As a composite technology, it is a collection of sensors, data visualization, graphics, human-computer interaction and other core technologies in one, has been in the entertainment, film and television, tourism and other fields have a wide range of applications. On the other hand, the VR industry is also a new growth point for the development of 5G, 5G and VR/AR is indeed closely linked, the establishment of 5G standards for the further development of VR/AR plays an important role in the further development of VR/AR, can better support the delay-sensitive AR applications. At the same time, at the same time, the Ministry of Industry and Information Technology of the State has recently issued licenses to China Telecom, China Mobile, and China Unicom for the use of low and medium frequency band test frequencies for 5G systems, and the time has come to accelerate the maturity and development of China's 5G industry chain. Below, I analyze from three aspects:
First, from the global point of viewVR hardware will be a concentrated outbreak in the next five years, just the helmet-type device compound annual growth rate of 99%; by 2020 the global virtual reality helmet shipments will reach 25 million units. In the past few years, Google, Facebook, Sony and Valve and other large companies have entered this battlefield, the market competition continues to be hot, and the VR market is expected to break through the scale of $15.9 billion in 2019. international giants such as Facebook, Sony, HTC and other international giants already have related products, and giants such as Google, Apple and other giants are also in the process of research and development, and are all intended to become a hardware + software platform for the Industry standard setter. By 2020, AR is expected to reach a market size of $120 billion, of which the global output value of virtual reality hardware and software will reach $67 billion. By 2020, the VR market, including games, hardware, movies and theme parks, the market size of about 30 billion U.S. dollars, of which the market size of VR games accounted for nearly 50%, followed by VR hardware and VR film and television content.
Second, from the domestic point of viewChina's VR market sales scale was 5.7 billion yuan in 2016, and will exceed 70 billion yuan in 2017-2022; from 2015 to 2017, there are more than 800 VR enterprises in the country. China's new industry based on VR+ is stepping into a high-speed development growth period, and has already made some progress in the fields of artificial intelligence, 5G communications, high-end chips, and emerging displays. Through the synergistic innovation in these fields, with virtual reality as the industrial grip, it can promote the cross-border integration of different fields, and then define new standards and new technologies, and even fission out of the subversive new products and new markets.
Third, from the nature of the industryVR industry to be as experts and organizations predicted, to avoid the changes based on the industry will bring to society. And the industry chain of VR includes hardware, software platforms and content. The $120 billion market in 2020 alone = cake enough to tempt major companies. The popularization of smartphones will inevitably make VR hardware enter a high-speed popularization period in 2019, and once the industry standard is formed, the VR content industry will explode in full force.A new report from IDC shows that the VR market showed a recovery trend in the third quarter of 2018. Among them, the sales of VR/AR devices increased by 9.4% year-on-year, and global VR headset shipments reached 1.9 million units in the quarter. The size of China's VR potential user group reached 286 million, young men, geeks and nerds, technology professionals, online gaming and e-sports have become the most important labels of VR heavy users.VR live broadcasting benefited from the era of universal socialization, and the business model of the four segments of games, live broadcasting, film and television, and industry + applications has already come to fruition.
In summary:The development of any new industry can not be separated from sustained key technological breakthroughs and scientific and technological innovation support, strong support for various types of VR talent, and unfailing market demand pull.
In this week's Google fall new conference, in addition to the Pixel 4 series of cell phones, there are Pixel Buds 2 wireless earbuds, Pixelbook Go Chromebook laptop, Google Nest Mini smart speakers, and Nest Wifi smart router lights a series of people overwhelmed by new Hardware out. But as if to prove the correctness of "the old does not go the new does not come", Google launched a large number of new hardware products at the same time, but also announced the end of one of its own products.
Google recently said that the Pixel 4 series will no longer support the virtual reality platform Daydream, and will no longer sell devices such as Daydream View. Obviously, while existing products will still be able to run based on older models and will get maintenance for some time to come, there is no doubt that Google has abandoned Daydream as a platform. In fact, Daydream's failure has been a foregone conclusion for some time now, and the fact that the program has survived to this day is probably the more surprising result.
