E-Circle Enthusiasm for VR Technology Future Sony or Apple will Integrate VR

Today, the VR industry has gradually become bustling. After all, investment analysis companies such as Goldman Sachs also predict that the industry will exceed the television market in 2025 and become the largest home entertainment system. This prediction is mainly due to the fact that VR is a revolutionary technology and has the ability to enter many different industry sectors including games, education, industrial production, and even adult entertainment.

Of course, apart from forecasting, if you want to judge the development potential of an industry, just look at the flow of capital. According to incomplete statistics, the total funds raised by VR startups in 2015 alone reached US$658 million, and the number of equity financing transactions reached 126. There are also many VR companies known to the general public, such as Leap Motion and Oculus.

VR technology

But can this capital revelation continue? Will VR be the mainstream technology. Can these companies we currently know be able to maintain their position as industry leaders? I started my work in this industry before the rise of VR technology. I mainly wanted to introduce three companies. Combined with my experience, I believe that they will continue to be brilliant in the future, even more successful than some current mainstream VR companies.

NVIDIA

NVIDIA's main focus is on the development of visual computing technology. The first product to be released was the GeForce (NV10) in 1999. This consumer-grade 3D hardware has advanced video acceleration, motion compensation, and hardware subpixel alpha blending. That time period. NVIDIA has also received the attention of Microsoft, and finally began to provide graphics processing hardware for Microsoft Xbox game consoles.
NVIDIA

Recently, NVIDIA released consumer-level computer graphics based on the Pascal algorithm and was able to support VR and attracted my interest. Personally think that NVIDIA is very suitable for virtual reality, until the technology is mature, its products will soon be popularized.

However, the most attractive place for NVIDIA is NVIDIA GEFORCE NOW, which is currently being developed. This is a cloud computing game platform that uses "cloud rendering" and "cloud computing" technologies to allow users to get a high-end console-like graphical visual experience on smartphones and even Cardboard. The most important thing is that its price will not Too high.

The global cloud game technology market is expected to grow rapidly in the future. Almost all game platform vendors believe that cloud gaming is the future and that the CAGR will exceed 29% by 2020. Based on good market prospects, NVIDIA has great chances of success and become the core technology in the future market.

Sony

Sony does not seem to be involved in the madness of this VR capital. However, it has a huge upfront advantage that no one else can match. Currently, PlayStation users can easily upgrade the host computer. The purchase of a complete VR head-up kit requires only about US$500. It has to be said that Sony has a wealth of experience in product pricing. In the past, the price of Sony's PlayStation products was much lower than that of Microsoft's Xbox, and the price of HTC Vive is as high as 799 US dollars. It is not even a PC host that meets the requirements. , perhaps more people will choose just half the price of the PSVR.

Sony PlayStation

Regardless of the price advantage, Sony also has an independent closed game ecosystem. The content development team has worked on this system for many years and has extensive experience. With the above conditions, Sony PlayStation has a unique advantage in grabbing market share and is very likely to win in the VR game ecosystem, just as Apple won the early smartphone business.

However, there is also a question: Will Sony really take the game field in the future and try new modules such as VR social networking and VR e-commerce?

Apple

Apple's confidential work is notorious, and although they may be waiting for a better time, there are already many signals that Apple is developing VR gloves.

Apple

The first evidence is that Apple registered a patent for the "high touch (magic) glove system" in 2011. This invention allows the glove to collect user's movement information and input it into the electronic device. It was widely believed that the technology would be used to improve the use of the iPhone in cold weather, but in the light of the current state of VR, it may be that Apple is trying to achieve greater ambition.

The second evidence is that Apple has improved the haptic system to allow tactile control to interact with computer applications. Last year Apple released Taptic Engine, which is currently used for Apple Watch, MacBook and the latest iPhone. Apple Taptic technology can give the finger a touch, feel like touching different materials, or as if pressing a real button. In this way, the user can clearly know what he has pressed and knows what will happen.

The third evidence is that "Apple has started frequent exchanges with university research institutions." This is information from the Stanford Virtual Human Interaction Lab, which focuses on VR development. In a recent presentation, Jeremy Bailenson, director of the lab, said: "Apple has never been to this lab in the past 13 years, but in the first three months they have come three times."

The last piece of evidence is Apple Watch's famous built-in "hidden port." Although this may also be just a coincidence, it may be more reasonable if it is interpreted as a future connection to a device like Apple Glove, rather than the widely reported "extra battery capacity." In addition to VR devices, I also tried HoloLens and other AR devices. They were great products, but my first feeling told me that they still lacked the way to better interact with virtual images, so data gloves are a must. . The current two-hand identification technology is not yet accurate, but it also gives Apple more possibilities to enter this market in the future.

Now that there are many opportunities for the VR market, and to fight major competitors like Samsung or Google, it is hard to believe that Apple has no interest in entering the VR field. As long as you think about it, you know that they actually have no other choice.

Piezoelectric ceramic disc   

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Application: flow meter measurement 


There are many kinds of USF used in closed pipeline according to the measuring principle, and the most commonly used are propagation time method and Doppler method. Among them, time difference ultrasonic flowmeter is used to measure fluid flow by the principle that the time difference of sound wave propagating downstream and countercurrent is proportional to the velocity of fluid flow. It is widely used in raw water measurement of rivers, rivers and reservoirs, process flow detection of petrochemical products, water consumption measurement of production process and other fields. According to practical application, time-difference ultrasonic flowmeter can be divided into portable time-difference ultrasonic flowmeter, fixed time-difference ultrasonic flowmeter and time-difference gas ultrasonic flowmeter.


Ultrasonic flow-meters use at least two transducers aligned so that ultrasonic pulses travel across the flow of liquid or gas in a pipe at a known angle to the flow. 



Technical data:

Electromechanical coupling coefficient Kp: > 0.62    

Dielectric Loss tg δ: <2%



Nominal Piezo discs for ultrasonic flowmeter: 

OD14.2*1MHz           PZT-51

OD14.6*1MHz           PZT-51

OD15*1MHz              PSnN-5

OD15*2MHz              PSnN-5

OD20*1MHz              PSnN-5 

OD20*2MHz             PSnN-5

OD15*1MHz              PZT-51 

OD15*2MHz              PZT-51

OD20*1MHz              PZT-51 

OD20*2MHz              PZT-51

Size,  Frequency and Electrode on request. 


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