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Virtual reality technology getting better?
Date:2016/4/29 Click:6198
"2016 years Yes year of virtual reality industry" has become the industry consensus. April 9, 2016, at the Fourth China Electronic Information Expo sub-forum, the industry focus on virtual reality, virtual reality industry to discuss opportunities, challenges and the development of ideas. On the same day in Beijing organized by the "Global Innovation Conference on Virtual Reality Summit" also attracted a large number of domestic and foreign institutional investors and corporate participants. As a new visual technology, virtual reality (VR) storm is sweeping across the globe.
Virtual reality technology is the use of computer simulations to generate a three-dimensional virtual world, providing the user to simulate visual, auditory, tactile and other sensory, allowing users as immersive. Market research firm Strategy Analytics noted that the promotion of speed VR device at the beginning may be slow, because the price is too high, and users know it is not enough. However, in this year, VR equipment will create $ 895 million in revenue.
market prospects
the world's leading information technology, telecommunications, and consumer technology market research firm Strategy Analytics said that some high-end VR equipment, such as Oculus Rift, HTC Vive and Sony PlayStation VR will occupy most of the revenue and the proportion of minority proportion of sales . Early users may stare at these high-end VR devices. We expected that these high-end VR devices will account for 77% of all the 2016 VR equipment revenue. In 2016, all of VR equipment sales will reach 12.8 million units; high-end VR equipment will account for 13% share, or about 1.7 million units. First introduced with Google on a global scale virtual reality glasses different, Oculus company HTC and its new development, including headphones, headgear, including a variety of virtual reality equipment publicly, tried to detonate a new virtual reality technology market. Admittedly, the present case, the very successful marketing tool. Strategy Analytics latest data show that expected by the end of 2016, only a virtual reality headset sales will reach $ 895 million. Earlier this year, Goldman Sachs has released a report predicting the global virtual reality industry in 10 years is expected to reach $ 80 billion. Recently, third-party research agency "Ai Media Consulting" published data, 2015 China virtual reality industry market size of 15.4 billion yuan, is expected in 2016 will reach 5.66 billion yuan.
Challenge
David Watkins, director of Strategy Analytics Digital Home equipment service center also endorsed this view, Watkins said the price is too high to walk such equipment in the mainstream market, the most significant obstacles. Usually enthusiasts and hardcore gamers in less market early, the purchase price or other expensive high-end PC gaming devices. However, there are still many people in the industry said that although VR is still a small minority in the world, "toy", but the parties are optimistic about its prospects, and spare no effort in competing layout. Of course, you want to attract the public in turn is widely accepted consumer, genuine performance is the key. Microsoft's senior vice president Hon said that at present, generating a sense of dizziness after wearing a VR device urgent need to solve the problem, and the hardware adaptation is another major challenge. VR content producers painted holy founder, said higher VR image equipment requirements to achieve mass popularity, need 3-5 years. Quite a few experts said that although the market is still in the VR stage of education, but capital sector "virtual fire" signs have now, VR is a big trend, but exactly how to achieve, but also requires a lot of exploration.
Virtual reality technology is the use of computer simulations to generate a three-dimensional virtual world, providing the user to simulate visual, auditory, tactile and other sensory, allowing users as immersive. Market research firm Strategy Analytics noted that the promotion of speed VR device at the beginning may be slow, because the price is too high, and users know it is not enough. However, in this year, VR equipment will create $ 895 million in revenue.
market prospects
the world's leading information technology, telecommunications, and consumer technology market research firm Strategy Analytics said that some high-end VR equipment, such as Oculus Rift, HTC Vive and Sony PlayStation VR will occupy most of the revenue and the proportion of minority proportion of sales . Early users may stare at these high-end VR devices. We expected that these high-end VR devices will account for 77% of all the 2016 VR equipment revenue. In 2016, all of VR equipment sales will reach 12.8 million units; high-end VR equipment will account for 13% share, or about 1.7 million units. First introduced with Google on a global scale virtual reality glasses different, Oculus company HTC and its new development, including headphones, headgear, including a variety of virtual reality equipment publicly, tried to detonate a new virtual reality technology market. Admittedly, the present case, the very successful marketing tool. Strategy Analytics latest data show that expected by the end of 2016, only a virtual reality headset sales will reach $ 895 million. Earlier this year, Goldman Sachs has released a report predicting the global virtual reality industry in 10 years is expected to reach $ 80 billion. Recently, third-party research agency "Ai Media Consulting" published data, 2015 China virtual reality industry market size of 15.4 billion yuan, is expected in 2016 will reach 5.66 billion yuan.
Challenge
David Watkins, director of Strategy Analytics Digital Home equipment service center also endorsed this view, Watkins said the price is too high to walk such equipment in the mainstream market, the most significant obstacles. Usually enthusiasts and hardcore gamers in less market early, the purchase price or other expensive high-end PC gaming devices. However, there are still many people in the industry said that although VR is still a small minority in the world, "toy", but the parties are optimistic about its prospects, and spare no effort in competing layout. Of course, you want to attract the public in turn is widely accepted consumer, genuine performance is the key. Microsoft's senior vice president Hon said that at present, generating a sense of dizziness after wearing a VR device urgent need to solve the problem, and the hardware adaptation is another major challenge. VR content producers painted holy founder, said higher VR image equipment requirements to achieve mass popularity, need 3-5 years. Quite a few experts said that although the market is still in the VR stage of education, but capital sector "virtual fire" signs have now, VR is a big trend, but exactly how to achieve, but also requires a lot of exploration.