Of course, the reason we say this is not that the name Daydream is unlucky, but that it was already a "zombie" project before that. Google hasn't updated the Daydream VR device in over a year, there have been no meaningful updates to the system, and no new content has hit the store.
Not coincidentally, in August of this year on the Samsung Galaxy Note 10 series, the official announcement will no longer be compatible with the Gear VR, and no longer provide adapters in the form of compatibility, while the Gear VR is the VR headset device launched by Facebook's Oculus in conjunction with Samsung. In this regard, Oculus CTO John Carmack explained that Facebook has put a lot of effort into restoring Gear VR's market position, but ultimately decided to shift its focus to VR all-in-one.
In today's perspective, Daydream, a project born at I/O 2016, and Oculus's partnership with Samsung since then, is clearly a stress response by Google, Samsung, and Facebook to the VR boom of their time. But unfortunately all three were late to the party, so Daydream was marginalized at the I/O conference for 3 consecutive years after that, and Chopper talked a lot about AI in addition to Android, and VR seemed to have been left behind, and Gear VR was merrily replaced by Oculus GO.
As for the reason why Google and Facebook have given up on mobile VR, the mainstream view in the industry is that it's due to the screen, battery, and performance. This kind of VR box needs to connect the phone to the headset, as the cheapest VR product, the immersive experience it brings is the need for the phone's own screen to present, to 1080P resolution of the main cell phone screen in daily use is indeed enough, but when the visual distance is greatly compressed, in the case of magnification of several times, the brought is extremely serious particles feeling.
If the general sense of view can be tolerated, then the rendering of the VR image output for the phone performance of the squeeze, bringing a short period of time is high fever, and high fever will make the phone to appear the main control of the frequency reduction and performance decline, coupled with the limited battery capacity of the smartphone, the two are also *** with the limitations of the actual use of such products time. Therefore, such a general experience, the use of time limited to the product, by consumers on the shelves is reasonable, Google envisioned the combination of the most popular mobile devices with smartphones, education users to join the VR ecological approach, due to the objective conditions of the limitations of the bankruptcy can only end.
Of course, as many people said when VR was hot, the mission of this type of mobile VR box is to serve as a cheap version of the product, giving consumers a low-barrier opportunity to access VR. Following this logic, the decline of mobile VR in some people's eyes, is just the beginning of the maturity of the VR logo, users are no longer satisfied with the simple experience provided by the mobile VR, but need to picture more detailed, larger field of view, higher performance of VR all-in-one machine and other equipment.
But is it really that optimistic? Of course not. At present to 3C digital product sales known as Jingdong, for example, put aside has been Google and Facebook sentenced to death by the cell phone VR box, HTC, Pico, and even love the VR all-in-one machine together, the cumulative evaluation of less than one million quantitative, basically with the sales of home gaming machine half a catty two. If the host players in the domestic number is not much, is the historical reasons and PC and handheld games extrusion results, but VR as a new form of entertainment is almost no ecological position competitors, so such sales can only prove that the VR at this stage is still a niche market.
In addition to the consumer market that has not taken off, Facebook CEO Zuckerberg, who is also "All In VR" with HTC, has also spoken the truth. The recent acceptance of the foreign media on the question of "when VR / AR can go from the niche market into the mainstream C-end market," said that it will take more time to reach a "people are willing to look forward to Facebook more new products" level, the day may not be in 2020, but it will be in the future, and it will be in the future. That day may not be in 2020, but hopefully it won't be 2030. Even Facebook, whose only hardware business is VR, doesn't have a lot of confidence in the popularity of these products.
Essentially, the core problem facing VR today, after a period of over-exuberance, is a lack of "disruption". When the BBC disbanded its VR content team, it said that the technology had failed to live up to expectations, and that they didn't see a future in smartphone-based VR, so it could be years before they could achieve the desired results.
While it's true that the resolution, refresh rate, field of view, and maneuverability of VR devices have come a long way with technological advances, the issue of motion sickness has always eluded manufacturers. The typical performance of motion sickness is a kind of motion or positional illusion arising from the obstacle of spatial localization, and in the field of VR, VR equipment tells the eyes that "you are in a speeding car", but the body does not move, so the brain will be caused by visual deception, which leads to "downtime".
This is why many VR devices tell players not to spend too much time on a single experience.
