/
Nonfungible. (October 24th, 2018). “Why most definitions of “non-fungible” are incorrect.”,
https://nonfungible.com/news/opinions/why-most-definitions-of-non-fungible-are-incorrect

16. The Guardian. (January 22nd, 2022). “Hermès suing American artist over NFTs inspired by its Birkin bags.”. https://www.theguardian.com/technology/2022/jan/22/hermes-suing-american-artist-over-nfts-of-its-birkin-bags

Chapter 2

17. Chatbots.org. “Synonym - Virtual Human”. https://www.chatbots.org/virtual_human/ . Retrieved in February, 2022.

18. Kanebo Cosmetics Official YouTube Channel. (April 11th, 2021). “KATE REAL/UNREAL. その肌、リアルか、アンリアルか。”
https://www.youtube.com/watch?v=XnQFgqsCKEg

19. Juniper Research. (August 19, 2021). “COVID-19 and the Voice Assistants Market.”. Retrieved in February, 2022. https://www.juniperresearch.com/blog/august-2021/covid-19-and-the-voice-assistants-market?ch=AI%20Assistant

20. Pricing information in “Table 2: List of popular CG creation platforms” was collected from the following companies’ product homepages.
Blender: https://www.blender.org/
Epic Games (Metahuman Creator): https://www.unrealengine.com/en-US/?lang=en-US
Quantum Capture (CTRL Human): https://www.quantumcapture.com/
Unity Technologies (Enemies): https://unity.com/demos/enemies

21. Pricing information in “Table 3: List of popular AI conversation engine product” was collected from the following companies’ product homepages:

Google DialogFlow: https://cloud.google.com/dialogflow
IBM Watson Assistant: https://www.ibm.com/products/watson-assistant/artificial-intelligence
Amazon Lex: https://docs.aws.amazon.com/lex/latest/dg/what-is.html
https://aws.amazon.com/lex/pricing/?nc1=h_ls

22. ESTI. The standards for MEC’s technology and architecture were first established by ESTI, the European non-profit organization for global technology standards.
https://www.etsi.org/technologies/multi-access-edge-computing

23. Intel Real Sense. Article ID: 000087450. Content Type: Warranty & RMA. Last Reviewed: September 20, 2021.
https://www.intel.com/content/www/us/en/support/articles/000087450/emerging-technologies/intel-realsense-technology.html?wapkw=EOL%20Realsense

24. LPIS. https://www.lips-hci.com/about,
Inabata & Co, Ltd.
https://www.inabata.co.jp/archives/001/202203/20220228_%E7%A8%B2%E7%95%91%E7%94%A3%E6%A5%AD%E3%80%81%E3%80%8CRealSense%E3%80%8D%E4%BB%A3%E6%9B%BF3D%E3%82%BB%E3%83%B3%E3%82%B5%E3%83%BC%E3%82%92%E8%B2%A9%E5%A3%B2%E3%81%B8.pdf

25. Pricing information in “Table 4: List of sensor products compatible with 3D Virtual Human projection using Holographic devices” was collected from the following companies’ product homepages.
Intel Realsense: https://www.intelrealsense.com/
LIPS LIPSedge: https://www.lips-hci.com/
Sony Depthsense: https://www.sony-depthsensing.com/
Neonode Touch Sensor Module: https://neonode.com/products-and-solutions/holographic-solutions
Digi-Key Electronics:
https://www.digikey.com/en/products/filter/touch-sensors/971?s=N4IgTCBcDaIHIFMD2A7JATBACAKkgrgMYAWIAugL5
Impress Watch Japan: https://www.watch.impress.co.jp/

26. Askanet Co, Ltd. https://www.asukanet.co.jp/contents/product/aerialimaging.html
Aska 3D Product homepage. https://aska3d.com/en/index.html

27. J-Plat Pat, Japan Platform for Patent Information. https://www.j-platpat.inpit.go.jp/s0100
Viewed in February, 2022.

28. Aska 3D Product homepage. https://aska3d.com/en/products.html

29. The price is at the best estimate based on the similar products in the market.
Microsoft Hololens: https://www.microsoft.com/ja-jp/hololens/buy
Totsu Sangyo, Co., Ltd. Aerial Magic https://www.totsu.jp/solution/government/12861/

