Choose a catalog
(Click to select)


Japan Tokyo VR/AR/MR ExhibitionCatalog consultation

Before you buy:
1. The exhibitor directory / e-catalog will be delivered within 1–2 business days by email to the applicant's inbox . Please check your mail (including spam). If you still do not receive it, contact 0571-88535771.
2. Online directories are for viewing only — no email delivery , and text cannot be copied .
3. Items marked “includes phone / email” include contact details; unmarked items do not.
Fair basics
Industry scope
VR/AR Hardware:Display devices, input devices, data devices, tracking devices, tracking systems, positioning systems, and other trackers, etc.
VR/AR System Equipment:Immersive virtual reality systems, desktop virtual reality systems, augmented virtual reality systems, distributed virtual reality systems, etc.; visual perception devices, auditory perception devices, haptic feedback devices, and information processing systems.
VR/AR Technologies:Stereoscopic display technology, environment modeling technology, photorealistic real-time rendering technology, 3D virtual sound technology, real-time dynamic visual rendering technology, natural human–computer interaction technology, sensing technology, physical simulation technology, full‑realism 3D technology, real-time collision detection technology, etc.
VR/AR Production Equipment and Components:VR systems, supercomputers, monitors, micro‑projectors, video‑processing chips, micro‑projection components, sensors, cameras, optical lenses, and display panels; VR/AR software, modeling tools, development tools, web3D technology, cult3D technology, VRML virtual reality modeling language, panoramic imaging technology, etc.(Copyright of this content belongs to Juzhan. Reproduction without permission is prohibited.)
VR/AR Games:VR amusement parks, VR experiences, VR tourism, VR/AR driving simulations, VR modeling games, VR shooting games, digital cinemas, digital films, interactive multimedia, motion‑sensing interaction, 3D projection, dome‑screen cinemas, 360° holographic projection, five‑dimensional cinemas, VR film and television productions, etc.; as well as VR-based anime‑related content.
VR/AR Education:VR educational research, all‑in‑one VR learning devices, VR teaching systems, VR early childhood education, K12 curricula for elementary, middle, and high school students, intelligent voice‑based instruction, multi‑user large‑space courses, VR super classrooms, VR maker‑experience programs and solutions, future classroom solutions, VR super‑training facilities, VR career‑experience solutions, etc.; VR/AR applications in the home and real estate sectors: VR retail stores, VR panoramic scanning, VR home‑decoration exhibition and sales systems, VR property viewings, VR‑based general home‑improvement solutions, big‑data VR cloud service platforms, VR/AR interactive shopping guides, VR‑plus‑scenario e‑commerce, and 3D panoramic virtual environments, etc.