So it's accurate to say that as long as the core problem of motion sickness isn't properly addressed, it's unlikely that VR will become a mainstream marketplace. After all, people usually want to experience VR for entertainment, not to embarrass themselves.
As VR is not yet popular now, the input cost and the lack of basic equipment, resulting in people are still difficult to see its advantages. But VR from the emergence of the present, you can see that its future is immeasurable
Currently the most promising areas of VR applications are in film and television, education, tourism and games.
First of all, film and television can let people in which, this is not the general 3D, 4D movies can do, VR movies with a pair of glasses can give the senses to bring an unparalleled experience; education has been in the various primary and secondary schools to establish a series of smart classrooms, through the VR online, for students to learn various subjects, to do immersive in stimulating the interest of students to learn, but also to avoid the need to use VR in the learning process. At the same time can also avoid the potential risks in the learning process; tourism on the VR experience allows interested tourists do not have to blindly listen to publicity to their own personal experience to feel, VR technology can not only meet the needs of tourists who have not been to the attractions of the browsing, but also non-existent or soon to cease to exist in the tourism landscape restoration demonstration; and finally in the field of gaming has not yet been able to widely practiced, but a recent movie "Top Gun", which is a great example of how the VR technology can be used in the field of tourism, can be used in a variety of ways. A recent movie "Top Gamer", enough to let us feel its endless prospects to VR glasses as a medium, you can experience the virtual world you imagine the adventure, coupled with a number of other wearable devices, can bring the senses the most realistic experience.
The future of VR in all industries is immeasurable.
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You can see that the smart hardware section grew 210% year-on-year, and Geer seems to have found a second point of profit growth outside of Apple's headphones! The next day's share price performance is also very obvious, directly pull stop, said the funds are very recognized Geer half semester report card. However, the enthusiasm of the market will always be short-lived, after the stage high of 52.25 on September 8, (this main force has obsessive-compulsive disorder, right, but also to engage in a symmetrical price) the next day to stop to open the retracement, October 28, in the establishment of seventeen years and eight months, Facebook, the world's social platform with more than 2 billion users, formally announced a strategic transition, once the thumbs-up logo was withdrawn. The former thumbs up logo was removed and replaced by a new logo similar to "infinity" and a new name - Meta, thus the concept of meta-universe was completely triggered. Gore also benefited from the availability of Facebook's VR equipment, which kicked off a month or so of gains. During this period, countless companies chose to be associated with the 'Meta universe', the market funds also like to speculate on these new things, this plate has become a recreation ground for the lobbyists.
As the old saying goes, 'what goes around comes around, and what goes around comes around', Meta's first earnings report after its name change fell short of expectations, not only causing it to plummet 26%, but also dousing the hot Metaverse concept.
Some time ago, Geer successfully practiced the Nine Yinzhenjing, the stock price has fallen to near the previous lows, this time we look at vr, and then review Geer. Has its investment logic changed, and is the vr industry stagnant.
Goer shares in the end is what kind of company ?
From the company's official website can be seen, Geer provides customers with precision components and intelligent hardware vertical integration product services. Precision components business includes acoustic optical microelectronic components, including speaker receivers, speaker modules, haptic motors, wireless chargers, antenna microphone sensors, etc.; another piece of business is the smart acoustic machine business, that is, all kinds of headphones, wired headphones, TWS headphones, or headset, etc.; and a piece of business is the smart hardware business, including VR virtual reality products, AR augmented reality products, as well as wearable headphones. reality products, and some wearable device products, smart watches bracelets, smart speakers, smart home, home video game consoles.
Speaking of Geer's business, but also in order to give you a better understanding of Geer's performance drivers come from. Geer's model, that is, the ODM model, is a foundry, not only some assembly business, but also includes some design integration business, some of the major international consumer electronics manufacturers, such as Apple's AirpodsMax headphones are Geer's exclusive OEM.
Mention of the product will have to mention meta's OculusQuest2 this product, the end of October 2020, Facebook released a new VR all-in-one product OculusQuest2, performance than the initial generation of upgraded, and the price is only 299 U.S. dollars, compared with the initial generation of the price dropped by 100 U.S. dollars. As a result, within six months of release, the cumulative sales of Quest2 exceeded the sum of all generations of OculusVR. And, the market share increased dramatically, 2020Q4 to 2021Q1, shipments accounted for the top, the market share is as high as 75%!