30. Gatebox○R Inc. Product homepage. https://store.gatebox.ai/item-detail/56343 ,
https://www.gatebox.ai/about/spec

31. Epic Games. (February 11th, 2021). “Announcing MetaHuman Creator: Fast, High-Fidelity Digital Humans in Unreal Engine “.
https://www.epicgames.com/site/en-US/news/announcing-metahuman-creator-fast-high-fidelity-digital-humans-in-unreal-engine
https://www.unrealengine.com/en-US/?lang=en-US

32. Miyaji, Hirokuni. (March 3rd, 2021). “2021年、世界のバーチャルヒューマン(インフルエンサー・デジタルヒューマン)事情と作り方を一挙公開 (Making of Virtual Human.)” Note.com https://note.com/genie/n/n6e9ea742b429

33. Blender. https://www.blender.org/

34. Miyaji, HIrokuni. (March 3rd, 2021). “2021年、世界のバーチャルヒューマン(インフルエンサー・デジタルヒューマン)事情と作り方を一挙公開 (Making of Virtual Human.)” Note.com https://note.com/genie/n/n6e9ea742b429

35. The quotation of 3D Virtual Human of development cost.
https://snaplace.biz/vinfluencer/ , Snaplace.

36. Epic Games. (February 11, 2021). “Announcing MetaHuman Creator: Fast, High-Fidelity Digital Humans in Unreal Engine “.
https://www.epicgames.com/site/en-US/news/announcing-metahuman-creator-fast-high-fidelity-digital-humans-in-unreal-engine

Chapter 3

37. Corporate Finance Institute. “What is the Total Addressable Market (TAM)?”. Viewed on February, 2022. https://corporatefinanceinstitute.com/resources/knowledge/strategy/total-addressable-market-tam/

38. Mordor Intelligence “Augmented Reality & Mixed Reality Market - Growth, Trends, Covid-19 Impact, and Forecasts (2022 - 2027)”. Viewed in February, 2022.
https://www.mordorintelligence.com/industry-reports/augmented-reality-mixed-reality-market

39. Ibid.

40. Ibid.

41. Juniper Research. (August 3, 2021). “Voice Assistant Transaction Values to Grow by Over 320% By 2023, But Content Libraries Must Expand.”. Retrieved on February, 2022.
https://www.juniperresearch.com/press/voice-assistant-transaction-values-grow-by-320?ch=AI%20Assistant

42. The data in Table 5 was collected from on the following statistics:

Convenience stores: Japan Franchise Association, https://www.jfa-fc.or.jp/particle/320.html
Department stores: Japan Department Stores Association, https://www.depart.or.jp/
International airports: Japan Ministry of Land, Infrastructure, Transport and Tourism,
https://www.mlit.go.jp/koku/15_bf_000310.html
Train stations: East Japan Railway Company (JR East), West Japan Railway Company (JR West),
https://www.jreast.co.jp/youran/pdf/jre_youran_gaiyou_p2.pdf,
https://www.westjr.co.jp/company/info/issue/data/
Banks: Statistics Bureau of Japan, https://www.stat.go.jp/data/nihon/16.html
Large Office Buildings in the major cities: Japan Real Estate Institute, https://www.reinet.or.jp/
Medical institutions: Japan Ministry of Health, Labor and Welfare,
https://www.mhlw.go.jp/toukei/saikin/hw/iryosd/19/
Museums and other educational facilities: Japan Ministry of Education, Culture, Sports, Science and Technology (MEXT),
https://www.mext.go.jp/b_menu/toukei/chousa02/shakai/kekka/k_detail/1419659.htm

43. Carrefour’s self-checkout cashiers. https://horizons.carrefour.com/

44. “Self-Checkout Installations Surged 25% in 2020”, July 8th, 2021. Progressive Grocers.

45. Touch To Go Inc. Unmanned stores. https://ttg.co.jp/#

46. An experiment in Japan with the Seven-Eleven franchises where a 3D holographic display cashier enables shoppers to complete the payments using the menu projected in midair.
https://prtimes.jp/main/html/rd/p/000000039.000018498.html

47. Barnes, Andy. (July 25th, 2019). “Meet Sarah, the new AI assistant for your buildings and facilities”. IBM Business Operations Blog. https://www.ibm.com/blogs/internet-of-things/meet-sarah-the-new-ai-assistant/
Viewed in February 2022.

