Market
저자: Lijing Soh
1. Sports accessories
1.1. Homebased Learning
1.1.1. 1) Limited Market 2) Unfriendly to Beginner
1.2. Wellness Monitoring
1.2.1. Many competitor products
2. Gaming VR, AR
2.1. Immersive gaming experience
2.1.1. 1) Compatibility to Existing Gaming ecosystem 2) Strong Competitors
3. Healthcare
3.1. Training Purpose (Dentistry , Syringe injection, etc.)
3.1.1. Strong Competitor
3.2. Health Monitoring (Bedsore, Blood pressure)
3.2.1. Compatibility to existing healthcare system
4. Robotics
4.1. Collision Avoidance
4.1.1. Strong Competitor (BOSCH, Universal Robot)