The data of the well-known consulting organization IDC shows that in 2021-2025, the global shipments of VR virtual reality products grew 41% annualized, and the annualized growth of AR was 138%.
And Geer is highly tied to OculusQuest2 this product, but not limited to this includes foreign Sony, domestic pico and so on and Geer have business contacts.
Although Geer's annual report to March 30 to reveal the true colors, but it has long been in the three quarterly report confident advance notice, is expected to 2021 January-December performance forecast, attributable net profit of about 4.244 billion yuan to 4.528 billion yuan, up 49% -59.00%, earnings per share of about 1.28 yuan to 1.36 yuan. That's how confident! We have reason to believe that his quarterly growth rate will continue this year!
As before and after the Spring Festival, the money got all sorts of negative news, including the expectation of the dollar interest rate hike, the track stock, the fund heavy stocks suffered a key blast, Gore also experienced nine yin and also suffered a 10-sided ambush (ten consecutive yin).
After last week due to the track stock ushered in a rebound, Geer dynamic price-earnings ratio PE also came to 34 times or so, and the company's performance growth rate in 50% -60%, so from the PEG valuation point of view, Geer shares valuation is relatively low, especially in the context of a VR industry has just exploded a big outbreak. In short, this round of Geer's every round of decline is not an opportunity to walk with the song, and Er to the future!
Technical
Daily level to see the song from the previous location rebounded about 10%, and see the bottom of the previous volume! This means that the wave is not over, from the rising rhythm, is also in the 3 wave uptrend (red line in the chart), at the same time, we also want to see 47 near a long time turnover of dense area (pressure level, the yellow line in the chart), the stock price to reach this position will certainly not be overnight directly across, either in the oscillation here, or fall back. After the fall is a good buy, because the closer to the quarterly report, the more likely the stock price out of the surprise!
60-minute level, Geer shares in February 14 out of this year's lowest price into a slow climb process; in the climb before the Geer shares experienced a period of large volume down process, this round is bound to wash out a lot of high chips, the stock re-entered a cycle of sucking; in the process of climbing the Geer shares did not have a sharp up and down phenomenon. Phenomenon, this situation or the circulation of shares has a certain degree of control, or the stock into a no one asked for, but from the trading volume point of view of the former probability is greater; taking into account the fundamentals of the Geer shares, the agency in the position should have the power of the suction power, combined with the position of the market the probability of the stock once again significantly retracement of the lower. However, because Geer shares itself market value is very large and relatively high turnover rate (average of more than 3% in the last six months), the absorption process is bound to be long, this stage is very easy to get out of the small wide-amplitude shock of the market, if you hold the ticket is more suitable for repeated T, if you don't hold the stock you can choose to gradually build a position in the fall Risk Tip: The views mentioned in this article only represent the views of individuals, the subject matter involved in the not recommended, according to which buying and selling, the risk of The first thing you need to do is to get your hands dirty.
The future is the Internet information age, about the real estate APP have begun to promote a lot of VR, most customers will feel it is more real than the field to see the same.
The VR era is the trend of the future world
Just have a friend to do VR, more well-known in the industry, but also a company I admire, early this year, A round, and he has taken a few times, a strong answer to a wave of VR technology is currently being applied to scenarios:
1, shopping platforms to show the product, for example, you want to buy a piece of clothing, and to the cell phone to gesture to see the end of the fit, buy a bag, the same. The same applies to buying a bag.
2, tourism attractions publicity, scenic spots directly through the VR screen, you can intuitively three-dimensional viewing of the entire scenic area, immersive.
3, satellite rendering like, navigation map
4, train station airport face recognition, civil or detection can be, criminals as long as the appearance of the train station airport, even if wearing a hat mask or in the move, can be based on the physical appearance, body proportion or body organ proportion to identify.
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Isn't it particularly sci-fi
Welcome to the exchange of ideas.
