Moving the world back home, where are the business opportunities behind VR?

Lei Feng network (search "Lei Feng network" public number concerned) by: The author of this article Chen Lianglong, ah lazy technology co-founder (wealth dragon-plum).

In 2016, many people began to frequently contact VR without knowing it. When most people still do not know its meaning, the “first year” has been set. So what does VR have to do with us? This article discusses possible business opportunities behind VR.

When the second World Internet Conference was held in Wuzhen last year, an interesting article mentioned that 90.4% of China’s 600 million Internet users have the “home” feature. This data is certainly unscientific, but the author is really interested in this topic, so I deliberately searched for such a group of data (2007 survey): 21% of the 15-35-year-old population in 30 cities is Otaku Otaku. There is also a group of data on the Internet showing that nearly 8,000 people in Yokohama, Japan, are almost completely without leaving their homes, and 1,136,000 people are in the state of “home”. This illustrates two phenomena: First, there is no national border and culture in this “house” thing; second, “home” has become a normal lifestyle.

Remember the internet experiment at the beginning of the century? Having lived in closed homes with the Internet, although it eventually failed, it has now become mainstream. So how did society achieve this situation? --Internet technology. With the Internet, we began not to go to the game room to play a coin of the King of Fighters, and meet a few friends on the game console to play very high; we do not have to go out to watch a movie, at home to a computer to see what you see; More importantly, we don't need to go out to visit the supermarket and bring heavy things to go home. We just need to browse the internet to buy the world. The most “outrageous” is that some people do not even have to go out to work, write articles at home, sell designs, make money, develop software, receive subcontracting tasks, and earn money.

However, geeks or geeks are still marginalized groups and are always described as bad. For example, they do not exercise physically, do not have a healthy diet, do not touch nature, and do not have a rest. But in reality these are the labels of the past. When you walk into the life of the true goddess or goddess, you will find: They or they use smart homes to cook vegetables on terraces, indoor gardening, and 3D cinemas. , Make your own 3D widgets. What is now detonating is to travel at home, not only to move the world back home, but also to create a new world. This depends on the hottest VR in 2016.

Made so many bedding, is to bottom VR. Why is VR suddenly so hot? Because this huge group wants to conquer the most important piece of land - to stay in the house and play around the world. There are two scenarios for VR, virtual reality, and correct understanding: First, moving the real world to the Internet, that is, digitizing, it can also be understood as virtualization; second, using virtual technology to imitate the real world. In the end, both have the same effect. You can feel the real world through Internet technology. Therefore, the VR ecosystem involves three important aspects: content creation, content distribution, and content consumption.

Content creation is divided into two types according to two different scenarios: First, the virtual world is fully virtualized through technical means; second, the use of Internet technology to completely create virtual content. Compared with 2D video, documentary is the first case, animation is the second case.

The distribution of content involves the optimization and storage of content, and is closely related to content consumption. Content consumption is a need for a sense of reality, that is, what kind of feelings are in the real world. It should be the same in the virtual world, and even better. This requires a high level of content, not only to record all information in full, but also to be able to "perceive interactions," that is, the person's behavior must be recognized by them, and then pass the corresponding information.

Therefore, business opportunities and technological changes will continue to burst at both ends of creation and consumption, and also provide entrepreneurs with many opportunities.

In creation , the main consideration is the issue of cost-effectiveness. The best-in-class entrepreneurs can make low-cost and high-quality products. In reality, high quality requires high costs, and low-cost brings quality loss. However, low-cost can only be popularized. Popularization can set off the market. The research and development of deep-level technologies is therefore the key point. How to create high-quality content quickly and easily at low cost is fundamental to the creation.

On the consumer side , the market has already been blowout, with VR glasses ranging from a few dollars to several tens of thousands. However, in order to truly detonate a market of 100 billion yuan, more efforts must be made in input and output technologies. This is also the direction that entrepreneurs should strive for. Just like content distributors, it is not enough to make a more swift VR eyeglasses, but it should be laid out in techniques such as eye catching and body information capture .

In the content of the strategic choice, the reader can refer to this table and their own strength to measure, clear their own direction, focus on resources to break through.  

Google introduced the Jump platform plan at the I/O conference. The plan relied on the combination of “Cameras Geometry + Assembler + Player” to create, distribute, and consume content, in line with the positioning of giants for any market. But Google is more likely to build its own ecosystem under this framework.

The creation end such as Oculus Story Studio, Next VR, Go Pro are taking the path of professional VR creation to varying degrees, and like Theta and Nuke launched by Ricoh, they are taking the user-level route. 360 Heros adopts a combination of drones and ThunderBolt technology to build real-time shooting, real-time transmission, and real-time mass production creation models.

The consumer side also showed a multi-directional development situation. Zero Latency did a offline game center. Some university laboratories used VR as a testing ground for research assistants and teaching aids, and of course some entrepreneurs used in education and training. .

Unconsciously, when the world has quietly entered your home, you will find that you are already a full "homestead." Do not be surprised, because this is in itself a new way of life brought about by these technologies. Are you still curious about Taobao's VR shopping plan? After starting VR, you will find that the day will come soon.

Ahhhhhhh Technology, building a grounded gas smart product. Cooperation and investment please hook up : .

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