How will VR, AR, and MR interweave?

VR and AR, which are the two hottest concepts in today's capital market. In addition to VR and AR, there is also a concept called MR. VR refers to virtual reality, AR is worth augmented reality, and MR is worthy of mixed reality. In essence, whether it is VR, AR or MR, the human eye visually transcends the screen and gradually surpasses the traditional look and feel to obtain a peak experience.

Whether it is VR, AR or MR, especially MR is not mature today, but it has been placed high hopes, because their essence is the next-generation traffic platform that is out of the mobile phone, how VR, AR or MR will develop, still It is not clear, but what is certain is that the three will interweave and cross the river by feeling the stones and gradually change the world.

How will VR, AR, and MR interweave?

What are the similarities and differences between VR, AR and MR?

Virtual Reality can also be called a spiritual or artificial environment if it is understood according to the literal meaning of the reflection. Virtual reality is the use of computer simulation to generate a virtual world in a three-dimensional space, providing users with simulations of visual, auditory, tactile and other senses, allowing users to observe things in the three-dimensional space in a timely and unrestricted manner. . A representative product is the Oculus Rift.

Augmented Reality, also known as mixed reality. It applies virtual information to the real world through computer technology. The real environment and virtual objects are superimposed on the same picture or space in real time. Typical products for augmented reality include Google Project Tango and Google Glass, which can also run augmented reality on a regular smartphone.

Mixreality, which includes both augmented reality and augmented virtual, refers to a new visual environment created by combining real and virtual worlds. In the new visualization environment, physical and digital objects coexist and interact in real time. Representative products are HoloLens and MagicLeap.

If you want to talk about similarities and differences, VR is more of a rendered picture, it needs to wear VR glasses and other products to be able to see, VR scenes, characters, pictures are fake, the purpose is to bring you into a fake world. The AR is a reconstructed picture of optical +3D. Many times the naked eye can achieve the effect. Its purpose is to put the fake picture in the real scene, let you feel the sense of substitution. Because MR is a picture constructed by mixing VR and AR, MR is more like a combination of two kinds of pictures.

VR product flooding experience is bad but initial scale

VR can definitely be regarded as a ventilator today. Compared with AR and MR, VR is far beyond an order of magnitude in terms of concept hype or capital environment and product quantity.

The reason why VR is hotter than AR and MR is that there are two pillars of games and entertainment. The implementation cost of VR is also relatively low. Only need to bring VR glasses, people can feel the impact of virtual reality. Moreover, the upstream and downstream industry chains of virtual reality are relatively complete, and enterprises can go to the corresponding parts to start production.

And VR is indeed easy to implement for movies, games and other industries. VR movies and VR games are everywhere today. Although these games are not mature, at least they still have some playable points, and they are still able to attract some fans of movies and games.

VR is precisely because it is easy to implement, so a large number of manufacturers flocked in, and hope to achieve breakthroughs and progress in the wave. But frankly, the VR fever is not directly proportional to its product experience. The difference in VR experience has always faced logical contradictions, such as VR helmets.

VR hopes to replace the smartphone as the next traffic portal, but today's smartphones can be carried around for more than ten hours a day. This is precisely because smartphones are portable and visually not a heavy burden, but VR helmets are not. You can't imagine a person wearing a cumbersome VR helmet that lasts for more than ten hours a day. All work and entertainment are solved on the VR helmet. Moreover, when the VR helmet is worn for more than half an hour, it will cause a series of physiological reactions such as dizziness and nausea. This is the VR that can be broken after the rendering speed and resolution are improved in the future.

The real advantage of VR itself lies in the concept. As a traffic platform, when the story of VR is told to investors, the effect is very attractive, because it is not just entertainment in games, movies, etc., even in medical, education, and tourism. A series of industries, it can extend a variety of scenarios. In addition, the implementation cost of VR is not high, the technical level is relatively low, and the requirements for network speed, bandwidth, sensor, and computing power are not so strict, so it has naturally become the slogan of today.

And more grounded is that if VR is made into a product, it can already have a certain scale of market, application and game resources. It has a group of fans, and it is also placed in a large shopping mall, which will also attract some consumers to experience and feel. The thrill of VR has become a product that attracts passengers. In any case, the actual use of VR and the market scale at present, although relatively crude, but at least has been formed, but only need large manufacturers to continue to promote, polished, in order to build a big ecology.

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