What are the opportunities and challenges in China's virtual reality industry?

Facebook CEO Zuckerberg called Virtual Reality (VR) a "next-generation computer platform," and VR, a hot topic in the world, was in the novel "Pygmalion's Glasses" in 1935. It is mentioned that after wearing this kind of glasses, you can "see", hear, and touch various things. In 1957, Sensorama, invented by Morton Heilig, proposed the concept of VR. From the early 1960s to the early 1980s, from the late 1980s to the early 1990s, the explosions and silences reached the public's horizon. In 2016, it can be said that the third year of the VR trend has been opened.

VR is the realization of human dreams, and many imaginative writers are prophets. In his 1951 novel "The Prairie", Ray Blybury tells the story of a pair of babies and a virtual nursery, and Frederick Bohr’s 1955 novel "The Tunnel Under the Ground" mentions A man who will repeat the same day forever, this man finally found himself trapped in a terrible marketing virtual experience. In simple terms, virtual reality technology refers to the use of a computer to generate a simulation environment, and through a variety of specialized devices to enable users to "invest" into the environment, enabling users to directly interact with the environment. VR allows users to use human natural skills to manipulate objects in virtual reality and provide intuitive, natural, real-time perceptions of sight, sound, and touch.

我国虚拟现实机遇与挑战

Open the third year of the VR trend

It is undeniable that as the third year, 2016 is a year of rapid development of VR. VR is a combination of computer graphics, human interface technology, sensing technology, psychology, ergonomics and artificial intelligence. The feeling it brings to people is that there is no clear boundary between virtual reality and reality. In some way, such as wearing a VR device, the user is made to feel in a virtual world, including visual hearing, and even extends to touch and smell. VR technology can directly put us into a virtual three-dimensional space, and integrate with the interactive environment. Or let us subjectively feel that our ontology is immersed in a three-dimensional virtual space. For example, a three-dimensional stereoscopic image can be seen through the eyes, manipulated by objects of the hand and space, and moved in the three-dimensional virtual world by walking in the real world. Obviously, such a technology has three main characteristics:

Immersive: Users can immerse themselves in realistic 3D images produced by high-performance processors. This requires a closed field of view to enable users to immerse themselves in the virtual world of construction, without the obvious difference between virtual and reality. This is why many VR devices require the user to wear a closed small box. But simply satisfied with the immersion, moving the left and right format 3D video to the eye mask is not a VR category.

Interactivity: Communication between the user and the environment can be seen as interaction. Human-computer interaction is realized by sensors, eye recognition, motion capture, and the like. VR system can be said to be an advanced human-computer interaction system, so human-computer interaction is the core of virtual reality, and it is also a breakthrough and technical difficulty of VR technology.

Conceiving: Users can imagine things that are objectively non-existent or impossible, and improve efficiency by combining imagination with virtual reality. Virtual reality technology shows us a second world full of imagination. In this virtual world, everything is just beginning. At present, all business models and social behaviors in society can be replicated in virtual space. Even an enhanced experience.

Based on the above three characteristics, VR technology blocks the original visual input and achieves immersion; the virtual vision image light occupies all the vision, realizes the interaction with the image, and achieves the effect of deceiving the brain. In fact, the essence of VR technology is the connection method. Users in different spatial locations can connect with other users through VR, and multiple people appear in the virtual world conceived at the same time.

In fact, as early as the 1990s, the concept of VR has appeared in the military, industry, scientific research, medical and other fields. However, due to the limited technical conditions at that time, the understanding of VR is limited to the level of plane simulation. Although there is a certain promotion effect, it is not a revolutionary change as a whole.

From the nature of technology development, virtual reality has undergone the following stages of evolution: First, desktop virtual reality: this stage is based on computer simulation and display related applications; second, immersive virtual reality: including the head Display, virtual space content consumption; third, augmented reality virtual reality: the use of head display and related somatosensory devices, so that virtual reality has a preliminary interactive experience; Fourth, distributed virtual reality system: all in front Virtual reality scenes are virtual scenes of single-person and single-user. The goal of virtual reality is to connect people and people. Therefore, multi-user collaborative sharing of virtual reality is the future of virtual reality.

The core technology is difficult to achieve VR interaction

People want to enter the VR world of virtual reality, and terminal equipment is an important tool. At the moment, Google, Microsoft, Oculus, Samsung, Sony, and HTC have taken the lead in occupying a place in the market. In mainland China, Storm Video and Music Technology have also launched their own related equipment. As the market for terminal devices matures, it will be characterized by thousands of horses crossing the wooden bridge, and the final winner is often a company with strong technology and chip capabilities. Therefore, the terminal equipment has become a Red Sea, and the market is becoming saturated soon. The experience and cost of the terminal equipment will be gradually solved in the case of the hardware giant entering the game. At present, the virtual reality industry standards are seriously lacking, resulting in the development of the industry chain is not perfect, hardware production is varied. However, this issue has attracted the attention of all parties in the world, and industry standards will gradually be introduced.

The author believes that the core technology of the current VR development is to achieve VR interaction. Considering the introduction of various VR devices and the gradual unification of VR content manufacturers, entering 2016, VR's interactivity will become the core. As a new generation of multimedia means, VR will bring people a more realistic visual experience. Different application scenarios will have different application interfaces to choose from, and there are also many human-computer interaction requirements in each scenario. The multidimensional nature of VR determines that its interaction has a richer form than the interaction of flat graphics. At present, there are several types of VR interaction methods on the market: motion capture, tactile feedback, eye tracking, myoelectric simulation, gesture tracking, direction tracking, voice interaction, and sensors. Among them, gesture tracking, eye tracking, and motion capture are all performed. It is currently the mainstream interaction method of VR.