48. Quantum Capture. (May 24th, 2019). “QC X IBM - Alyssa virtual human built for IBM Tririga.”. On YouTube: https://www.youtube.com/watch?v=Q5SkEmTvebg
Viewed in February 2022.

49. The National Museum of Emerging Science and Innovation. (March10, 2021). “5Gで展示空間をデジタル化する実証実験を実施”. https://www.miraikan.jst.go.jp/news/press/202103101808.html
Viewed in February 2022.

50. Engadget Japanese. “日本科学未来館XR展示”, (December, 22, 2021). On YouTube: https://www.youtube.com/watch?v=WikELyrypoM Viewed on February 2022.
Time & Space by KDDI. (June 7th, 2021). “人と機械の自然なコミュニケーション au VISION STUDIOのバーチャルヒューマンcoh”. https://time-space.kddi.com/au-kddi/20210607/3118 Viewed in February 2022.

51. Inoue, Ryo. 井上亮. (June 19, 2020). “入院中でもバーチャル外出 家族との「面会」も (Virtually going home during hospitalization)”. Asahi Shinbun Digital.
https://www.asahi.com/articles/ASN6L77CBN6LULFA00G.html Viewed in February 2022.

52. Miquela Sousa, created by Brud. https://www.virtualhumans.org/human/miquela-sousa

53. Coldewey, David. (May 19th, 2021). “Google’s LaMDA makes conversations with AIs more conversational.” TechCrunch. https://techcrunch.com/2021/05/18/googles-lamda-makes-conversations-with-ais-more-conversational/ Viewed in February 2022.
Google. (January 21st, 2022). “LaMDA: Towards Safe, Grounded, and High-Quality Dialog Models for Everything”. On Google AI Blog: https://ai.googleblog.com/2022/01/lamda-towards-safe-grounded-and-high.html Viewed in Februrary 2022.

54. The rate of compensation in Taiwan is based on:
Intelligence Taiwan Co., Ltd., A PersolKelley Company. “Taiwan Salary Guide, 2020”, and
Robert Walters. “Salary Survey 2020 – Greater China & South East Asia”.

The rate of compensation in Japan is based on:
Doda by Persol Career Co., Ltd. (March 15, 2021). “ITエンジニアの平均年収はいくらか“
https://doda.jp/engineer/guide/it/003.html, and
Career Garden by Node Place Co., Ltd. (November 13, 2021). “2021年版 マーケティングの年収・給料はどれくらい?”. https://careergarden.jp/marketing/salary/

55. UneeQ
Organization review of UneeQ on Crunchbase: https://www.crunchbase.com/organization/faceme-ltd/company_financials
UneeQ corporate homepage: https://digitalhumans.com/
All reviewed in February 2022.


56. Quantum Capture.
Organization review of Quantum Capture on Crunchbase:
https://www.crunchbase.com/organization/quantum-capture
Quantum Capture corporate homepage: https://www.quantumcapture.com/
University of Toronto Entrepreneurship: https://entrepreneurs.utoronto.ca/about/about-us/
All reviewed in February 2022.

57. The 360 Guy. (May 13, 2021). “The Ultimate VR Headset Comparison Table: Every VR Headset Compared.”. 360 Cameras. https://www.threesixtycameras.com/vr-headset-comparison-table/

58. IBM Research-Trusted AI. https://research.ibm.com/teams/trusted-ai

59. AI Fairness 360. https://aif360.mybluemix.net/

60. Pricing information for the facilities are collected from the following corporate homepages. Other pricing information for devices, platforms and software are already introduced in the prior sections:
Shared office rent in Sapporo, Regus:
https://www.regus-office.jp/area-serch/sapporo-area/sapporo_kita/
Shared office rent in Taipei, WeWork: https://wework.tw/en-US/locations/songrenlu#price
All rent rates are as of 2022.

61. National Tax Agency. “No.2100減価償却のあらまし。令和3年9月1日現在法令等 (Amortization Rules)”,
https://www.nta.go.jp/taxes/shiraberu/taxanswer/shotoku/2100.htm
National Tax Agency. “No.5461ソフトウエアの取得価額と耐用年数。令和3年9月1日現在法令等 (Software acquisition value and years of amortizable life“,
https://www.nta.go.jp/taxes/shiraberu/taxanswer/hojin/5461.htm
Both articles viewed in February 2022.

