Cost of arvr glasses

How much does a set of VR equipment cost?

5-6000 yuan.

Alibaba VR team through the HTCVive to let the experience into the virtual shopping scene, can realize 360 degrees to watch the goods, but also with the shopping guide robot interaction. Although the novelty is full, but the pixels and clarity can not meet the actual demand.

Not to mention that the HTCVive is priced at 6,888 yuan, the bulky shape alone is not enough to allow consumers to meet the demand for shopping anytime, anywhere. Alibaba uses VR equipment is the pursuit of visual immersion, but with this experience is not only VR technology, intelligent 3D can also meet this demand.

"Intelligent 3D is based on the original naked eye 3D, innovatively added artificial intelligence and AR technology. The interpretation of AI and AR to users is interesting and fun, so ivvi focuses on bringing users innovative interactive experience and visual experience."

The innovation of experience brings the feeling beyond single VR - the smart 3D phone ivviK5 released in April can both allow users to observe the model in 360° and bring consumers an excellent immersive experience. Compared with the HTCVive, it is small, portable and versatile while also offering sufficient cost-effectiveness.

Because most of the glasses currently on the market are positioned for consumption and suitable for ordinary users to watch movies and play games, but the performance gap is large compared to real industrial-grade AR eyes, which is why there is a significant jump.

For most people, in their spare time will choose and their other half together to watch movies or play games to enhance the feelings of the progress of science and technology, but also let us see more wonderful, the original universe field ignited enthusiasm for science and technology enthusiasts have a greater benefit, put on the glasses can be in the virtual world inside the back and forth, but also at any time and anywhere to enjoy the big screen projection of the fish leap, so the originated after that from the ordinary people is also getting closer and closer.

The meta-universe is one step closer to ordinary people.

Meta-universe is the combination of virtual and reality technology, for ordinary people, in life can be connected by data to swim in the world of the year universe, of course, in the middle of the need for a certain carrier, whether it is AR glasses or VR headset, is a principle. At present, the weight of consumer-grade AR glasses are all within 100 grams, which is about the same as the weight of ordinary sunglasses, and they can also see the external environment when they are turned on, so they can be taken outdoors to watch videos and play games in closed environments such as airplanes, cars, and other mobile environments. It brings more convenience to people's lives, but there is still a certain distance for ordinary consumers.

The price of AR glasses "cause a big jump"?

AR glasses in a certain sense with the universe still exists a certain gap, for most ordinary people, in the use of AR glasses will feel the screen in front of the eyes to see very clear, but from the practical senses, more of a projection screen function of the landing of the drastic dive in the context of the use of the scenario has a certain relationship, the current consumer AR glasses pain points are high computing power, high power consumption, high-end, and display performance requirements and thin and lightweight. Display and other performance requirements and the contradiction between the thin and light product form. Only learn to adapt to the market and make timely changes in the technological development of the market, in order to better enhance the value of the product.

Does the virtual fitting mirror cost much? How much_?

Because the virtual fitting mirror is realized using AR/VR, artificial intelligence, big data and other technologies, the development cost is high, so the virtual fitting mirror is a little more expensive than the ordinary mirror of the fitting store.

Like the purchase of the magic mirror is about 10,000-25,000 between, but its function and value to be high, it can not only for the customer intelligent recommendation of clothing, but also allows customers to virtual try on.

How much money is needed to open a VR virtual experience hall?

The price of VR equipment is usually between 30,000 and 140,000 yuan, counting the venue fee and publicity, etc. need 400,000 to 500,000 yuan.

1, the rental cost of investment VR experience museum franchise needs a good house. A year 100 square feet of real estate needs in a first-tier city is about 80,000, in the second and third-tier cities need 60,000. City rents are basically around 40,000, and rents in large commercial areas are generally more expensive.

2, the cost of equipment 100 square feet VR experience hall can probably do 3 areas, all the equipment are in accordance with the A, B, C three levels, probably need 25W, 34W, 45W ranging.

