OFweek VR Internet tele-communication thinks that 2014 was a “first year of mobile phone outbreakâ€. After a year or so passed, the industry boom has cooled a lot. Similar stories are now being staged in the VR industry.
The 2016 that was just in the past was a "first year" - the first year of VR. Technology giants such as Google, Microsoft, and Samsung entered the market. Chinese VR start-ups have mushroomed in various places, various VR experience shops and technology cafes. At the time of development, the concept of "VR+" seemed to be connected with everything. However, the development did not last long, VR as the characteristics of emerging science and technology lack of mature business model-oriented realization of cash began to show, calm down the capital to re-evaluate VR's money scene, began to shrink the layout.
In the opinion of Wang Congqing, president of HTC Vice China, “only people who do not understand the VR industry will think that VR has entered the winter.â€
“VR is not a thing that is fired, but a new trend. This trend is not five or ten years. It may be a technology that will still affect our lives after 50 to 100 years.â€
While it is difficult for VR startups to find money, 2017 is also the beginning of the rapid adoption of VR in the TOB. From the perspective of the trend in the first half of the year, no matter whether it is in auto show, house exhibition, or some exhibition activities in the field of education and entertainment, based on VR hardware The virtual reality real-life display has become the standard of the show. If we say that in the past year, VR was merely a concept of being heated up in the capital, hot money was cold this year, and everyone began to really think about VR landing work.
In addition to TOB-side corporate services, the TOC-side game is also the most visible point of departure for commercial VR realization. At the end of July last year, eSmart, the first international smart entertainment hardware exhibition held at the same time as ChinaJoy, the world's largest pan-entertainment show, attracted VR game development teams from around the world to showcase their own products under development. Players could be on site. Try out some creative home-made masterpieces such as "The Eighteenth Floor", "Secret Plan" and "Castle War VR." At eSmart's site, developers can also communicate with players about whether there is room for improvement in the experience of the virtual space and obtain feedback that is difficult to provide in surveys and texts.
Due to limited hardware, experiencing VR may not only require processors with powerful computing power to drive, but mainstream platforms such as HTC Vive and PS VR also require users to plan a space of more than ten square meters of obstacle-free activities in reality. Under the restrictions of high house prices and high rents, the desire to buy young people aged 20 to 30 who are mainstream consumers of technology products is hindered. The hardware and content provided by VR experience stores outside the first-tier cities are usually outdated and are more likely to mislead the public. Knowledge of VR development.
The birth of eSmart fills the gap between the supply side and the demand side of VR in the early stages of VR development. The world’s most advanced hardware and content products are displayed here, allowing developers to meet face to face with users in a world-class technology temple fair. Docking, listening to the real needs of users from both B and C sides, linking industry partners to improve product and commercialization paths, and developing virtual reality solutions that are more suitable for Chinese young people with limited application space, enabling the development of related technologies and hardware in China. More grounded gas, enhance the persuasiveness of the purchase of the experience.
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