Assignment Week-4 - Crossing The Chasm

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Management Of Technology

Crossing the Chasm

By

Dianita Hadi 19017189


Salwaa Wilman 19017261
Yen Syifa Astari 19017046

School of Business and Management


Institut Teknologi Bandung
2020
1. TECHNOLOGY PRODUCTS

3D Printing
3D printing or additive manufacturing is a process of making three dimensional solid objects
from a digital file. The creation of a 3D printed object is achieved using additive processes. In an
additive process an object is created by laying down successive layers of material until the object
is created. Each of these layers can be seen as a thinly sliced horizontal cross-section of the
eventual object.

3D printing is the opposite of subtractive manufacturing which is cutting out / hollowing out a
piece of metal or plastic with for instance a milling machine. 3D printing enables you to produce
complex shapes using less material than traditional manufacturing methods.

A variety of 3D printers for homes and small businesses is readily available—PCMag has
reviewed quite a number of them—but they are still often viewed as exotic, and rather pricey,
contraptions. Expect that to change within the next few years, when 3D printers will become
more commonplace in houses—to be found on workbenches, in studios, home offices, and even
in the kitchen. You may not find them in every household, but they'll become indispensable to
those people who do have them. For the most part, items made with 3D printers have had
homogenous interiors, but we'll start to see more complex creations combining multiple
materials and composites, as well as printable electronics. With today's 3D printers, if you lose
your TV remote's battery cover you can print a replacement cover. With tomorrow's, if you lose
your remote, you'll be able to print a new remote.

Virtual Reality
Virtual reality, or VR, is a virtual world building technology. In those settings, people interact,
for example, using VR goggles or other mobile devices. It is a computer-generated environment
simulation or a 3-dimensional image where people can interact in an apparently real or physical
manner. You need special electronic equipment, such as a helmet with inside a screen or goggles,
to communicate. The user wears gloves, or a suit with special sensors, to get the full effect of
virtual reality.
Simulation of virtual reality includes two main components: a material source, and a consumer
interface. Or put it another way, software and hardware. These systems currently provide
headphones, treadmills of all types, protective gloves, goggles. VR instruments should provide
practical, natural, high-quality images and possibilities for interaction. For this reason devices
depend on measurements such as:
- Image Resolution
- Field of View
- Refresh Rate
- Motion Delay
- Pixel Persistence
- Audio/Video Synchronization

VR's principal challenge is to get the human brain to view digital content as actual. That's not
free, and this problem of "immersion" still holds back the experiences of virtual reality from
being pleasurable. For example, the human visual field doesn't work as a video frame, and
besides about 180 degrees of vision, we also have a peripheral vision.

Virtual reality is the development of a virtual environment which is presented to our senses in
such a way that we perceive it as if we really were there. To achieve this goal, it uses a variety of
tools, and is a technically complex function that must compensate for our vision and cognition. It
has both entertainment and uses which are extreme.

How Virtual Reality Works?


As stated, VR requires multiple devices to create a digital world, such as a helmet, a computer /
smartphone or another unit, and in some cases a movement-tracking device. A headset usually
shows content in front of a user's eyes whilst a cable (HDMI) transfers images from a PC to the
computer. The alternative is devices that work with smartphones, such as Google Cardboard and
GearVR – a phone that serves as both a viewer as well as a source of VR content.
2. CUSTOMER ADOPTS

3D Printing
3D printing is now being used across many industries for prototyping, product development and
production. From automotive to construction, industries can benefit from faster lead times,
greater design freedom and toolless manufacturing offered by 3D printing. However, many
companies remain hesitant about embracing 3D printing, often out of a lack of understanding of
how the technology is currently being used in their sector, and uncertainty as to whether it is the
right time to invest.

In the early market stage, adopters are only just beginning to investigate the capabilities of the
technology. While there are a lot of R&D initiatives and pilot projects, actual real-life case
studies are few and far between. The technology’s capabilities are evolving. Companies are
adopting 3D printing for prototyping applications and more case studies are becoming available.

In the mainstream market stage, the use of 3D printing expands to tooling, functional prototyping
and some end-use manufacturing projects. Best practices for the technology are starting to be
developed. New case studies appear more frequently. The technology is proven, well-understood
and established as a manufacturing method across many industry sectors. The key standards have
been developed, enabling repeatable quality at scale.
Virtual Reality
Virtual Reality technology is able to reach up to the early majority stage which means being able
to cross the chasm. This VR technology has a problem that can make the product go down. Even
so, many companies consider this problem to be handled by experts. ​Because of its enormous
potential, currently many companies are very focused on working on this virtual reality and are
competing to bring the best virtual world with the sensation as real as possible. Some of these
companies include Lenovo, Sony, Facebook, Google, Samsung, Microsoft, HTC, Volvo and
many others. On the innovators stage, inventors themselves are the first to buy and use this
Virtual Account technology. Because this stage is people who have high purchasing power or
can be called they are very impulsive people. But unfortunately for innovators only as much as
2.5%.

Then for the early adopters stage is for people who have a high interest in technology, but their
purchasing power and purchasing ability of this product is still below the innovators but these
early adopters reach 13.5%. For Early Majority are people who are conservative but they are
very open to new ideas and to prove that the product is feasible, these people must get a review
from the early adopters after that, the early majority are interested in the product. ​Virtual reality
has the potential to change many things in our lives. At the very least, what is already apparent to
our eyes is to begin to change the way to enjoy entertainment such as playing games and
watching videos.

3. CUSTOMER CHARACTERISTIC IN EACH STEP


3D Printing and Virtual Reality
Seeing the development of existing technology and its application in the business field, it seems
that 3D printers have not been very attractive. We could say, currently Indonesia is still at the
stage of introduction of applied technology. Likewise with virtual reality. Nowadays, virtual
reality has been pretty much used by some people, but the price is still high and the type is still
small. Introducing a new product is the first stage that costs the most when a company launches.
The market for this new product is still small and this means that sales are still low, although
over time there will be an increase. The distribution that they do is still low. Because the sales
are going slowly, the people are not aware of the product.
4. CROSSING THE CHASM PHASE
3D Printing
A different product or technology can be at a different stage in the technology adoption life cycle
in different countries at the same time. 3D Printing as a technology has Crossed the Chasm in the
developed countries and has penetrated well in the industry, medical and educational institutes
alike. However in India, it is still at the Early Adopters stage paving its way steadily towards
Early Majority. The technology however looks promising is proven and it looks like it will Cross
the Chasm, rather to be precise, it is in the process of Crossing the Chasm.

Virtual Reality
Although this technology has problems that can reduce sales, this technology is able to provide
solutions by developing the systems used in the technology. Common complaints include
expensive, clunky, or uncomfortable hardware and non-imaginative or repetitive content. The
other problem is the fact that VR experiences often cause health-related problems including
headaches, eye strain, dizziness, and nausea. As a VR researcher and developer, they understand
skepticism. But the researchers believe in this technology, and they know there are "killer
applications" and solutions waiting to be discovered. Developers can address these issues partly
at the hardware level by providing balanced experiences with high refresh and frame rates.
REFERENCES
https://thinkmobiles.com/blog/what-is-vr/
https://www.codepolitan.com/virtual-reality-dan-perkembangannya
https://www.fastcompany.com/90432358/the-big-problem-with-virtual-reality-its-almost-as-bori
ng-as-real-life

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