This could relate to how widespread VR technology adoption is in different parts of the world. As of 2021, VR is most popular in technologically advanced regions, including North America, Europe, and parts of Asia, particularly Japan, South Korea, and China.
Coverage of VR in Media:
This pertains to how often VR is discussed, reviewed, or featured in media outlets, whether they be tech blogs, news agencies, or other platforms. As VR technologies and experiences continue to develop, media coverage has been increasing.
Market Coverage:
This pertains to the extent to which different VR manufacturers and platforms have penetrated the market. For instance, Oculus (owned by Facebook/Meta), HTC Vive, and PlayStation VR are major players in the consumer VR market as of 2021.
Network Coverage for VR Streaming:
This could refer to the network infrastructure available to support VR streaming, especially for high-end experiences that require fast and stable internet connections. This would be more relevant in discussions about cloud-based VR or AR streaming.
Content Coverage in VR Platforms:
This refers to the breadth and variety of content available on VR platforms. For example, the Oculus Store or SteamVR offers various content ranging from games to educational experiences.
Insurance Coverage for VR:
Given that VR equipment can be expensive, some may seek insurance coverage for their devices. In this context, coverage refers to the protections an insurance policy might provide for VR equipment.
Coverage in the Context of Development:
In development or research scenarios, coverage might relate to how thoroughly a VR system or application has been tested or validated.
VR Signal or Tracking Coverage:
In a technical setup context, coverage might refer to the area in which the VR system can track movements accurately. For example, certain VR setups require external sensors or cameras, and these have a specific range and field of view where they can track the user's movement.