Exploring: The mirror of joy is fried by VR in the first year of VR

In 2016, it was referred to by the media and merchants as the first year of VR. VR is virtual reality. It is a three-dimensional virtual world created by computer simulation. The actual situation is that the era of virtual reality has indeed begun, but it is still only part of the carnival, but the capital has already settled in large numbers and began to seize the market. In this era, the needs of the people have prompted the birth of new things. The interests behind them have prompted the rapid upgrading of products, and the creation of consumption has affected and changed the lives of the people.

Virtual reality (abbreviated as VR), also translated as spiritual environment and fantasy, is the use of computer simulation to create a virtual world of three-dimensional space, providing users with a simulation of visual and other senses, allowing users to feel as if they are in their own right, can be timely Observe things in a three-dimensional space without restriction. The picture shows the Shanghai Film Festival, a visual VR theme exhibition.

From a technical point of view, the virtual reality system has three basic features of immersion, interaction, and conception. It emphasizes the leading role of people in the virtual system. With regard to future virtual systems, the purpose of developers is to make this information processing system made up of computers and other sensors to "satisfy" people's needs as much as possible. The picture shows the interior of a shopping mall in Shanghai. It is a corridor surrounded by screens.

19423e3a7095.jpg" />

In 1957, American Morton heilig invented the "full sensor simulator" and opened the curtain of virtual reality. In the early days of virtual reality, it was worth noting the Aspen Movie Map, created by the Massachusetts Institute of Technology in 1978, with background in Aspen, Colorado, where users can linger in three street modes: Summer , winter and three-dimensional model. The picture shows the players who experienced the secret room adventure in the VR exhibition.

In 2016, due to the centralized sale of high-end flagship products in the VR field, a large amount of capital influxed into the VR market, etc., which were referred to by the media and merchants as VR year. This year, the concept of virtual reality became more and more popular due to the hype of merchants. VR+ real estate, VR+ home improvement, VR+ tourism... “Magic” VR is like a master key, and it seems to be able to connect with anything. The picture shows the environment for playing virtual reality videos at Shanghai VR.

The VR offline experience hall was also opened in large numbers, which promoted the development of the VR industry. At present, VR products of mainstream manufacturers are divided into three categories: VR helmets, VR-integrated machines, and VR glasses. The picture shows a player experiencing VR zombie games at the Shanghai VR Show.

The picture shows the Shanghai VR exhibition venue, a tourist is experiencing VR. Putting the player's body into the game, when the user moves the position, the computer can perform complex operations immediately and transmit the accurate three-dimensional world video back to create a sense of presence.

The virtual environment created by VR is similar to and different from the real world. For the moment, it is difficult to form a high-realistic virtual reality environment. This is mainly caused by technical limitations. The picture shows the Shanghai VR exhibition area, people are experiencing roller coaster game consoles equipped with virtual reality devices.

Since the fourth quarter of 2015, more than 50 A-share listed companies have publicly disclosed their involvement in the VR industry chain. At present, A-share companies mainly involve in the VR field through the establishment of industrial chain investment funds, content production, and hardware support. Among them, there is no shortage of industrial funds. In an interview with the media, the head of a securities research institute stated that “the turning point of the VR industry has come. In 2015, the world sold 1 million VR devices. It is estimated that there will be 10 million units in 2016, more than 10 times. The space for growth.” The picture shows a 3D image model created by a VR device.

The outbreak of market expectations has made the entire industry chain of virtual reality a beneficiary. According to a report released by Digi Capital, a technology consulting company, in the first two months of 2016, the total amount of relevant investment attracted by virtual reality (VR) and augmented reality (AR) exceeded US$1.1 billion. In a previous report on the AR and VR investment markets released by Digi Capital, in 2015, global AR and VR technology companies received more than $1 billion in investments from venture capitalists and other capital. The picture shows a zombie game on a VR game platform.

Analyst Patrick Walker once said: “VR will have great success and strong consumer reputation, but in 2016, prices and other barriers will limit its mass acceptance by the mass market.” The picture shows a roller coaster game in VR devices. In the screenshot, a stereoscopic image is formed by the parallax of the glasses.

VR has made significant progress in the entertainment and film market. Many Hollywood and Silicon Valley companies have begun to create highly immersive VR content and technology, hoping to lead the era of VR entertainment. From a quality perspective, presenting movie content in VR format can provide viewers with a better immersive experience. The current global box office revenue is 40 billion US dollars, so I believe VR entertainment will open a huge potential market. The picture shows a viewing area of ​​the VR exhibition in Shanghai. People are wearing VR glasses to sit in chairs for an immersive experience.

The goal of VR is "to be present." Presence is an industry term used to describe a VR experience that lets the brain think that it is in an environment or scene that it sees or is interacting with. While VR is doing this, it must also ensure that users do not suffer from motion sickness. This requires VR devices to meet specific technical specifications, whether hardware or software. The picture shows the common VR entertainment devices in the mall.

Oculus chief scientist Michael Abrash defines "on the scene": "Researchers all know that when we put on a VR device, the feeling that we really live in it is called 'present.' 'Presence' and immersion. Which is also different, the latter only means that you feel surrounded by the image in the virtual world, and 'present' is that you feel yourself in this virtual world." The picture shows Wanda Plaza, a player in VR Paid game area to play the game.

