In the process of radio and television collection and production, VR live broadcast uses panoramic camera technology to record content, create virtual content, splice and encode video content, and present the content on the device, so that the audience can get the experience of interaction between people and content scenes.
The difference from the traditional live broadcast is: 1) strong immersion: VR live broadcast provides a panoramic view of 180 or 360; 2) The picture is stereoscopic and interesting: the close-up 3D display makes the picture more stereoscopic and realistic, which makes the audience have an "immersive" experience and interesting; 3) Strong initiative: more interaction can be realized, users can freely choose any angle, jump out of the traditional 2D plane video perspective framework, and the experiencer actively chooses what he wants to see instead of passively accepting the content.
Different from traditional live broadcast, VR live broadcast requires higher network requirements, and usually requires large bandwidth uplink and downlink networks, which is difficult for traditional video bearer network solutions to meet. However, with the large-scale deployment of Gigabit broadband access (Gigabit access era based on 10GPON optical fiber access technology) and 5G, the network transmission bandwidth will be optimized, making VR live broadcast popular.
From the way of producing content, there are two main categories of VR live broadcast. One is PGC (professional generation)
Content, professional production content), such as sports events, variety shows, news events, education and training, product marketing, etc. The second is UGC (User Generated)
Content, user-produced content), such as online celebrity live broadcast, outdoor live broadcast, life live broadcast, etc. In recent years, VR has been constantly testing water in the PGC field, which mainly focuses on sports events and variety shows, and has developed rapidly.
Games in VR content have always been an important area favored by users. Depending on the equipment used, VR games can be roughly divided into VR online games and VR venue games.
VR online games require users to use PC-side or host-side devices such as VR head display to get an excellent immersive experience. At present, the target customers are mainly heavy players or professional game enthusiasts, while VR venue game providers need to build VR booths and other experience facilities for users to play. Users themselves do not need to support the corresponding VR equipment, and focus on a wide range of public needs, so the demand for user hardware is not high.
At present, companies involved in the field of VR games include entrepreneurial companies, manufacturers of VR games that transform traditional games, and active participation of major game giants.
—— For more data, please refer to China Virtual Reality (VR) Industry Development Forecast and Investment Strategic Planning Analysis Report and China Augmented Reality (AR) Industry Development Forecast and Investment Strategic Planning Analysis Report issued by Forward-looking Industry Research Institute.