3 thoughts on “The development and prospects of VR and AR technology”

  1. The future of the Internet — Yuan Universe
    March 2021, Roblox, the world ’s first Yuan universe concept stock, was listed on the New York Stock Exchange, causing the concept of the Yuan universe. Metaverse is a collection of virtual time space, consisting of a series of augmented reality (AR), virtual reality (VR), and Internet (Internet). The concept of the Yuan universe originated from the Never's 1992 science fiction novel "Aparies". The Metaverse described in the book is a virtual world that is born in the real world, parallel to each other, and mutual influence with each other. ROBLOX believes that there are 8 key characteristics of the Yuan universe: identity, friends, immersion, low latency, diversity, login, economic system, civilization.
    If according to the current industry's definition and expectations of the Yuan universe, it is generally believed that the Yuan universe will be the future of the Internet. It can subvert the existing Internet usage method like the mobile Internet change the PC Internet.

    VR/AR technology is the key to the Yuan universe
    From the perspective of hardware technology, VR/AR technology is currently the best reality and virtual world interface. VR/AR technology will become The important technical component of the Yuan universe, while related equipment can provide immersive or surreal interactive experience for the Yuan universe players.
    VR/AR industry will continue to benefit
    With the rise of the concept of the Yuan universe, the rapid development and application of VR/AR technology will drive humans to move towards the Yuan universe, and the virtual augmented reality industry ecology is about to enter the outbreak period. According to data from China Xintong Institute, the shipment volume of virtual augmented reality (VR/AR) terminals in 2020 will be about 6.3 million units, which will reach 75 million units by 2024, with a compound annual growth rate of 86%; virtual augmented reality in 2020 (2020 (2020 virtual augmented reality ( The market size of VR/AR) industry is about 90 billion yuan, and it will reach 480 billion yuan by 2024, with a compound annual growth rate of 54%.
    -The above data refer to the "China Virtual Reality (VR) Industry Market Demand and Investment Planning Analysis Report", "China Augmented Reality (AR) Industry Development Prospects and Investment Strategic Planning Analysis Report" n

  2. In this year, since 2020, VR/AR has entered people's vision for 7 years, and has experienced a foaming bubble period. It has also experienced the low valley. The industry consensus that is not as expected, so capital will not be blindly entered as in 2016, nor will they evacuate as in the second half of 2017, but pay attention to the key point of "monetization". So in the field of VR/AR, what is the shorter input -output and shortcoming cycle? Yuan Yu said, "The former is hardware, such as Guangboida technology, ultra -high -definition display equipment with wide viewing corners, and the latter is made of VR/AR technology, such as games, animations, movies, etc. We expect hardware in 2020 The content will become the hotspot of investment. "For investors, the most concerned is landing. For consumers, the most concerned is cost -effective. The current price of VR/AR products is still high, and end users are still discouraged. Wang Donggang believes that the price of VR equipment that everyone is easy to bear should be below 1,000 yuan. Local VR headset manufacturers can currently meet this standard. With the continuous evolution of 5G infrastructure, the continuous decline in the cost of terminal equipment, and the continuous improvement of the terminal experience, VR equipment can exceed the current one million magnitude, reaching 100 million magnitude of the tablet, and AR can reach the order of mobile phones. In this regard, Wang Donggang's explanation is that the VR equipment is mainly used by home, which can be analogized tablet. If you calculate the family as the unit, at a certain time node, the VR device will reach the level of the tablet. A variety of functions such as calling, navigation, and social networking, AR can also implement similar functions, so in the future AR device may reach the order of mobile phones. For the shipments of hardware products, Yuan Yu analyzed that "China's VR/AR equipment shipments in 2020 will increase rapidly at about 60%, but the consumer -level and enterprise -level structure will be accelerated. The left and right equipment is frequently released, which is expected to attract more consumers to experience purchase. Affected by new crown pneumonia, the market share of enterprise products such as art design and animation production is expected to increase. "Under the epidemic, the opportunity and challenges of VR/AR are currently The industry cannot escape the impact of the epidemic. Some are negative effects, such as the tourism and catering industry, and some are positive effects. For example, the medical and express delivery industry, the epidemic also allows the VR/AR market to face new challenges and opportunities. Yuan Yu explained from three aspects: First, the implementation of new infrastructure, 5G infrastructure and data center construction will create a good mobile network and computing platform for VR/AR, which will effectively support enterprise and consumer VR/AR products Application is popular. Second, the expansion and refinement of enterprise -level applications. The new crown pneumonia epidemic has created a stage for muscle shows for VR/AR. The immersive experience expands the ways and methods of isolation home office. /AR's feasibility, economy and popularity in specific fields. Specifically, the results of artistic design, multi -person online collaborative office, as well as the fields of VR first applied in the fields of remote education and training. The immersive experience in these industries is feasible. At the same time, only in industries that are feasible, enterprises will conduct non -sensitive centralized procurement, form a benign interaction with VR/AR device providers, continuously improve their products, and finally form the consensus of the industry's ecology to speed up the VR/AR equipment. Popularity. Third, the increase in consumer product shipments, the long time of isolation at home, and not being able to go out will make consumers pay attention to emerging fields. In recent years, VR/AR games have emerged endlessly. After iterative, the prices and quality of mainstream products are guaranteed. The epidemic also brings new opportunities for consumer products.

  3. AR and VR are so hot. What is the difference between them?

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