3, design costs and cost plan effect design costs are generally more expensive, the average price per province in the range of 40-120 yuan per square meter; per square construction plans in the range of 40-120 yuan.

Many renovation companies in order to obtain the right to build the project usually have the freedom to design all the drawings for the investor, but they will increase the cost of the later renovation, and the design of the effect design of course, without the design team to design reasonably (such as the layout, the functional areas among other things, the design fee for a 1,000 square foot house ranges from 60,000 to 200,000.

4, the renovation cost in accordance with the average level of renovation in the three regions of the province or city may require from 15,000 ranging.

The budget for investing in a VR experience store franchise needs to be investigated and analyzed according to the local market situation. Of course there are many factors affecting the budget of VR experience store franchise, such as: floor space distribution, rent, design style, room type, material price, renovation workers' salary and so on.

Expanded:

The high price of VR experience is also one of the reasons that restricts its expansion. In the domestic market, the price of VR glasses is usually more than three thousand dollars. Of course this is not a problem that can be solved in a short period of time, and users who want to experience high-end visual enjoyment will inevitably have to pay high prices for higher-end computers inside them.

If virtual reality is to be popularized, it is crucial to ensure that its content output and returns are stable. The cost and experience of the content involved determines the degree of consumer acceptance of VR devices, and the return on that high-cost content is difficult to predict. The creation of original VR content undoubtedly increases the difficulty of this.

Baidu Encyclopedia - Virtual Reality

What exactly are VR, AR, and MR?

VR and AR, these are the two hottest concepts in today's capital market, in addition to VR and AR, there is a concept called MR. VR refers to virtual reality, AR is worth of augmented reality, and MR is worth of mixed reality. Essentially, whether it is VR, AR or MR, in fact, the human eye vision beyond the screen, gradually beyond the traditional view to obtain peak experience.

VR, AR, MR, the three "R" in the end how to intertwine forward?

Whether it is VR, AR or MR, especially MR is not very mature today, but is expected, because their nature is to get rid of the cell phone's next generation of traffic platforms, VR, AR or MR exactly how the development is still not clear, but it is certain that the three will be intertwined, crossing the river by touching the stones, and gradually let the world to make a change.

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

Virtual Reality (VirtualReality) can also be referred to as a psychic realm technology or an artificial environment if it is understood in a reflective and literal sense. Virtual reality is the use of computer simulation to generate a three-dimensional virtual world, providing users with visual, auditory, tactile and other sensory simulations, so that the user, as if they were there, can observe things in the three-dimensional space in a timely manner and without restrictions. The representative product is OculusRift.

AugmentedReality, also known as mixed reality. It applies virtual information to the real world through computer technology, where the real environment and virtual objects are superimposed in real time to the same picture or space at the same time. Typical products of augmented reality are GoogleProjectTango and Google Glass, and you can actually run augmented reality images on an ordinary smartphone.

Mixed reality (Mixreality), which includes both augmented reality and augmented virtual, refers to a new visualization environment created by merging the real and virtual worlds. In the new visualization environment physical and digital objects *** exist and interact in real time. Representative products are HoloLens and MagicLeap.

If we want to talk about the similarities and differences, VR is more of a rendered image, it needs to wear VR glasses and other products to be able to see, VR scenes, characters, images are fake, the purpose is to bring you into a fake world. AR is an optical + 3D reconstructed picture, many times naked eyes can achieve the effect, its purpose is to put the fake picture within the real scene, so that you feel the sense of immersion. MR because it is a mixture of VR and AR together to build the picture, so MR is relatively more like a combination of the two kinds of picture.

VR products are flooded with bad experience but the scale of the beginning

VR can definitely be regarded as a wind mouth today. VR and AR, MR compared to the concept of hype or capital environment and the number of products, are far beyond an order of magnitude.

