Is VR hot market just a virtual fire?

"When your senses are completely deceived, you are completely into the VR world." In the future people will generally shuttle between virtual reality.

Da Peng pushes up the machine with VR, and the configuration is similar to that of the Samsung S6 phone; the HTC VIVE developer summit lands in Shenzhen; the VR content contest is launched worldwide; at the beginning of this year, Lei Jun announced at the annual meeting of Xiaomi that he decided to build the Xiaomi Exploration Laboratory and first marched into the robot. In the VR field, LETV VR has successfully connected fans and CPs through exclusive and home-made IP content. It has become the first platform for VR content applications in China, boasting a large number of exclusive copyrighted VR film sources and internationalized premium content; BesTV BesTV has to do VR video content Leader; Aishide teamed up with Storm Technology to establish VR/AR industry investment fund...

Currently, leading companies in this field include Oculus, Facebook, Samsung, HTC, Xiaomi, Valve, Sony, and Google. Behind them is a huge ecosystem of developers, designers, and people who are full of hope for the future of virtual reality.

In this way, virtual reality swept through.

VR swept

It has finally come, but is it not really better than we thought?

Actually, the facts show that VR is not just needed at present, but more is to stay in the game application field, still at the seed stage.

As if overnight, people are talking about VR and thinking about the future "beautiful blueprint." However, first of all you have to understand what is VR? In principle, the complete VR experience is composed of VR head-up and VR content. The immersive immersiveness brought by the VR interaction peripherals to the users. Subdivide the current mobile VR market, mainly divided into three product forms. One is the "mobile phone + VR glasses box" represented by Google Cardboad; the other is "mobile phone + VR" represented by mobile phone cooperation companies such as Samsung Gear VR, Nibiru, and TCL Alcatel (currently Nibiru has Android version and Windows version). Custom helmet "product; Third, the processor, screen display and other VR integrated machine package.

For a time, VR helmets and games are flying. At the just-concluded 2016 Game Developers Conference in San Francisco, VR became the focus of the show and was sung by everyone.

According to the LeTV VR person in charge, currently VR technology is divided into content production technology, end products and interactive technologies.

In terms of content production, LeTV is at the leading position in the production technology and workflow integration, thinking and awareness of VR video content is ahead of the rest. Through the exclusive and self-made IP content, LeTV VR has successfully connected fans and CP. It has become China's first platform for VR content applications, and has a large number of exclusive copyright VR film sources, as well as international quality content.

At the same time as continuous research and development, LeTV VR and domestic and foreign first-rate film and television professionals and production companies cooperate in many aspects, and continue to try. The 100 domestic original directors assembled LeTV to create original VR feature films to create multi-level VR experiences. The overseas partner camp is also very powerful, including the United States Hollywood production company MatterVR, British Happy Finish, Singapore Hiverlab, Hong Kong Salon Film, Digital Magic, South Korea Mooovr company.

In terms of end products, the current internationally renowned manufacturers' products are mainly PC-integrated products. Although the performance is relatively superior, the cost is high and it is not suitable for education and product popularization in the early market. LeTV is an actual machine manufacturer and has inherent advantages in mobile VR. At present, through deep-layer optimization and integration, it is the leading mobile VR product in the country. The gap between GearVR and industry benchmark products is that the mobile phone screen does not use OLED and cannot reduce the afterglow effect caused by LCD display time.

Recently, the Storm Mirror, Zhi Meng Consultation and the National Advertising Research Institute jointly released the first "China VR User Behavior Research Report." Survey data shows that among the 15 to 39-year-olds, users who have heard of VR products or related knowledge and who are very interested in VR account for 68.5%. Based on the data from the sixth census, there are 286 million potential users of VR in this population.

Do we really need VR?

When everyone is talking about VR, does that mean we all need VR?

Yes, many people think of this problem, that is, VR devices are not smart phones. Such devices are not necessary in life. They are more of an experiential product, which is called "non-necessary". product.

