Personally, I think VR and AR technology in 5 years can certainly be popularized, which can not be separated from VR and AR technology in the current wide range of application scenarios, VR/AR + medical, financial, gaming, construction and other common use of scenarios needless to say
Small exercise: imagine, the future of learning life and what may be the case?
The future of learning life may be that everyone wears a pair of VR glasses and looks at the characters inside the glasses, and then sits at home every day to learn their knowledge. And students would not be nearsighted anymore.
What is the future of VR?
China's virtual reality industry development prospects are good still have to break through the three major bottlenecks
Currently, China's virtual reality industry is facing what kind of development prospects and constraints bottlenecks? Liu Jun, director of the Research and Information Division of the Beijing Film Academy and director of the overall research department of the Future Image High Precision Innovation Center, told the China Economic Times that the prospects for the development of China's local virtual reality content industry are promising, but still have to break through three major bottlenecks.
1, China's virtual reality industry, four favorable analysis
Liu Jun pointed out that in terms of development prospects, there are four major benefits. First, the environment is favorable. Macro ring with the government's "13th Five-Year Plan" put forward "mass entrepreneurship, innovation", the full release of social resources, for the development of new technologies, new industries, new forms of development to provide a convenient external environment.
According to the data of the report of the Prospect Industry Research Institute, China's VR industry began to develop in 2016, and the market scale is growing rapidly. 2016, the scale of China's VR industry is only 3.46 billion yuan, and in 2018, it has exceeded the ten billion mark to reach 10.83 billion yuan. In the next five years, China's VR market will maintain high growth, and the compound annual growth rate will exceed 80%. It is expected to reach China will become one of the world's top VR, the industry scale will exceed 45 billion yuan.
2016-2020 China's VR industry market size statistics and growth forecast
Data source: forward-looking industry research institute collation
(Remarks: the market size growth rate in 2017 was 51.45%)
Micro-environmental aspects, the technology giant companies have layout, the industry has a closer collaboration with each other, and the VR The understanding of the content will also be more in-depth, and the quality of VR content will be substantially improved.
The second is favorable resources. China has a well-developed manufacturing base, a large amount of capital and teams into the VR field, for VR manufacturing and layout to provide strong technical support and financial support. Strong financial support, so that people engaged in the VR industry from meet the material needs to meet the spiritual needs, prompting China's local VR industry from the "short, flat, fast" change to high quality, good results, excellent content.
Thirdly, there is a favorable social demand. Along with the rapid development of the economy, China's VR market has a huge potential user base, providing a broad market demand. The rapid expansion of the user base will directly contribute to the development of the VR industry, as the relationship between supply and demand.
2, China's virtual reality industry still exists three major bottlenecks
However, Liu Jun believes that the development of China's virtual reality industry is still problematic. The biggest bottleneck lies in disorder, which is directly manifested in the fact that the threshold of industrial entry is low, the industry presents the typical characteristics of the budding period, low concentration, the quality of the products supplied and researched and developed accordingly is uneven, the product standard is not unified, and the development of the industrial chain is incomplete, which is not conducive to the sustained and rapid development of the industry as a whole.
One is the lack of unified standards
Currently, VR content is not only based on the difference between PCs and cell phones, but also a variety of peripherals and hardware configurations are also complex. Even the same mobile phone-based VR content, but also based on their own hardware design and development, because of the different input modes and operating modes, it is difficult to simply common between different devices. Due to the lack of unified standards, the cost of content production has increased significantly to accommodate different application platforms.
The second is the high production cost
VR content application field is very broad, the current main content is the game and film and television field. However, due to the high production costs, filming and production equipment technology is not mature enough, VR content is still in a very scarce stage. Here we take VR games and film and television for example.
Thirdly, equipment technology still needs to be improved
VR equipment is the carrier of VR content, and the upgrading of equipment technology can stimulate the quality of VR content. VR film content, for example, VR film panoramic shooting and motion capture quality depends largely on the quality of panoramic shooting equipment, for cost considerations, the domestic company used in the production of two or more ultra-wide-angle camera spliced into the binoculars, multi-camera.
Even if the price is expensive, the target customer group positioning high-end VR filming team's professional equipment in many cases it is difficult to achieve a satisfactory imaging effect. Therefore, through the VR film content industry, we can see that the technology of VR equipment must still be improved, so that the quality of VR content will rise, the cost will fall.
3, four major recommendations to promote the development
Liu Jun suggested that, first, the development of the virtual reality industry into the national industrial informatization development plan
; second, the government led the establishment of the virtual reality industry development alliance and industry associations, co-ordination of the industry's development direction and policy measures;
Third, the Ministry of Industry and Information Technology under the leadership of the establishment of a special virtual reality industry development fund, to promote virtual reality technology in the education of the education sector. fund to promote the application of virtual reality technology in education, culture, tourism, exhibitions and other industries;
Fourth, the introduction and unification of national and industry standards for relevant virtual reality products and technologies as soon as possible, and the implementation of mandatory safety standards for virtual reality presenting products such as VR helmets and VR glasses.
For more data sources and analysis, please refer to the "China Virtual Reality (VR) Industry Development Prospect Forecast and Investment Strategy Planning Analysis Report" released by the Prospect Industry Research Institute, while the Prospect Industry Research Institute also provides solutions for industrial big data, industrial planning, industrial declaration, industrial park planning, and industrial investment attraction.
What exactly is the significance of the emergence of VR for the future? Where is its value?
With the development of science and technology and the economy, more and more technological products appeared in front of the public, to the people's life has brought about sweeping changes, the emergence of VR is undoubtedly an epoch-making event, so that a lot of people put their attention back to the field of virtual reality. VR is very important to the future, can in some way promote the development of science and technology, but also extend people's lives. Let people can better feel the virtual world, have a more realistic experience, can enrich people's imagination and life.
