The US technology blog site VentureBeat recently released an article in two parts, predicting a total of 10 development trends and opportunities for virtual reality (VR) and augmented reality (AR) in 2017. The following are the main contents of this article.
From the perspective of consumerization of virtual reality and augmented reality devices, 2016 is the “first yearâ€. From this year onwards, virtual reality and augmented reality devices began to ship, and consumers began to purchase these devices. The reason is that related applications have also begun to make profits. Based on the penetration of the "Year of the Year" in the PC or mobile technology sector and the current industry landscape, we believe that 2017 will be a fruitful year for the virtual reality and augmented reality industries.
Through spending a lot of time in 2016 to focus on the virtual reality and augmented reality industries, here we have listed the 6 expectations and 4 opportunities for these industries in 2017.
Part I: Expected
1. Apple enters the field of augmented reality games through iPhone 8 camera function
There is no sign of Apple’s presence in the tech giant’s list of billions of dollars invested in virtual reality and augmented reality. Although Apple has always been known for its "silence," the company's business acquisitions and recruitment strategy continues to reveal signs of vigorous exploration of virtual reality and augmented reality. For example, Apple has acquired companies such as Primesense, Metaio, and Flyby Media, and has also excavated many important figures from Microsoft HoloLens, Oculus, and Magic Leap. With the launch of the iPhone 8 (a newer device for the 10th anniversary of the iPhone's birth), many people in the industry have also predicted that Apple is likely to significantly update this new version of the phone and deploy a head-mounted display. There is no doubt that The phone's camera will help this phone become the easiest to use today's consumer augmented reality device.
2. Snap's Roadmap for Augmented Reality Platform
2017 will be an important year for Snap. In addition to actively launching Spectacles equipped with camera functions, the company may also launch the largest IPO (initial public offering) since the Facebook market. The launch of Spectacles products not only allowed millennial users to wear smart devices equipped with batteries and cameras on their faces, but also made Snap "cool". At present, Spectacles is mainly a content acquisition device. It is expected that Spectacles will be able to display information content in glasses, such as time, walking direction, recent text messages, and future plans.
3, HTC Vive announces "separate" virtual reality helmet
HTC Vive will launch a "separate version" of the virtual reality helmet, similar to Oculus Santa Cruz. From the perspective of the experience and depth of "immersive" virtual reality, HTC Vive is certainly the industry leader, thanks to the company's very sophisticated infrared ray tracing hardware technology. The problem is that this technology must be interconnected with devices supported by high-end gaming PCs equipped with high-end GPU hardware in order to use them effectively, and these hardware costs are very expensive. However, don't worry, HTC's specialty is still to make high-end mobile devices, such as Google Pixel, etc. Therefore, it is conceivable that HTC will launch a stand-alone virtual reality device with powerful computing and mapping capabilities, so that ordinary consumers will have more Enjoy high-quality mobile virtual reality experience in an easy way and at a lower price.
4, Facebook further pays attention to virtual reality, Oculus brand influence will decline
After acquiring Oculus, Facebook also acquired a publishing system. After two years of hardware and software product development, the quality of Facebook has reached a height for both consumers and developers. In 2017, Facebook is expected to start offering its own branded virtual reality experience directly to the company’s 1.79 billion monthly active users.
5, wired connection is gradually canceled, wireless head-mounted display usher in dawn
In terms of virtual reality devices, although the wired connection is very boring to the user, these cables transmit important low-latency, high-speed graphics content to the headset, ensuring that the user can enjoy a high-quality experience and reduce Possible nausea feeling when used. Of course, with the continuous emergence of near-field Bluetooth and Wi-Fi capabilities, it is expected that a large number of wireless helmet brand companies and manufacturers will compete to join this market to solve this troubling problem.
6, WebVR (Web Virtual Reality) as the bridge between completely immersive virtual reality and mobile and boarded the stage center
Although millions of new users will try and purchase virtual reality experiences in 2017, there are still a large number of users who do not use these devices. However, WebVR will provide a "magic window." The reason why virtual reality is attractive is mainly because it can give users an extraordinary experience. As virtual reality begins to emerge more "creative" experiences, such as TiltBrush or Medium, and allow users to create art or the environment, users certainly want to share these experiences with their friends. As a result, Mozilla's A-Frame will become an attractive infrastructure, opening up a standard that allows any JavaScript developer to provide 3D images directly from a web browser.
Part II: Opportunities
In 2017, virtual reality and augmented reality should have the following major opportunities.
1. Virtual reality and augmented reality usher in more "creative"
So far, most of the VR experience is based on content consumption and gaming experience. However, some of the most interactive and exciting experiences come from apps that allow users to create content, including apps like Google TiltBrush and Oculus's Medium, and things like High Fidelity or Mindshow. More environmental creative applications. With the increasing popularity of WebVR, providing 3D virtual reality and augmented reality content can also be more easily achieved through the browser. However, what kind of art, experience and application will be created by users and developers is worth looking forward to.
2. More natural social interaction
At present, the social experience in virtual reality still lags behind. The Rec Room has done a lot of work in providing social interactions on simple campus games, which has also led to people seeing the most relevant natural social interactions in the history of virtual reality. Sociality cannot be copied from previous platforms such as chat rooms, photo sharing and messaging, but it will help create a completely new virtual reality experience. If in the future more direct attention can be paid to different types of content such as education, art, film, and games, or to horizontal applications similar to Facebook, the results will be promising.
3. More "magic window" opportunities
How can we use 3D content to reach more users and encourage users to try and buy virtual reality services? This "magic window" link can lead the user to experience the corresponding experience, or part of the participation in the virtual reality experience, which will be a key step . A successful example of the implementation of the "magic window" effect was Mark Zuckerberg's video chat at the Oculus OC3 developer conference. In a virtual reality environment, he had a dialogue with his wife and his wife. The technology was not used at that time.
The iOS version of the Fox Sports virtual reality application is another example of the “magic window†effect that allows users to watch live events in the virtual Fox Sports stadium box. This experience allows users to interact and share and talk about events, whether they are in a virtual reality environment or communicating via mobile devices.
4, experience the new concept of income creation
Virtual reality is a new thing. Current applications and distributions are still very limited. Therefore, revenue generation is still at an early stage. At present, there are not many people paying attention to corresponding advertisements, and virtual reality still lacks support for high-quality content. However, some immersive users may be willing to pay for more extended content, or to buy their favorite experience, but they may not want to spend too much money. Unfortunately, most current publishers of virtual reality applications, such as Oculus, Steam, and Google, do not support intra-experience transactions. However, some people in the industry believe that these companies will eventually support such transactions, so they will benefit from them.
If there is any unique revenue-generating model for virtual reality and augmented reality before then, it may be in-app purchases, subscriptions, or virtual commodity transactions.
In any case, the progress of virtual reality and augmented reality in 2016 has laid the foundation for the growth and growth of this business in 2017. From the foundational platform creators to the developers who create rich experiences, the opportunities for virtual reality will continue to grow.
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