62. Intelligence Taiwan Co., Ltd., A PersolKelley Company. (2020). “Taiwan Salary Guide, 2020”.
一般社団法人コンピュータエンターテイメント協会 (Computer Entertainment Supplier’s Association). (2015). “ゲーム開発者の就業とキャリア形成 (Career placement and development of game developers)”.

63. National Tax Agency. ”No.5759 法人税の税率 令和3年9月1日現在法令等 (Corporate Tax Rate)”. https://www.nta.go.jp/taxes/shiraberu/taxanswer/hojin/5759.htm
Japan Ministry of Finance. “法人課税に関する基本的な資料 (Basic documents for Corporate Tax)”. https://www.mof.go.jp/tax_policy/summary/corporation/c01.htm
Both articles viewed in February 2022.

Chapter 4

64. J-Net 21. “ビジネスQ&A. 新会社法って何ですか?資本金1円でも会社が設立できると聞きました。(Business Q&A. What is New Company Law? Can Company Be Incorporated with only JPY1 of Capital?)” https://j-net21.smrj.go.jp/qa/startup/Q0021.html Organization for Small & Medium Enterprises and Regional Innovation, JAPAN. Viewed in February 2022.

65. National Tax Agency. “No.7191 登録免許税の税額表 令和3年9月1日現在法令等 (Table for Corporate Registration Tax)”
https://www.nta.go.jp/taxes/shiraberu/taxanswer/inshi/7191.htm

66. J-Net 21.”ビジネスQ&A. 会社設立の際の決定事項のうち発行可能株式総数について教えてください。(Business Q&A. What is the Total Number of Authorized Shares to Be Stipulated in The Article of Incorporation)?” https://j-net21.smrj.go.jp/qa/startup/Q0491.html Organization for Small & Medium Enterprises and Regional Innovation, JAPAN. Viewed in February 2022.
Daiwa Asset Management Co., Ltd. “額面株式(Per Value Capital)”
https://www.daiwa-am.co.jp/guide/term/ka/gakumen_1.html Viewed on February 2022.

67. Information in “Table 22: Examples of Venture Capitalists and Investment Strike Zones” was collected based on the corporate information:
Allium Capital: https://aliumcap.com/alium-alpha-fund/
Sequoia Capital: https://www.sequoiacap.com/
Coral Capital: https://coralcap.co/?lang=en
XVC LLP: https://x-vc.jp/
Taipei Angels Investment. https://www.taipeiangels.com/

Chapter 6

68. Reily, Carol E. (November 17, 2016). “When Bias in Product Design Means Life or Death”, TechCrunch. https://techcrunch.com/2016/11/16/when-bias-in-product-design-means-life-or-death/

69. Roblox. (December 15, 2021). “Roblox Reports November 2021 Key Metrics”.
https://ir.roblox.com/news/news-details/2021/Roblox-Reports-November-2021-Key-Metrics/default.aspx

70. Roblox. “Safety and Civility”. https://corp.roblox.com/safety-civility-resources/

71. Japan Ministry of Economy, Trade and Industry. “システム監査制度について(Systems Audit Standard)” https://www.meti.go.jp/policy/netsecurity/sys-kansa/
Japan External Trade Organization (JETRO). “EU 一般データ保護規則(GDPR)について(Regarding EU’s GDPR)”. https://www.jetro.go.jp/world/europe/eu/gdpr/

72. Raspberry Pi Foundation https://www.raspberrypi.org/

73. Information in “Table 25: Examples of Industry Associations – The Case of Digital Games and Entertainment” was collected based on the following industry associations:
Entertainment Software Association: https://www.theesa.com/about-esa/#who-we-are
Entertainment Software Rating Board: https://www.esrb.org/
Computer Entertainment Supplier Association: https://www.cesa.or.jp/profile_e/oc.html
Computer Entertainment Rating Association: https://www.cero.gr.jp/en/publics/index/

-- Bibliography --

Preface

Kelly, David & Kelley, Tom. (2013). “Creative Confidence – Unleashing the Creative Potential Within Us All”, Penguin Random House. Ebook ISBN: 9780385349376

Chapter 1

Greengard, Samuel. (2019). “Virtual Reality”, The MIT Press.
doi: https://doi.org/10.7551/mitpress/11836.001.0001
ISBN electronic: 9780262354684

Holt-Lunstad, Julianne; Smith, Timothy B. & Layton, J. Bradley. (July 27, 2010).
“Social Relationships and Mortality Risk: A Meta-analytic Review”, PLOS Medicine.
doi: https://doi.org/10.1371/journal.pmed.1000316

