Although the past 2016 is called "VR first year" by many VR people, the facts are very cruel. As of now, VR still has no "yuan", even far less than expected, and each is a "glamorous eye". . Recently, six major VR giants such as Sony, Google and Samsung announced the establishment of the World Virtual Reality Industry Association (GVRA) with the aim of unifying the VR standard. However, industry insiders said that the VR unified standard is important, and the market demand is huge, but the current content is too little is the root of VR lack of development momentum.
Six giants hold a group to form a VR alliance
Although 2016 is the first year of VR, when major manufacturers come up with their own housekeeping skills to grab the market, they find that this market is quite immature and the penetration rate of equipment is quite low. Not only that, but the application did not keep up with the situation, and its market demand continued to weaken. The domestic market is the same, and the international market is also the same. It is understood that Google's Daydream is currently only one-fourth of the expected shipments, Samsung's Gear VR sales of only 2.3 million.
The reason for the analysis is mainly that the market is fragmented and lacks unified hardware and software industry standards. Sensors and content services cannot be used across platforms. Therefore, in the respective market environment, manufacturers cannot rely on scale to achieve profitability. In addition, the low-end mobile phone box produced by the manufacturer is very serious in homogenization, and the workmanship is very rough. It does not meet the VR hardware technical standards, let alone the immersive experience. Many users will have strong nausea and dizziness when using it. .
In order to change this situation, the fierce competitors are ready to join hands to tide over the difficulties. VR giants such as Sony, Google, Facebook, HTC, Acer and Samsung have announced the establishment of GVRA with the goal of maximizing and realizing the potential of virtual reality. The GVRA website publicly stated that members of the association will share their experience in VR technology development and practice, and join hands to build a world VR family and promote technological progress. It will also become a resource pool for users, policy makers and other related industries.
100 billion market cakes need to be excavated
For most of the giants involved in VR in China, VR will not become its main business in the short term, after experiencing explosive growth, rapid expansion, and capital winter. The giants are watching and it is an indisputable fact that small and medium-sized VR companies are struggling. But it is undeniable that VR has been widely recognized as a new form of media. VR applications are also in the fields of tourism, shopping, entertainment, etc., and the application market is still expanding rapidly. According to Goldman Sachs, by 2025, the global VR industry will form a market size of 182 billion US dollars. Although the current VR industry is still in its infancy, there will be huge room for development in military defense, cultural education, and people's livelihood services, including medical care and aging.
When the VR era really comes, VR+ will become an important breakout point in the traditional industry. Therefore, it is necessary to build an industrial ecosystem in China and the world.
From the current market environment, the application of VR technology only stays at the marketing level, which limits its value to a medium and sensory stimulation to users, such as many companies using VR for the live broadcast of the conference, as well as some VR. The rough VR clips made by the organization, and even the experience of the ball. The true value of VR has not yet been tapped. The main reason for this situation is that the application of VR is still at a relatively shallow level, without touching the back and extension of VR.
Content production is king
VR is considered to be the next generation of communication and media communication platform, and will eventually change the way people consume media. This is one of the reasons why VR has won many giants. Feng Wei, founder of Shanghai Yunwu Network Technology Co., Ltd. believes that VR technology must be implemented to solve various practical business problems. Only by consciously generating the "VR+" traditional industry business logic can it be expected to stimulate the true vitality of VR technology.
The reason why VR is highly regarded is that it can simulate real scenes and let people get sensory satisfaction in the virtual world. This satisfaction is mainly achieved by gaze point rendering and interaction. At the same time, the demand for VR's content production funds is high, so that some small-scale, low-cost production teams are shut out. For many small content teams, the investment in making a VR animation may be a bet on the assets of the entire company. Few people have the courage to take the risk before an undetermined buyer places an order.
In addition, in order to provide users with high quality content and experience, we must consider the characteristics of VR media - immersive and interactive. In the content production, we must consider the user's point of view, design from the user's point of view, let the user itself become part of the content, and fully play the immersive role. In addition, when users appreciate VR content, they will become a corner or protagonist in the content, regardless of space constraints. Therefore, in the process of content production and shooting, we need brainstorming from time to time. Thinking from different angles and arranging different scenes requires strong imagination. Therefore, as a VR enterprise, software, hardware and other aspects can be achieved through unified standards. The most important factor in determining market share is the talent reserve of VR content production and VR content production.
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