China’s Internet industry always likes catching the air. When a certain hot spot emerges, everyone is afraid to miss out of the tune and swarm. Then you can guess that because the concept is more than substantive, the heat quickly cools down and it calms down.
Among them, smart hardware is like this, O2O is the same, VR is also the same. However, in the middle of this year, there is one thing that needs to arouse the attention of the VR community because it will hopefully become a turning point in the VR explosion...
VR cooling in China quickly, in the end is because of what?
VR concept, the hottest time is from the end of 2015 to the beginning of 2016. One example is that at that time, a newly established VR game company, the normal valuation may be 200 million -300 million yuan, but because of VR outlet, the valuation will be as high as 500 million yuan or even 1 billion yuan!
However, by the second quarter of 2016, the Chinese VR market has cooled rapidly. Not only has the amount of investment dropped sharply, but the popularity of VR has also dropped dramatically. From the summer to the winter, the cooldown in the VR market is surprising.
Why does this happen? Of course, there are VR hardware devices that are not cost-effective and lack abundant applications. However, the most important one is the poor experience. Among these are two important issues.
One of the problems with experience is dizziness. VR is cool, but it has a fatal flaw: Dizziness is too strong. I have experienced VR and I feel very excited at first, but after a while, I will experience visual dizziness and even discomfort such as nausea and vomiting. It can be said that the vertigo problem has become the biggest stumbling block to the development of VR and it is urgently needed to solve it.
The second problem in the experience is the problem of unsynchronized sound and picture. To be honest, VR used to be very hot, but everyone focused on the video and ignored the audio. As a result, the technology has been lagging far behind in VR audio, and the lack of synchronization between sound and picture is another flaw in VR. The essence of VR is to make virtual reality closer to reality, but the reality is never only the picture, but also the sound. Therefore, VR's really good experience must not only have video, but also make the sound virtual reality.
VR digital solution has become a big step for VR development
Since VR's current experience is the problem? So is there any business, especially audio companies, that are doing?
The answer is yes, at the recent China 1000th People's Summit in Guangzhou, the Instron Group launched a VR-dedicated 3D somatosensory ultra-low seat, where the VR digital solution became one of the biggest highlights of the summit. Why everyone is so concerned because the VR digital solution is expected to solve the two-point experience mentioned above.
First of all, the VR Digital Solutions of Instron Group uses a 3D sound field solution to break the bottleneck of asynchronous sound and picture. The crux of the lack of synchronization between sound and picture is that VR is a spherical picture, but the traditional stereo cannot form a spherical sound field, which is the fundamental problem that causes the sound and picture to be out of synchronization. The 3D sound field solution in the VR digital solution transforms the planar sound field into a spherical sound field so that the sound also becomes 3D, which also solves the problem of unsynchronized sound and picture.
Do not underestimate this 3D sound field, a new concept in the sound industry. In fact, there is no shortage of concepts in the audio industry: stereo, wraparound, 5.1, 7.1, Dolby Panorama.... However, in terms of VR, sound technology has been lagging behind. The new concept of 3D sound field is a big upgrade to improve the sound experience of VR.
Second, the Intrinsic Group's VR digital solution uses VR digital processors to enhance the visual experience. The VR digital processor is based on the digital audio solution core chip, which can effectively solve the high-integration interference, as well as negative effects of charged electromagnetic waves, VSWR, and RF waves in charged equipment and equipment, so that it can significantly improve the transmission quality and enhance the sense of experience.
There are so many technical terms, which may sound a bit laborious. So what are the improvements in the user experience? The VR digital solution enables the imaging to be focused and reduces the distortion rate when the vision is moving fast, while also solving the visual vertigo. In other words, the VR digital solution can eliminate the bottleneck that restricts the development of VR, and it is a stepping-stone for VR development.
Who is the prestigious group?
What is curious is that who is this precarious group? Why can solve the big problem of VR development?
In fact, the company is famous in the field of digital audio, especially in this year continue to force, causing great concern in the industry. On May 20th this year, the company launched the core technology chip of the digital audio solution, G1-Huaxing, which marked the sound of a Chinese brand in the field of electro-acoustic technology for a hundred years, and also marked the core technology of the Digital Audio Group at the company. A major breakthrough was achieved.
On June 3rd, the Informal Group announced the launch of the Digital Audio Enabling Ecosphere. The old name “Wind Thunder†manufactured by Chinese microphones was settled in as the first batch of enterprises. This is also a big event. The representative of domestic brands such as “Wind Thunder†is represented by the Influential Group. Enabling innovation and reshaping also confirmed the strength of the sequential group's digital audio solution core technology chips. On the same day, the company also introduced the 3D somatosensory ultra-low seat concept experience product of digital audio solutions, enabling users to get a somatosensory ultra-low experience.
From the core technology chips of digital audio solutions, to the 3D somatosensory ultra-low seats, to the VR special edition 3D somatosensory ultra-low seats, the Inertial Group has taken three major steps. In particular, the VR digital solution in the VR special-purpose 3D somatosensory ultra-low seats has aroused the attention of the VR community.
VR usher in a turning point in reheating
Recently, the Goldman Sachs Group analyzed the VR industry. It predicts that by 2025, the revenue of VR/AR market will reach 80 billion U.S. dollars, including hardware revenue of 45 billion U.S. dollars and software revenue of 35 billion U.S. dollars. Citi analysts are more optimistic. They believe that the market size of VR in 20 years may exceed 1 trillion US dollars. Citi also expects that hardware, especially headsets, will be the main source of growth for the VR/AR industry, and by 2025, the market size will reach $692 billion.
The white paper “2016 China Virtual Reality Industry Development†released by the China Virtual Reality Industry Alliance pointed out that “With the disappearance of mobile Internet traffic dividends, VR will be the next golden decade for the Internet.â€
As mentioned above, everyone is very optimistic about VR, but it has also been hot, but it is not a good time, because it can not effectively solve the visual vertigo, sound and picture out of sync and other bottlenecks, so quickly cooling.
However, with the orderly team kicking the door, its VR digital solution is expected to solve the bottleneck of VR development through the 3D sound field solution and VR digital processor, so that the development of VR will re-emerge, VR development once again It has reached a turning point.
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