Basic Business Model for VR/AR Simulation – Knowledge & Training Convergence
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This article discusses the basic business model for VR/AR simulation and training convergence, focusing on the value proposition, customer segment, stakeholders, key activities and resources, customer relationships and channels, cost structure, and revenue streams.
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MANAGEMENT1 Basic business model for VR/AR Simulation – Knowledge & Training Convergence By (Name) Name of the Course Title of the Instructor Institutional Affiliation City and Date The final date of Submission
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MANAGEMENT2 BASIC BUSINESS MODEL FOR VR/AR SIMULATION – KNOWLEDGE & TRAINING CONVERGENCE Introduction The game changing technology aims towards bringing various types of positive outcomes that will be able to benefit various customers. Moreover, VR/AR simulation and training convergence aims towards meeting the expectations of various personalities through the use of different aspects of computer assisted instructions. This business model therefore works towards the direction of ensuring that the VR/AR simulation knowledge and training convergence is capable of appropriately addressing different issues that are associated with technology in order to meet certain outcomes in this modern society (Bendtsen et al. 2016). Coming up with appropriate and reliable business is one of the best techniques in this current century since is greatly help to build the entire economy and also developing the capability of meeting the needs of all the customers irrespective of where they are situated. In this modern world, technology has taken a better part and most of the inventions are geared towards meeting various issues. A good percentage of quite a number of innovations are known to be operating through the use of modern technology for them to be able to fulfill various expectations that are known to be emerging from different customer levels (Cvijanović, Dasgupta and Zachariadis 2016). Coming up with an adequate and reliable implementation of management strategies within any business is among the best techniques that will be able to offer proper guidance on various modes of operations that should be strictly followed within an intention of reaching out to various types of customers who are found within the market platform (Wymbs 2016).
MANAGEMENT3 Value proposition and customer segment The value proposition that will be attached to the VR/AR simulation is geared towards making it more attractive thus capturing the attention of customers. As far as the value preposition is concerned, the VR/AR simulation knowledge and training convergence will be able to use different modern technological parameters that can be easily understood by different individuals (Tüselmann, Sinkovics and Pishchulov 2016). At the same time, it will have one of the best and reliable modern forms of security that will be implemented within it thus making it quite difficult for any stranger to gain access to the entire system without the knowledge of either an individual or even an organization that is trying to carry out some business by using the game changing technology (Michalak and Rysavy 2016). Choosing the right customer segment is always an important thing since this is one of the best ways that can fully determine the rate at which a given product is going to sell within the market platform (Shibin et al. 2016). Customers normally form an important part of any business and therefore they should always be given the first priority by adequately addressing all their needs without any delays being encountered (González-Cruz and Cruz-Ros 2016). VR/AR simulation knowledge and training convergence therefore aims towards attracting the attention of a particular customer segment by ensuring that all their needs are addressed. One of the major customer segments that are being targeted by the game changing technology are the youths who are known to be falling between 15-23 years. This is simply because a good percentage of them are more concerned with different updates regarding the implementation of modern forms of technology (Kirkwood 2016). On the other hand, another segment of customers are adults who will be taken through the VR/AR simulation knowledge management for them to develop different techniques attached to computer assisted instructions.
MANAGEMENT4 Stakeholders Stakeholders are capable of contributing towards a lot of positive outcomes within an organization thus developing the capability of determining the rate at which a given business is capable of moving to the next level. Moreover, they also positively contribute towards a particular product or even service (Ho, Ahmad and Ramayah 2016). The business associated with the game changing technology therefore aims towards incorporating diferent stakeholders in its operations to allow all the objectives to be efficiently attained (Pandey et al. 2016). The stakeholders will both exist at the internal and external levels. One of the major stakeholders who tend to exist at the external level of the business are the customers. They will play one of the most fundamental roles of acting as stakeholders who will be able to determine various situations involving the game changing technology within the market platform (Ogunyomi and Bruning 2016). On the other hand, the top level business personalities known to be originating from a wide variety of organizations will also appear as some of the major stakeholders who are capable of influencing the decision making process that is likely to be implemented by the entire business. Finally, another type of stakeholders will be the employees (Sanders and Premus 2015). These stakeholders will be found at the internal level of the organization thus developing the capability of determining the quality of all the products that are being distributed to various market platforms with an intention of reaching out to a wide variety of customers (Manuj and Mentzer 2018).