Whether consumers want to spend money on VR depends on whether they have such needs. Obviously, young people are the key training objects for VR devices. Whether watching movies or playing games, VR's experience is indeed better than the average flat-panel display. Immersive gameplay can bring immersive reality.

Another question is, how much does VR bring consumer stickiness? Is the profit model of VR equipment a hardware profit or an eco profit?

In the Chinese population language system, "useful," "useless," and "useless," belong to several very frequent keywords, and even each of us speaks every day. "There is no use," "What use is," has become a concept that is internalized into the depths of the people's soul. This "pragmatism" is something that goes deep into the bones. It is a precipitate that has lasted for thousands of years. It is an extremely powerful cultural inertia. Even when we are shopping for items, especially "non-just-needed" items, we are more likely to consider its practicality rather than playful or simply consider the experience.

Therefore, as a high-precision technology, if you do not combine powerful content providers, then VR experience is no good. Plus, this kind of "non-just-needed" product is not like a smart phone, and it is very easy to produce boredom. The author once met with consumers in his life. The family has a magic mirror but has been idle and never thought of using it. What's more worrying is whether this non-needs will hurt the body?

"Wearing a helmet while playing games can cause dizziness and nausea." Feedback from consumers. Therefore, when VR technology is slowly entering the public's life, some people have questioned whether wearing VR products for games or entertainment will not affect the user's physical health or mental health. This is also a question that some experts are now exploring. At present, on the website, it lists the negative reactions that VR helmets may cause, such as nausea, dizziness, or long-term use, which may affect hand-eye coordination.

It is understood that Marty Banks, a professor from the University of California, Berkeley, and director of the Visual Space Cognition Laboratory have done some research on VR technology and visual relations. He said that an important issue that VR may bring is “visual convergence adjustment conflicts” that can cause eye fatigue. The effect was mentioned in the developer guide of Oculus Rift. This effect seems short-lived, but Banks believes that people should also pay attention to its longevity. "From what I know, this is a short-term effect. When you take off your helmet, you can adjust it. But, I think if we don't take it seriously, it would be unwise."

Full immersive VR popularity is still early

Xiaomi CEO Lei Jun said at the China Development High-level Forum that VR gives a shocking experience, but it may take at least 5 to 10 years for VR to be used on a large scale.

So, how will the layout of VR applications expand? What kind of competition will form in the future?

LeTV VR relevant person in charge told the author, "the market will be more and more companies to do VR applications, including the IP side, platform side, development side will be cut in different angles." And LeTV's logic is, "Keep oneself Consistent business logic, user-centric, adhere to the vertical integration + ecological open, so we have been keeping close observation and concern for the entire industry chain." He believes that VR applications can not exist independently from other chains, there must be strong integration. And only by providing a rich, high-quality content or functional experience can we really survive in the market for a long time.

“The VR market has attracted capital attention and has blossomed, but consumers haven’t really experienced high-quality VR experiences. The gap between domestic and foreign VR industries is mainly reflected in hardware, and the content creation end tends to be homogeneous and lacks innovative ideas. He further analyzed that in 2016, the trends of Oculus, Sony, and HTC are very clear, and domestic manufacturers are indeed updating iterations. Therefore, there will be no major changes in the pattern of the three leaders in hardware and multi-party follow-up. . For applications and content levels, the quantity and type must be flourishing. However, high-quality, high-viscous, quality content, in particular, must be the key and bottleneck of the entire industry. “Only a team that carefully precipitates and precipitates in a spirit of craftsmanship can succeed.”

“The Vive platform provides the most immersive virtual reality experience in the industry. We are pleased to see that there are so many developers in China who can pay attention to our summit and become content partners for Vive. In the near future, China will not only be VR. The major consumer countries of equipment will also be an important innovation center for VR applications and content, said Mr. Wang Congqing, general manager of HTC Vive China.

As the saying goes: "Standing on the air, pigs can fly!" VR not only means a new development of game content, but also an important means of future competition.


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