VR somatosensory, how far from the true spring in the end?

Technology changes lives, and somatosensory technology, as a new way of life expression, also promotes changes in new business models.

Alibaba, Storm, Huawei and others also announced that they have fully deployed the virtual reality industry and established VR (virtual reality) labs to promote the popularity and evolution of content output and hardware devices in the entire VR industry.

The somatosensory technologies and products independently researched and developed by a number of Chinese technology companies have been on the market stage, such as somatosensory learning machines, somatosensory fitting platforms, somatosensory cameras, VR helmets, and storm mirrors.

The exploration of foreign somatosensory technology

In fact, the earliest such forward-looking awareness, not Ma Yun, but the giant Nintendo of the video game industry. In 2006, Nintendo released a new generation of mainframe Wii, which for the first time introduced somatosensory movements into video games and became the most popular game console at the time. The sales of the somatosensory game “Wii Sports” at the time was 81 million units, which also proved the players. Sensitive to body feeling.

In the powerful offensive game console Wii of Nintendo, Microsoft has begun to pay attention to the development of somatosensory technology. The introduction of the Kinect generation is of historical significance; in 2010, Sony innovated on the basis of Microsoft and Nintendo to PS Eye+PS Move. A combination of representatives emerged until the PS4 was launched; in 2013, Apple invested $345 million in the acquisition of Israel's somatosensory technology company, PrimeSense. The current focus of the new-focus HoloLens augmented reality headset was undoubtedly a revolution in the somatosensory technology world. A radical change in the way people experience games and entertainment.

In November 2013, Apple was officially confirmed to have acquired Israel’s sensor technology company PrimeSense from Microsoft. A year later, Apple submitted a somatosensory patent to the U.S. Patent Office. Less than a month later, Apple submitted a ZoomGird technology patent related to 3D somatosensory operations and plans to use it for future Apple TV, iPhone, and Mac products.

Seek business opportunities from pain points

It is undeniable that somatosensory products are coming to us with its irresistible trend. However, we all know that from the stunning debut of the Nintendo Wii to the current efforts of Microsoft and the arrival of Apple, there are various indications that the world's technological development of somatosensory products Never interrupted. However, unfortunately, at least according to the current market response, the majority of people responded to the peace and gradually formed a niche circle.

What kind of products can really solve the pain points from the root and meet the needs of the public, and the coverage of products will be extensive. Compared with the pain point, currently many businesses solve the solution is only something icing on the cake, but the demand is no longer the starting point for physical entrepreneurship, the pain points! When it comes to this, I think it is very important: no need to think about a perfect solution Instead, find an entry point as soon as possible.

First, break the limitations of application scenarios

Do not say anything else, just to say a recent comparison of a VR helmet. VR creates a completely virtual space. Users can wear VR helmets. Just to integrate into everyday life, many people may have to hesitate. For example, if a consumer buys a VR helmet product and puts it in a backpack, it is not always realistic to go out and get bored and experience it. For example, the popular mobile game “Glide Travel” introduces the VR version. Users can use a gliding outfit to view the entire island group in the Mediterranean style from the air. The premise is that the player needs to wear an external VR device to experience this thrilling hang gliding journey, and therefore does not have the operational basis of anytime, anywhere experience, then this determines that VR game products may not have the property of moving scenes.

Second, solve the disharmony of human-computer interaction

In 2014, a British medical journal discussed the possible diseases and hazards of game consoles. Among them, Nintendo suffered a heavy layup because of Nintendo's somatosensory game console Wii. Although the manipulation mode was "idiotized", it only needs to swing and move the center of gravity. However, when people play tennis, boxing and skiing in front of a television, they tend to be so obsessed that they ignore the surrounding dangerous goods and cause injuries. Such examples are not rare and strange. The technical team of the relevant manufacturers did not fully consider the occurrence of such situations when they researched and developed products. The so-called "safety first, entertainment second", many people do not understand.

Another example is the fatal point of VR devices. When the user uses the VR device, the eyes and body feel uncomfortable, such as dizziness. According to the general view, a VR helmet is nothing more than a display device worn on the head. Why does it feel dizzy? In fact, the reason is very simple. In the VR experience, especially when using VR glasses, you feel that the eyes are moving and the body is moving. If you are not in a state of motion, you will not be able to stand if you feel a long time. On the other hand, delay is caused by time delays in a full-view screen such as VR. When a person's perspective rotates, and the relative, the presentation of the picture is delayed, even a slight delay can make people feel dizzy. .

Third, we should speed up the pace of product

After years of development, somatosensory technology has ignited the impact of the existing Internet and the transformation and transformation of traditional enterprises. When we touch a body-sensing product, almost all of them are from sensory stimulation such as sight, touch, and hearing to achieve an immersive experience, which is even more immersive. As mentioned above, Alibaba created a brand new shopping experience through the creative combination of VR (virtual reality) and traditional business, which can be said to be a penetration of the somatosensory technology business process. However, in general, the rate of molding and popularity of somatosensory products is still insufficient, and most of the somatosensory technologies remain stuck on concepts such as touch and expression recognition. The focus of real product products should be modular and customizable, and a technology product can satisfy the needs of multiple users at the same time. The foreseeable future is that somatosensory technologies will be used in a large number of applications such as smart homes, smart healthcare, education, retail, and games, especially in the game field. Today, it seems to be a bit of a fire.

China will trigger new trends in the game industry?

Nowadays, the virtual reality (VR) boom continues unabated, and somatosensory operations have become the biggest highlight of VR games. With the development of technology, VR games are more than enough to enable players to gain an immersive gaming experience. Compared to ordinary games, VR (Virtual Reality) combined with the racing simulator brings a sense of subversive experience. The varied scenes in the game scene such as cliffs, falling in the air, and the thrilling situation of road collapse all challenge the player's extreme driving ability. The strong sense of shock can hardly be described in words. It must be admitted that VR virtual reality and somatosensory manipulation are the next possible hot interactive entertainment areas and are attracting more and more manufacturers.

In summary, using the characteristics of somatosensory technology can develop a variety of possibilities, but also opened up a fantastic door for the human perception of the world. The development of somatosensory devices is likely to be faster than the development of smart phones, and the development space is still broader. We will wait and see the great surprises it will bring to us.


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