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MANAGEMENT5 Key activities and resources There are a wide range of key activities together with resources that will be implemented in the entire business to ensure that it comes out as a success. At the same time, these key activities a resources are known to be playing a reliable role when it comes to the achievement of goals and objectives as far as the game changing technology is concerned. One of the major key activities that will be involved in the business is marketing. It majorly constitutes of adding value to the whole product thus capturing the attention of a wide range of customers known to be located in various regions (O’Neill, Sohal and Teng 2016). Another key activity will be the creation of awareness across different individuals thus making them to be aware of what istaking place. Coming up with appropriate and reliable resources is one of the most essential thing that forms the pillar of nearly each and every business. Moreover, an adequate utilization of these resources will determine the level at which a particular business is capable of moving after a specific period thus providing it with the power to work hard towards its goals and objectives. One of the major resources that will be required at this level will be the human resources. This mainly include the engineers together with several other experts to will take part in the manufacture of the entire game changing technology. Additionally, physical resources such as the raw materials will also act as some of the major resources that will be required for the final product to appropriately come out according to what is expected of it. Customer relationships and channels Customer relationships is always important in creating the bond between a customer and the business. Positive customer relationships are likely to lead to the emergence of positive
MANAGEMENT6 bonds between all the customers and the entire business as a result of the quality products and services that are given to them with an intention of meeting all their needs. The business will therefore ensure that various aspects of customer relationships are appropriately met through the provision of quality products to all the customers irrespective of the areas where they are situated thus avoiding any form of discrimination that is likely to emerge. Again, it is working hard to ensure that different promotions are implemented across all the customers thus increasing their relationships with the entire organization as a result of the quality services that are being offered to them. Additionally, the customer relationships will be well addressed through the provision of adequate and reliable customer care services who will be able to appropriately respond to various customers by keeping them in touch throughout for them to know what is taking place. There are various channels that will be used by the business to ensure that different products and services are able to reach the customers without any delays being encountered. The business therefore aims towards training different personalities on how the VR/AR simulation knowledge and training convergence is capable of operating under different thus making it easier to train different individuals located in various places. At the same time, there will be the use of various social media platforms as some of the major channels that will always be used to communicate various services like the promotions to a wide variety of customers within the shortest time possible. Costs structure The entire business will be able to incur quite number of costs with the major one being the product cost structure. At this point, different variable costs will be incurred which majorly include different types of direct materials, commissions together with the production supplies.
MANAGEMENT7 On the other hand, there is also the product line cost structure that will majorly focus on the administrative overhead together with direct labor. Finally, there will be the customer cost structure which will put much focus on the side of variable cost that is fully attached to the cost of various products of services that will be sold to different types of customer. Revenue streams These are different types of sources from which the whole business will be earning money from the sales of goods and services that will be provided to a specific group of targeted customers. The following are some of the major revenue streams that the business intends to implement. Transaction based revenue- This will fully rely on various types of goods that will be sold to various customers for them to make a one-time payment Service revenue- This is a form of revenue that will be generated through the provision of different services to customers and then carrying out calculation based on the total time taken. Project revenue- The business intends to earn this revenue through a one-time project with quite a number of existing or new customers in different locations.
