Why is 2017 VR expected to go from the niche to the public?

In the view of Pico CEO Zhou Hongwei, the imagination brought by the new VR technology and the maturity of the current technology are not completely synchronized. This does not mean that the prospects of the VR industry are pessimistic, but it does mean more innovation is needed.

Since the second half of 2015, the industry's enthusiasm for the virtual reality (VR) field has been unprecedentedly high, the VR industry has been highly sought after, the capital heat has continued to rise, the technology giants have entered the market, the number of entrepreneurial teams has surged, and 2016 has become the VR industry outbreak. year.

However, with the arrival of "capital winter", the heat of VR has also cooled down. How will the VR industry that has experienced the enthusiasm experience the winter and meet the spring of the industry? At the 2016 China Network Culture Industry Annual Meeting held on December 27, 2016, experts discussed this topic.

VR is still a niche market

The essence of VR is to make users feel the immersive human-computer interaction mode through information technology. Qian Xiaoyu, vice president of Sanqi Mutual Entertainment Investment, said that VR itself carries the entertainment gene, which carries the mission of the next generation entertainment center.

A major pain point facing the current industry is the lack of rich, high-quality VR content. Limited by the high content development cost and shortage of talents, there are too few VR games and VR video content that can be viewed by users. Qiang Xiaowei believes that from the rigorous data, the current industry penetration rate is too low, VR Still a relatively niche market.

Another problem facing VR is that the product experience is not good enough. Peng Fan, co-founder of Qixin Yiwei, said that as an important application of VR, from traditional PC games to VR games, the amount of data rendered by the screen has increased by more than 7 times. At present, many ordinary PCs cannot support VR, resulting in a user experience that is not good enough. At the same time, VR lacks good interactive technology. Interactive technologies such as mouse, keyboard and touch screen on mobile phones are not suitable for VR.

Although the VR industry has formed trends and trends, the current technology maturity is not high enough, resulting in the current virtual reality products have not really entered the public's vision. In the view of Pico CEO (CEO) Zhou Hongwei, the imagination brought by the new VR technology and the maturity of the current technology are not completely synchronized. This does not mean that the prospects of the VR industry are pessimistic, but it does mean more innovation is needed.

Industry core competitiveness to be shaped

Under the many pain points of hard-to-break hardware technology, lack of content, and lack of a unified platform, Zhao Ning, CEO of Sioux, believes that Chinese VR companies are now exploring their own systems in the fields of hardware, content and platform, seeking the next round. Breakthrough.

The Ministry of Industry and Information Technology and the National Development and Reform Commission recently issued the "Special Action for Innovation and Development of Intelligent Hardware Industry (2016-2018)", proposing to strengthen the key technology innovations of intelligent hardware including virtual reality/augmented reality technology.

As the leading manufacturer of original design and manufacturing (ODM) in the field of virtual reality, the VR related person in charge of Goer shares believes that virtual reality and augmented reality will become the next generation of intelligent terminals and personal computing centers, providing new users for enterprise users and end consumers. The interactive experience of the machine leads the trend of change in the way of working in the future and lifestyle.

As a new revolution in interactive mode, people hope to realize the transition from interface to space through VR. Chen Jianwen, director of the Center for Media and Vision Research at the University of Electronic Science and Technology of China, said that in the future, the industry will use video vision technology as the entry point, relying on cloud computing and high-concurrency processing platforms, and adopting video analysis and video-aware technology as the interactive method to enter VR.

2016 was considered by the industry to be the year of VR outbreak, but at the end of the year, the VR market was in a slump. Liang Yu, co-founder of Qianyuan Capital, remains optimistic about this. He said, don't over-explore the explosive growth of content and technology, as long as the right direction, including content production, distribution and underlying technology, will continue to grow.

According to Feng Xin, CEO of Storm Group, the winter is experienced by every industry. The progress of VR technology and the double growth of users have laid the foundation for the recovery of VR industry.

Some analysts said that the capital layout will extend from the hardware market to content and technology, and the VR industry chain and surrounding areas will usher in this round of scientific and technological revolution. Lu Qian, president of Bao Qianli, said that emerging technologies such as VR and AR are regarded as capital investment directions in the future.

"VR+" drives industry development

Not long ago, Intel announced plans to bring its VR all-in-one ProjectAlloy to the market by 2018. Sony also announced that it will jointly produce and release virtual reality content with Nokia. HTC also established ViveStudios to develop a more comprehensive range of virtual reality applications. More and more companies with strong technology capital are entering the field with technology and talents. Over time, the VR industry will accelerate the winter.

The emergence of VR mobile phones will bring more possibilities for VR content production, and it is possible to solve the problem of lack of VR content and become a new growth point. Lu Peng said that the trend of VR in the future is mobile and socialized. The emergence of VR mobile phones has greatly reduced the threshold of VR content production. Everyone can become a producer of VR content, making the entire VR industry chain form a closed loop.

"Next-generation devices will achieve better experience and interactive capabilities on the existing basis, further enhance VR's application in games, video and even education, and make VR a product that meets the needs of the masses." Shanghai Moxiang Technology Co., Ltd. Li Shuxin, the person and CEO, said that 2017 will be a year in which VR has begun to transition from a niche to the general public.

Zhao Yuping, an academician of the Chinese Academy of Engineering, pointed out that in the future, through the breakthrough of VR key technologies and the drive of “VR+”, a large number of industry/domain VR application systems will be generated, which will promote the development of upgraded industries in many industries, including aerospace, defense and military. Strategic industries such as smart cities, as well as public health areas such as medical health, education and training, and cultural entertainment. At the same time, it will bring new developments in network and mobile terminal applications.

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