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- January 2017
- Background Note
Making Virtual Reality Real
By: Feng Zhu, Sarah Mehta and David Lane
This note describes virtual reality and augmented reality technologies and describes the main consumer products on offer in 2016 as well as their manufacturers. It also surveys existing applications of virtual and augment reality technologies. View Details
Keywords: Virtual Reality; Augmented Reality; Oculus; Google; HTC; Magic Leap; Microsoft; Samsung; Software; Niantic; Digital Platforms; Technology Adoption; Applications and Software; Technology Industry
Zhu, Feng, Sarah Mehta, and David Lane. "Making Virtual Reality Real." Harvard Business School Background Note 617-013, January 2017.
- 13 Jul 2020
- News
The First Five Years: Meaghan Fitzgerald (MBA 2016)
marketing of all games, applications, and experiences across the Oculus VR platform. Basically, if there’s an application you can launch on a Facebook VR headset, chances are someone on my team has supported it in some way. This can range... View Details
- 04 Sep 2019
- News
In My Humble Opinion: Status Update
on KLM airline’s use of the Facebook Messenger platform for customer care, says Levine, and Walmart’s employee training program, which features Oculus Go’s virtual reality headsets. No stranger to the Facebook family, Levine came to the... View Details
Keywords: Julia Hanna
- 21 Oct 2024
- Research & Ideas
What Happens in Vegas Could Shape the Metaverse
company would be more than likes, comments, and shares, he said, and Meta would develop the community on top of the Oculus platform it bought for $2 billion in 2014. The Facebook-Meta name change came a year-and-a-half into the COVID-19... View Details