The reason why VR is hotter than AR and MR is precisely because of the two pillars of gaming and entertainment, and the cost of realizing VR is relatively low. Only need to bring VR glasses, people can feel the impact of virtual reality. And the upstream and downstream industry chain of virtual reality has been relatively complete, enterprises may be able to get the corresponding parts to start production.

And VR is also easy to realize for the movie and game industries, as VR movies and VR games abound today, and although these games are not mature, at least they are still fun to play, and can still attract a portion of the movie and game enthusiasts.

VR is precisely because it's easy to implement, so a large number of manufacturers flocked to it, all hoping to make a breakthrough and progress in the wave. But frankly, VR's popularity has been disproportionate to the experience of its products, and the poor quality of the VR experience has led to logical inconsistencies, such as with VR headsets.

VR hopes to replace the smartphone as the next traffic entrance, but today's smartphone people can carry around and use for more than ten hours a day, precisely because the smartphone is portable and visually not a heavy burden, but VR helmets are not. You can't imagine a person staying in a bulky VR helmet, which also lasts more than ten hours a day, and all the work and entertainment are solved on the VR helmet. Moreover, VR helmet wearing time more than half an hour, it will make people feel dizzy, nausea and a series of physiological reactions, which is VR in its own rendering speed, resolution in the future after some improvement to break through.

The real advantage of VR itself still lies in the concept, as a traffic platform, VR storytelling to investors to listen to, the effect is very attractive, because not only games, movies and other entertainment areas, even in the medical, education, tourism and a series of industries, it is able to extend a variety of scenes. Coupled with the realization of VR cost is not high, the technical standard is relatively low, and the requirements of network speed, bandwidth, sensors, computing power are not so strict, so naturally become today's wind mouth.

And more grounded is that VR, if made into a product, has been able to have a certain scale of the market, applications and game resources, it has a group of fans, and placed in large shopping malls, will also attract some consumers to experience, feel the thrill of VR, become a kind of solicitation of customer flow products. In any case, the actual use of VR and the size of the market for the time being, although relatively rough, but at least it has been molded, just need to big manufacturers to continue to promote, polishing, in order to build a large ecological.

AR has a higher threshold but can curry favor

AR, at least until June of this year, is quite a bit cooler than the concept of VR. Although it is often regarded as a technology on a par with VR, and the product gives people a much more comfortable feeling than VR, but due to the high requirements for network speed, bandwidth, sensors, computing power, entrepreneurs rarely take the initiative to touch the concept, and do not dare to step into the AR this unknown depth of the river at will.

The AR concept is really hotly debated or related to Nintendo's Pokemon GO game, which has triggered a wave of elf-catching around the world. Interestingly, Apple CEO Tim Cook took this "Pokemon GO" success very seriously, talking about the potential of the AR space during the earnings call, and even saying that Apple would be investing heavily in the AR space.

Originally, in the eyes of many investors as well as entrepreneurs, the technical threshold of AR is much higher than that of VR, and for reasons of cost, complexity, and battery life, the current screen viewing area of each product displaying augmented reality content is very small, and the experience is also very general. But did not expect, in the cell phone can be a little trick will achieve such a good market effect, triggering a phenomenal frenzy.

Nintendo's "Pokemon GO" is actually pretty delightful. Rather than actually employing any new technology, it chose to present the Pokemon in virtual reality directly on cell phones, and then awakened players to their childhood through this new-in-a-bottle approach, ultimately realizing its own success through the game's setting.

However, frankly speaking, the success of "Pokemon GO" still has a great deal of chance, it is not something that can be copied by other companies, which is the result of the chemical reaction of the old IP in the role of new technology. Really want to do products, technology, or like Microsoft HoloLens or MagicLeap to come up with real products, to solve one after another in front of the reality of the technical problems.

Nintendo's approach will not be the mainstream of the market. But it has triggered the industry and the market to think about AR technology in a different way. In the future is it possible to use more coquettish practices to realize relatively interesting scenes. Although these coquettish practices for the reality of technology enhancement may not help much, but it can at least for the industry to bring more clear signals - AR is the same can make a breakthrough in the key point.