Nowadays, VR technology can be said to be widely used in various fields, and gradually formed a scale, the country is also vigorously supporting the development of VR technology this high-tech, the G20 summit explicitly proposed the use of artificial intelligence and virtual reality technology combined with the existing real economy, to create a more conducive to the people's production and life of the new development model.
VR + 3D panoramic display technology gives the user a new visual and auditory experience, is the previous flat visual can not be reached, whether it is a large enterprise or a small business can be utilized VR technology to achieve panoramic marketing, so that the user has an immersive and excellent experience, so the VR panoramic market outlook is very good.
01 Ministry of Education's new regulations: virtual reality education will be used as a reform method of innovative teaching
02 "Thirteenth Five-Year Plan" for the first time proposed virtual reality, and indicates that the future will vigorously support virtual reality technology
03 "National Innovation Drive Development Strategy Outline" again virtual reality as an important opening for the transformation and upgrading of the economy
04 The Ministry of Industry and Information Technology and the Development and Reform Commission have included VR and AR in the special action for the innovation and development of the intelligent hardware industry
05 The Ministry of Culture encourages game amusement equipment manufacturers to actively introduce AR/VR technology
06 The Ministry of Housing and Construction has prepared the "Outline of the Development of Informatization of the Construction Industry in the Years 2016-2020," which encourages the use of virtual reality technology
07 The Ministry of Commerce, Development and Reform Commission (NDRC) and the Ministry of Finance (MOF) issued a red-head document to encourage the import of virtual reality and other services
08 NDRC included AR/VR technology in the "Internet+" construction specialization
09 The Classification of Strategic Emerging Industries (2018) added a new classification of the VR industry
Of course, this is only part of the policy, since the first year of VR in 2017, the national level and even local governments have intensively introduced many policies to promote the rapid and diversified development of the virtual reality industry. It is believed that under the positive guidance of the national policy environment, the prospects of the virtual reality industry are very broad.
The Ministry of Industry and Information Technology (MIIT) issued the Guiding Opinions on Accelerating the Development of the VR Industry
In December 2018, the Ministry of Industry and Information Technology (MIIT) officially issued the Guiding Opinions on Accelerating the Development of the VR Industry (hereinafter abbreviated as "Guiding Opinions"), which is a very meaningful thing for the country to accelerate the development of VR.
VR will see a new turning point in 2019!
The Ministry of Education added the virtual reality application technology profession to the professional directory
In 2019, 71 higher vocational colleges and universities opened the virtual reality application technology profession for the first time, and in 2018, the Ministry of Education announced that in the "Catalogue of Higher Vocational Education in Ordinary Higher Education Institutions (Specialized) Professional Catalogue", the addition of the "virtual reality application technology " specialty,*** with 71 institutions starting from 2019. In the long run, the Ministry of Education's new initiative brings a strong backing for the long-term development of the industry, and also brings confidence to the VR/AR industry.
The reason why this matter is important is that the VR industry has developed for many years without specialization, outside the education catalog.
The development of the combination of VR and other technologies
In 2018, VR began to combine with artificial intelligence, big data, the Internet of Things, etc., forming a trend of mutual integration and mutual promotion of development. In this context will give rise to a number of new forms of equipment, such as wearable computers, will also promote industrial integration." Even better technology should be combined with products, artificial intelligence, big data should be VR for visualization combined to show."
Trends in the combination of VR and 5G
New Vision believes that with the maturity and popularization of 5G technology, new application climaxes and new forms of products may be born in the future. There is no doubt that 5G technology, with its low latency and high bandwidth, can bring a better experience for VR, and the specific application scenarios will produce a very big change.
VR+Education has outstanding advantages and will usher in new development
"The development of VR in the education industry is a general trend, although VR can not completely replace education, but VR will bring about a revolution and innovation in education.
Spatial situational practice, reducing education costs
Immersive experience, improving student motivation and learning efficiency
Interactive mode of teaching, enhancing course interaction
71 higher vocational colleges and universities in 2019 for the first time to open a virtual reality application technology specialty
With the gradual deepening of the understanding of people's VR, coupled with the national policy of more landing and promotion, more companies are looking for more diverse application scenarios. More and more applications in education, medical, entertainment, real estate, VR for the average consumer is not a novel concept, VR panorama will certainly be more and more around us!