What is the current development of virtual reality technology? What new applications will there be in the future?
Take 2020 as an example. VR/AR has been in people's field of vision for seven years, and it has experienced a hot bubble period of investment and a low period. The understanding of VR/AR in politics, enterprises, research and research is deepening, and the industry knowledge that VR/AR development is not as good as expected can basically be achieved. Therefore, capital will not enter blindly like 20 16, nor will it enter blindly like 20 17. So in the field of VR/AR, what is a high input-output ratio and a short liquidation period? Yuan Yu said, "The former is hardware, such as optical waveguide technology and ultra-high-definition wide-field display equipment, while the latter is the content produced by VR/AR technology, such as games, animations and movies. We expect that hardware and content will become investment hotspots in 2020. " For investors, the most concerned is landing, so for consumers, the most concerned is cost performance. The current price of VR/AR products is still high, and end users are still discouraged. Wang Donggang believes that the price of VR equipment that everyone can easily afford should be below 1,000 yuan. Local VR head display manufacturers can meet this standard at present. With the continuous evolution of 5G infrastructure, the continuous decline of terminal equipment costs and the continuous improvement of terminal experience, VR equipment can surpass the current million-level, reaching the billion-level of flat panels, and AR can reach the order of mobile phones. In this regard, Wang Donggang's explanation is that VR devices are mainly for home use and can be compared with tablets. If it is calculated by family, at a certain time node, VR equipment will reach the order of tablet; AR is integrated into all aspects of our lives. Mobile phones can realize various functions such as calling, navigation and social interaction, and ar can also realize similar functions, so AR devices may reach the order of mobile phones in the future. As for the shipment of hardware products, Yuan Yu analyzed, "In 2020, the shipment of VR/AR equipment in China will increase rapidly at a rate of about 60%, but the structure of consumers and enterprises will change rapidly. At the end of 20 19, dozens of devices with a price of about 2,000 yuan were released frequently, which is expected to attract more consumers to experience the purchase. Affected by COVID-19, the market share of enterprise-level products such as art design and animation production is expected to increase. " Under the epidemic situation, the opportunities and challenges of VR/AR can be avoided by any industry at present. There are some negative impacts, such as tourism and catering industries, and some positive impacts, such as medical care and express delivery industries. The epidemic has also brought new challenges and opportunities to the VR/AR market. Yu Juan elaborated from three aspects: First, the implementation of new infrastructure and the construction of 5G infrastructure and data center will create a good mobile network and computing platform for VR/AR, which will strongly support the application and popularization of enterprise and consumer VR/AR products. Second, the expansion and refinement of enterprise-level applications. The epidemic situation in COVID-19 not only created a stage for VR/AR to show its muscles, but the immersive experience expanded the ways and means of isolating home office, and also posed new challenges, namely, the feasibility, economy and popularization of VR/AR application in specific fields. Specifically, the display of artistic design achievements, multi-person real-time online collaborative office, and distance education and training are the first application areas of VR, and immersive experience is feasible in these industries. At the same time, only in feasible industries will enterprises conduct price-insensitive centralized procurement, form benign interaction with VR/AR equipment vendors, constantly improve products, and finally form the ecological awareness of the whole industry, thus accelerating the popularization of VR/AR equipment. Third, the increase in shipments of consumer-grade products and the long isolation time at home will make consumers pay attention to emerging fields. In recent years, VR/AR games have emerged in an endless stream. After iteration, the price and quality of mainstream products are guaranteed. The epidemic has also brought new opportunities for consumer goods.