Kõljalg S., Mändar R., Sõber T., Rööp T. & Mändar R. (June 1st, 2017). “High level bacterial contamination of secondary school students’ mobile phones.”, GERMS 2017;7(2):73-77.
doi: 10.18683/germs.2017.1111. Published online on GERMS Journal, ISSN 2248-2997, ISSN-L 2248-2997.
http://www.germs.ro/en/Articles/High-level-bacterial-contamination-of-secondary-school-students%E2%80%99-mobile-phones-608

International Monetary Fund. “World Economic Outlook Database”. Data retrieved on February 7th, 2022. https://www.imf.org/en/Publications/WEO/weo-database/2021/October

Chapter 2

Tatsuki Tahara, Ayumi Ishii, Tomoyoshi Ito, Yasuyuki Ichihashi, & Ryutaro Oi. (July 22, 2020). “Single-shot wavelength-multiplexed digital holography for 3D fluorescent microscopy and other imaging modalities”, National Institute of Information and Communications Technology, Japan Science and Technology Agency, Toin University of Yokohama, Chiba University Applied Physics Letters. DOI: 10.1063/5.0011075.
https://aip.scitation.org/doi/full/10.1063/5.0011075
https://www.nict.go.jp/en/press/2020/07/22-1.html

Chapter 3

Kerin, Roger A.; Peterson & Robert A. (2012). “Strategic Marketing Problems: Cases and Comments 13th Edition”, Pearson. ISBN 13: 978-0132747257

Moore, Geoffrey A. (February 2014). “Crossing the Chasm, 3rd Edition”, HarperCollins Publishers Inc. ISBN:978-0-06-229298-8

Chapter 4

Berk, Jonathan & DeMarzo, Peter. (2017). “Corporate Finance Fourth Edition”, Pearson Education Limited. ISBN 13:978-1-292-16016-0

Chapter 5

LaLoux, Frederic. (2014). “Reinventing Organizations – A Guide to Creating Organizations Inspired by the Next State of Human Consciousness”, Nelson Parker. ISBN: 978-2-960133-53-0

Chapter 6

McKinsey Global Institute. (December 2017). “Jobs Lost, Jobs Gained: Workforce Transitions in a Time of Automation”.

OECD. (2018). “Bridging the digital gender divide - Include, Upskill, Innovate”.

Chapter 7

Kelley, David & Kelly, Tom. (2013). “Creative Confidence – Unleashing the Creative Potential Within Us All”, Penguin Random House. Ebook ISBN: 9780385349376


-- Technology Companies Introduced in This Business Plan --

Virtual Humans

Aww. Inc. https://aww.tokyo/
Blender https://www.blender.org/
Brud https://www.brud.fyi/
Epic Games https://www.epicgames.com/site/en-US/home
Quantum Capture https://www.quantumcapture.com/
UneeQ https://digitalhumans.com/
Unreal Engine https://www.unrealengine.com/en-US/?lang=en-US
Roblox https://ir.roblox.com/overview/default.aspx
Sidus Studio X http://sidus-x.com/

ICT, 5G Network and Hardware

Askanet Co., Ltd. https://aska3d.com/en/index.html
Gatebox○R Inc. https://www.gatebox.ai/en
KDDI Research http://www.kddi-research.jp/english/
Microsoft Azure Edge https://azure.microsoft.com/en-us/services/fxt-edge-filer/
NTT Docomo https://www.docomo.ne.jp/english/?icid=CRP_common_footer_to_CRP_EN

Imaging Sensors

LIPS https://www.lips-hci.com/
Neonode Touch https://neonode.com/products-and-solutions/holographic-solutions
Intel https://www.intelrealsense.com/
Sony https://www.sony-depthsensing.com/

Motion Captures

Xsens https://www.xsens.com/


Artificial Intelligence

Amazon Lex
https://docs.aws.amazon.com/lex/latest/dg/what-is.html
Google DialogFlow
https://cloud.google.com/dialogflow#section-8
Google LaMDA
https://blog.google/technology/ai/lamda/
Google Transformer
https://ai.googleblog.com/2017/08/transformer-novel-neural-network.html
IBM Watson Assistant
https://www.ibm.com/products/watson-assistant/artificial-intelligence
 
 
 
 
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