logo

Basic Business Model for VR/AR Simulation – Knowledge & Training Convergence

   

Added on  2023-01-05

12 Pages2728 Words68 Views
Business DevelopmentFinanceData Science and Big Data
 | 
 | 
 | 
MANAGEMENT 1
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
Basic Business Model for VR/AR Simulation – Knowledge & Training Convergence_1

MANAGEMENT 2
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).
Basic Business Model for VR/AR Simulation – Knowledge & Training Convergence_2

MANAGEMENT 3
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.
Basic Business Model for VR/AR Simulation – Knowledge & Training Convergence_3

MANAGEMENT 4
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).
Basic Business Model for VR/AR Simulation – Knowledge & Training Convergence_4

End of preview

Want to access all the pages? Upload your documents or become a member.

Related Documents
Virtual Reality Technology
|5
|1058
|94

Dealing with Various Aspects of Management
|15
|2784
|59

Challenges of Managing Technology in Organizations
|15
|3988
|66

IT Security Challenges in Organizations: A Research Study
|15
|3990
|426

Free Business Consulting Assignment
|10
|2461
|20

Addressing Issues dealing with Project Management
|10
|2107
|359