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MANAGEMENT8 Technical part Local marketNational marketInternational market 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% Chart Title As far as the above information is concerned, the VR/AR simulation is known to have the capability of capturing various market platforms with a wide range of targeted goals and objectives. This will ensure that it is capable of scaling up its operations after a certain period thus bringing on board a positive progress that can allow it to offer a competitive advantage to several other businesses who might be striving to offer the same products and services within the market platform. At the end of the first year, the entire business aims towards capturing an approximated percentage of 50% of customers who are found at the local market thereby ensuring that all their needs and expectations are well addressed. On the other hand, the whole business also aims towards covering around 70% of its targeted customers who are found at the national market platform. By doing this, it will be able to increase its popularity across various boundaries thus leading to an increased purchase of the game changing technology within this market platform. Finally, at the international market, the whole business aims towards capturing
MANAGEMENT9 a total of 85% of its targeted consumers. This will be carried by using different strategies that will be developed by the relevant personalities to gain access to all the customers. By covering this percentage at the international market, it clearly indicates that the business shall have gained one of the best opportunities to move to new regions where there are minimal levels of completion taking place thus being able to operate at that level in a more efficient manner. Before the distribution of the product to the above market platforms, there needs to be a deep analysis of what is entailed within the platforms.
MANAGEMENT10 References Bendtsen, L., Ashina, S., Moore, A. and Steiner, T. (2016). Muscles and their role in episodic tension‐type headache: implications for treatment.European Journal of Pain, 20(2), pp.166-175. Cvijanović, D., Dasgupta, A. and Zachariadis, K. (2016). Ties that bind: How business connections affect mutual fund activism.The Journal of Finance,71(6), pp.2933-2966. González-Cruz, T. and Cruz-Ros, S. (2016). When does family involvement produce superior performance in SME family business?.Journal of Business Research,69(4), pp.1452-1457. Ho, T., Ahmad, N. and Ramayah, T. (2016). Competitive capabilities and business performance among manufacturing SMEs: Evidence from an emerging economy, Malaysia.Journal of Asia-Pacific Business,17(1), pp.37-58. Kirkwood, J. (2016). How women and men business owners perceive success. International Journal of Entrepreneurial Behavior & Research,22(5), pp.594-615. Michalak, R. and Rysavy, M. (2016). Information literacy in 2015: International graduate business students' perceptions of information literacy skills compared to test-assessed skills.Journal of Business & Finance Librarianship,21(2), pp.152-174. Manuj, I. and Mentzer, J. (2018). Global supply chain risk management.Journal of business logistics,29(1), pp.133-155.
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MANAGEMENT11 O’Neill, P., Sohal, A. and Teng, C. (2016). Quality management approaches and their impact on firms׳financial performance–An Australian study.International Journal of Production Economics,171, pp.381-393. Ogunyomi, P. and Bruning, N. (2016). Human resource management and organizational performance of small and medium enterprises (SMEs) in Nigeria.The International Journal of Human Resource Management,27(6), pp.612-634. Pandey, A., Ahuja, S., Madan, M. and Asthana, A. (2016). Bio-Medical Waste Managment in a Tertiary Care Hospital: An Overview.Journal of clinical and diagnostic research: JCDR,10(11), p.DC01. Sanders, N. and Premus, R. (2015). Modeling the relationship between firm IT capability, collaboration, and performance.Journal of business logistics,26(1), pp.1-23. Shibin, K., Gunasekaran, A., Papadopoulos, T., Dubey, R., Singh, M. and Wamba, S. (2016). Enablers and barriers of flexible green supply chain management: a total interpretive structural modeling approach.Global Journal of Flexible Systems Management,17(2), pp.171-188. Tüselmann, H., Sinkovics, R. and Pishchulov, G. (2016). Revisiting the standing of international business journals in the competitive landscape.Journal of World Business, 51(4), pp.487-498.
MANAGEMENT12 Wymbs, C. (2016). Managing the innovation process: Infusing data analytics into the undergraduate business curriculum (lessons learned and next steps).Journal of Information Systems Education,27(1), p.61.