MR will be the future but still need industry and technology maturity

MR technology and AR is actually relatively close, from a theoretical point of view, MR technology half reality half virtual image is a relatively good combination of a program, can be difficult to experience the real world of virtual information superimposed on the real world, to achieve a seamless connection between the virtual and the real, and can not distinguish between the virtual image and the real existence. It will definitely be mainstream in the future.

But both VR and AR are currently in an immature stage, so MR naturally remains a flower in the mirror. In fact, HoloLens and MagicLeap have also explored the field of MR technology, so it is not completely devoid of any products at present.

And at the beginning of this year, a large domestic state-owned construction enterprises and foreign agents jointly established a mixed reality technology laboratory, which will realize the practicality of MR technology through HoloLens glasses. At present, MR technology has indeed launched attempts in some vertical segments, has shown some practical seeds.

In fact, the use of MR in the construction industry has become an industry-recognized scenario, because MR technology can allow engineers to "enter" the building model, immersive feel the environment of the site, in the future specific construction, to improve the level of teamwork and work efficiency, can save the duration of the project and project management costs, and ultimately achieve the project management of fine-tuning! The project's management will eventually be refined.

And the pressure of MR on the human eye is a lot more comfortable than that of VR technology alone, which is actually a technology that really meets the physiological structure of the human body. It is certain that MR technology will become the mainstream of the future, whether it is AR or VR in fact today are the same road on the two forks, they will eventually go to MR on the road. Because a single technology is no way to cope with the complexity of the future application scenarios.

However, AR, VR and MR, behind the need for large companies to promote, because at present, the entire industry is still a lack of clear direction, which requires large companies to invest in which *** with the start of the exploration. AR, VR and MR industry participants, rather than competitors, but they are the future of the pathfinder.

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What is the future development prospect of the VR profession?

The future of the Internet - Metaverse

In March 2021, the world's first metaverse concept stock Roblox listed on the New York Stock Exchange, igniting the concept of metaverse. The Metaverse is a collection of virtual time-spaces comprising a series of Augmented Reality (AR), Virtual Reality (VR) and the Internet. The Metaverse concept originated in NealStephenson's 1992 science fiction novel Snow Crash, which describes the Metaverse as a virtual world stripped of the real world, but parallel to it, interacting with it, and always online.Roblox believes that the Metaverse has eight key characteristics: identity, friends, immersion, low latency, diversity, logging on anywhere , economic systems, and civilization.

According to the industry's current definition of and expectations for the metaverse, it's widely believed that the metaverse will be the future of the Internet, and can disrupt the way the existing Internet is used in the same way that the mobile Internet changed the PC Internet.

VR/AR technology is the key to the meta-universe

From the level of hardware technology, VR/AR technology is the best interface between reality and the virtual world, and VR/AR technology will become an important part of the meta-universe, while the related equipment can provide immersive or surreal interactive experience for the players in the meta-universe.

VR/AR industry will continue to benefit

With the rise of the concept of meta-universe, the rapid development and application of VR/AR technology will drive human beings toward the meta-universe, and the ecology of the virtual augmented reality industry is about to enter into an explosive period. According to the data of China ICT Institute, the shipment of virtual augmented reality (VR/AR) terminals in 2020 will be about 6.3 million units, and will reach 75 million units in 2024, with a compound annual growth rate of 86%; the market size of the virtual augmented reality (VR/AR) industry in 2020 will be about 90 billion yuan, and will reach 480 billion yuan in 2024, with a compound annual growth rate of 54%. .

--The above data refer to the "China Virtual Reality (VR) Industry Market Demand and Investment Planning Analysis Report" and "China Augmented Reality (AR) Industry Development Prospect Forecast and Investment Strategy Planning Analysis Report" of the Prospective Industry Research Institute