Currently, mobile VR has not yet been “completely on the scene,” because mobile VR is not up to the standard in terms of frame rate and latency, and does not allow users to truly immerse themselves in VR experiences. The picture shows the experience of the paste on the wall of the VR exhibition in Shanghai. Tourists who write fear of heights, high blood pressure, and high myopia and hyper-obese are not suitable for VR experience.

VR will fully flourish at the industrial chain level in 2016, and the hardware products of the three giants will be available one after another this year. The intensive actions of the giants indicate that the VR industry chain will be universally used at the consumption level. The picture shows the VR exhibition exhibition board, introducing the emergence of the first VR device as an entertainment product.

According to Foucault's historical analysis, a new thing emerged out of the material foundation and there was also a "longing" for this demand. The "China VR User Behavior Research Report" (hereinafter referred to as the "Report") for the first time conducted an in-depth investigation on the behaviors of VR users and users in China, and stated that the number of potential users of VR in China was 286 million, of which 960,000 were severe VR users. In addition, the "Report" revealed that VR-intensive users have a higher degree of acceptance of implanted advertisements in VR content, as high as 85.9%; 43.9% of VR-intensive users said that they can accept it as long as they do not affect their use. The picture shows that the artist also began to use VR for creation. In a VR studio near Yangmei, the staff displayed their own virtual sculpture made by a three-dimensional sculpture software.

At present, most virtual reality technologies are visual experiences. They are usually obtained through computer screens, special display devices or stereoscopic display devices. However, some simulations also include other sensory processing, such as obtaining sound effects from audio and headphones. Some advanced haptic systems also include haptic information, also known as force feedback, which has applications in medicine and games. The picture shows a VR eye care product that is being sold. It achieves eye fatigue protection by guiding the eye to turn the eyeball inside. However, there are also industry insiders claiming that this technology using VR technology to correct vision is a kind of "pseudo-VR".

In fact, it is the sex industry that can attract the public's attention to VR technology. The lowest threshold is to play VR clips on your mobile phone. The picture shows a factory manager demonstrating the use of VR glasses to watch porn in mobile phones. Inserting a mobile phone in a VR glasses case allows you to see stereoscopic VR images. A few sites are working on pornographic content for virtual reality devices, although everything Are still in perfection. However, there are indications that this trend may not only significantly change the adult industry, but also become a key driving force for virtual reality technology to enter the market. The picture shows VR glasses that play porn.

A small number of websites are working on pornographic content for virtual reality devices, although everything is still in progress. However, there are indications that this trend may not only significantly change the adult industry, but also become a key driving force for virtual reality technology to enter the market. The picture shows VR glasses that play porn.

The picture shows a sex toy company photographing promotional photos of new products that can be used with VR devices.

With the rapid development of virtual reality technology and the rapid popularity of virtual reality devices, more and more virtual reality devices are coming to the public. Therefore, the development of virtual reality is getting closer and closer. The picture shows Google's early development of the mobile phone glasses box (Google Cardboard), each box has a unique serial number, in order to use with the VR software on the Android platform.

The picture shows a VR video capture device, a wrap-around camera camera capable of capturing VR stereoscopic images.

The VR boom in China continues, but behind the existence of the phenomenon of the Shanzhai Chengfeng, falsification of parametric technology. The picture shows a female worker working in a VR glasses factory in Zhuhai.

A VR entrepreneur said that "delay and vision parameters are particularly vulnerable to false labeling, which is hard to counterfeit and prove, so many companies just say to themselves. In addition to financing, entrepreneurs in this circle also like to create concepts, such as The AR is described as a holographic VR, and even the pavilion project and the water curtain in the exhibition hall have all become VR concepts.” The picture shows the workers in the factory who are carefully wiping VR lenses.

There are two kinds of VR devices on the market. One is VR glasses with independent system and hardware, and the other is auxiliary device. It is used with VR software in mobile phones. The VR glasses produced by the factory are the latter. The picture shows the workers on the VR glasses assembly line. They are making an order.

The picture shows a worker on a VR glasses assembly line. She needs to assemble 600-800 glasses every day.

As virtual reality gradually moves into life. One of the biggest hidden dangers after wearing VR virtual reality glasses is that your eyes are completely covered and you can't see the reality around you. Once you are fully immersed in it, you will be completely stripped out of real life. When the Nintendo Wii first appeared on the market, users often accidentally broke the TV. The picture shows the VR glasses line finished product.

In this era, the needs of the people have prompted the birth of new things. The interests behind them have prompted the rapid upgrading of products, and the creation of consumption has affected and changed the lives of the people. The picture shows the finished warehouse of Zhuhai VR glasses factory.

In 2016, more than half of the VR years that have been speculative have passed, and VR vendors have begun to accelerate the pace of R&D and promotion of new products to seize the market. Although capital exists as a promoter in this battle, VR has a long way to go. Virtual reality devices may one day become legitimate technology “drugs” that lead users into imaginary spiritual environments. The picture shows the office of a VR glasses factory manager in Zhuhai.

Posted on