However, each interaction has its own advantages and disadvantages, and it is difficult to achieve uniformity in a short period of time. First of all, VR devices are not the same as mobile phones and PCs. It is not a standardized interactive carrier, so the interaction mode is difficult to achieve standardization. Secondly, VR is a three-dimensional world, which will certainly increase the complexity and diversity of interaction. If you want to achieve immersion in the three-dimensional world, VR interaction should naturally contain all the interactions of the real world. Focusing on reality, the existing VR technology mainly relies on the handle for interface selection and interaction, and uses various sensors and mechanical devices to capture and recognize human motion and human motion. However, this kind of interaction is difficult to have the best experience and the highest user popularity.

For entrepreneurs, they should face differentiated services and create new ones to face new challenges. The goal is to understand the user and make the user have a more convenient experience. Like all high-tech trends, liberating hands is always the goal that people pursue. Users who are immersed in the virtual reality experience now rely on the handle to implement VR interface selection and interaction. The interactive operation through the handle will have a strong sense of bringing out, and the long-time handle operation will bring strong fatigue. Feeling and restraint.

Instead of using the motion capture to free the hands, the action of the real hand is introduced into the virtual interface. The user seems to be in the reality, and selects the interface through his own hands to participate in the interaction. The eyeball recognition tracking can know the true gaze point of the human eye, so that the user can obtain a more realistic visual experience, and the eyesight is adjusted by the eye movement, and the selection function will be more convenient. This kind of motion capture and eye tracking based on video image processing can improve user's participation and immersion. Even in the future, brain wave recognition can be used to unify user's consciousness and VR interaction, so as to obtain more immersive. Interactive experience. The VR interaction method will continue to move toward a more realistic and simpler operation mode, and the human body will be more involved in the interaction, and the immersion feeling will continue to increase.

Focus on new hardware architecture and software language

Looking at the current VR market, the hardware part of the pattern appears, the content part is about to break out. Applying VR to various fields, the “VR+ industry” model has great potential. Games, developer services, peripheral industries, film and television, live broadcast, real estate, social, medical, education and other fields will be a good entry point. Goldman Sachs pointed out that "VR can be applied in several areas, from video games to retail. Video games account for the largest proportion, but all walks of life from medical to real estate may be affected." With VR heads and games The maturity of the content distribution platform, etc., marks that the overall technology of VR has entered a mature stage, and the user's social habits have been developed, and the demand for content will be more vigorous, which will promote the maturity of movies, short videos, live broadcasts, real estate, education and other categories.

In view of the increase in terminal mobility and network speed, 80% of the future data of the Internet will be concentrated on video. It is a comprehensive information form that integrates text, pictures and audio. Therefore, video VR, also known as virtual reality video, will change the entire industry. Video technology will be the core technology of the VR industry. At present, there is an impetuous phenomenon in the industry. We cannot rashly think that content is the core competitiveness of VR. Because from the industry point of view, content is, after all, a part of a small group of content-creating capabilities, with limited potential. Our view on VR is that VR is a new kind of information transmission carrier after text, pictures and video. Its key attribute is the tool to connect people and people. How to achieve efficient immersive interaction on connecting people and people is the core future of VR. It can be expected that when VR connects doctors and patients, this online medical experience will surpass all current Internet medical products; when VR connects teachers and students, children in remote mountainous areas can also attend classes with the best teachers. The vision of online education will be rewritten again.

Based on the above market analysis, we believe that improving terminal computing power is not the mainstream trend of current technology development. We hope that with the faster and faster network, the main calculations will be placed in the cloud, and the calculation will be sent directly to the terminal. result. At the same time, the same is true for reducing the amount of computation and applying more efficient video processing and compression algorithms. We can use video vision technology as the entry point, relying on cloud computing and high-concurrency processing platform, and adopting video analysis and video-aware technology as the interactive way to enter VR. The technology behind VR represents the direct input of sensory input to humans or robots in the network. This sensory input requires a higher level of computing power, a higher order of data transmission capability, and naturally requires a new hardware architecture and software language. .

At present, MediaLab, established by Electronic Science and Technology University, focuses on the research and evolution of VR interaction, providing the most efficient way to connect people and people in a virtual environment. Its form includes video interaction, panoramic interaction, VR interaction and so on. interactive mode. At the same time, as the basic core technology of VR, the research of video technology can not be ignored. Technologies such as video compression, video processing, video wireless network adaptive coding, and video storage optimization can continue to be optimized. At present, VR terminal products generally need to be inserted into a mobile phone, a PC, or operated by a handle. The author believes that this is only a phased one. Future VR glasses should be integrated and directly connected to the cloud's content, applications and computing power. Therefore, the construction of interactive cloud platform is also an important link. For example, dynamic load balancing of the cloud platform, multi-code rate transcoding on the server side, providing smoothness of the mobile terminal, realizing recording and broadcasting cloud storage, providing real-time recording and broadcasting, etc. These are indicators for setting up the cloud platform, which can be used as us. Direction, but also the opportunity to enter the VR.

Virtual reality is a new revolution in the way of interaction, and people are realizing the transition from interface to space. On the infrastructure side, compared to the adoption process of smartphones and tablets, we must admit that VR is difficult to get to the public in a year or two, but we believe that it will be blown out like a smartphone in the past five years. Analysts pointed out: "With advances in technology, falling retail prices and the emergence of new corporate and personal application markets, we believe that VR is expected to become a multi-billion dollar industry and may be as epoch-making as PCs." So in the moment We should pay attention to the new hardware architecture and software language that are inevitable behind the interactive technology. The huge development potential and the great prospects have drawn a beautiful blueprint for development. Let us wait and see.

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