VR allows people to feel those who can't see and touch the things in front of their own eyes one by one, in this process is very immersive. Can open up another world, in this world to travel, all this adventure is very valuable. In a way can also stimulate the development of the human brain, to provide more thinking vitality, so that people can feel the infinite charm of technological development.
Everything is possible in the world of VR, which gives people a way to think or learn from their real life. As long as you dare to imagine and dare to create, nothing is impossible to happen, to maintain a curiosity about the future to constantly explore. In the process of constantly enrich their insights, experience all the beautiful and magical things. Let their lives live more with the width and breadth, but also allows many people who like to play games have a more realistic feeling, immersed in the world of the game. It is the whole person in the real operation, and not in front of the screen to slide.
VR allows people to experience a wide range of things without leaving home, and is a very convenient and fast technology. In the future there will be more VR applications to penetrate into people's lives, giving people more magical feelings. And VR also opens up another field in a way, so that everyone can feel the development of artificial intelligence. As well as the things that can not be satisfied in the real world, in the virtual world can be released and felt to the fullest. Industry representative companies: byte jump; love Qiyi; hongda communication; music phase technology; manheng digital; RuiYue information; zhongkechuangda; miku culture, etc.
The core data of this article: China's virtual reality (VR) terminal equipment shipments; the mainstream VR terminal equipment comparison
1, the composition of the VR terminal equipment
Generally speaking, according to the configuration and the way of use, the VR terminal equipment can be divided into three categories: host type/PCVR, all-in-one headset, and cell phone box headset. The configuration, advantages and disadvantages and application scenarios of the three are compared as follows:
2, China's VR terminal equipment development history
From digital accessories to independent terminals, VR all-in-one has become an industry **** knowledge. 2014 with Samsung and Google released VR box, as well as the domestic "Huaqiang Bei system," boost, tens of millions of consumers have access to the VR box. Tens of millions of consumers exposed to the most primary form of consumer VR equipment, VR box in the positioning belongs to the cell phone accessories or peripheral products, its computation, transmission, storage, interaction, etc. rely on the cell phone bursts; 2016, Oculus, HTC, Sony launched consumer VR glasses, marking the true meaning of the immersive VR experience in the official start of the civilian population, a large number of domestic Startups have released new products, 3Glasses, Dapeng, Hyperreal, etc.; in 2017, Microsoft with Lenovo, Dell, Samsung, Acer, HP launched PC
VR glasses, and in 2019, valveindex was released; PCVR relies on PCs for computation, storage, and communication, but the display and interaction have become independent, and the PC
VR is seen as a new generation of VR, although it is not the only one. p>VR is seen as a peripheral accessory to the PC, but the function has gradually become independent.
In 2019, Oculus released the first generation of 6DOFVR all-in-one Quest, and mobile VR represented by Quest gradually replaced PCVR, becoming the mainstream of the era, and successfully promoted the consumer-side content ecosystem to a positive cycle.
In 2021, domestic local VR manufacturers launched new products one after another, and the pace of iteration was significantly accelerated. Among them, PicoNeo3, Qiyou VR series, Nolo
Sonic for 2021 online e-commerce platform share of larger models. The price of new products is concentrated in 2000~
3000 yuan, with manufacturers playing card cashback, purchase of complimentary content and other promotional methods, C-end sales increased significantly, and the C-end share of the domestic VR
All-in-one market reached 46.1% in 2021.VR all-in-one machine has become the mainstream product type in the current VR terminal equipment market, according to the data published by IDC, 2022 China's VR headset shipments in the first quarter of 2022 amounted to 257,000 units, of which 228,000 units of VR all-in-one PCs were shipped, accounting for 88.9% of the overall VR shipments, of which the Pico
Neo3, Qiyou Dream, and Qiyou 3, in that order, were the top three product models shipped in the consumer market.
3, China's virtual reality (VR) terminal equipment market status
China's independent arithmetic, independent interaction, independent display, independent content platform VR all-in-one machine has become the current mainstream virtual reality (VR) terminal equipment.
In the Chinese market, VR all-in-one machine manufacturers are mainly HTC
VIVE, Pico, 3Glasses, Shadowtronics, DPVR, AIC, etc.; PC/host VR manufacturers are mainly LePhase Technology, AntVision Technology, 3Glasses, etc.; cell phone box manufacturers are mainly Storm Magic Mirror, FlameWorks, etc.
Shenzhen Artificial Intelligence Industry Association and IDC data show that China's VR terminal equipment shipments continued to grow in 2018-2021, and China's VR terminal equipment shipments reached 3.65 million units in 2021, a year-on-year growth of 13.5%.
Note: 2018-2019 data from IDC, 2020-2021 data from Shenzhen Artificial Intelligence Industry Association.
4, China's mainstream VR terminal equipment comparison
Currently, the parameters of mainstream VR equipment have met the requirements of the basic experience, and the all-in-one form is in line with user interaction intuition. Compared to 2016, the hardware parameters of VR devices in 2021 have made significant progress. 2021 headset monocular resolution from 1080p five years ago to 2K; once high-end PC
VR unique 90Hz refresh rate has been basically popularized in the all-in-one machine; 6DoF interaction monitoring mode by Outside-in switch to Inside- out, more convenient, most of the BR all-in-one machine are using Qualcomm's chip; weight, field of view and other parameters have also been slightly optimized. The improvement of hardware parameters become the basis of consumers willing to try a new generation of VR devices.
For more research and analysis of this industry, please refer to the "China Virtual Reality (VR) Industry Market Outlook and Investment Strategy Planning Analysis Report" by Juniper Networks Research Institute.