Fuhua intelligent technologies about virtual reality industry in five development trends
as the Oculus Rift, HTC Vive consumer virtual reality product release, such as virtual reality world consumer products market matures. Virtual reality industry level products and applications are constantly emerging, the eve of the outbreak of virtual reality has been in the industry, the rapid growth of entering the window period. 2014 - Three years 2016, 350 for VR/AR were conducted in the field of risk investment, the investment of $5 billion, greatly promoted the industry in hardware, software, virtual reality, a lot of link such as content, applications and services on the rapid development.
immersive virtual reality products and experience gradually ascend, virtual reality video and game content is increasingly rich content, the virtual reality in the manufacturing, education, culture, tourism and other industries rapid infiltration in the application, hardware business, consumers, developers, tripartite win-win & quot; Platform + application & quot; A closed-loop ecosystem has been formed. Current virtual reality industry present a virtual reality flowers terminal products, technologies and services to upgrade innovation, key technology constantly breakthroughs, product and industry standards to mature sound development momentum. Fuhua intelligent 9D VR cinema virtual reality experience museum of science and technology is the preferred brand of the industry, and whether it's power and technology, is first choice of the object.
head-mounted display system is used most widely, the most typical virtual reality display system. With the release of the earliest mature consumer VR equipment Oculus Rift is head-mounted system. Oculus company announced a series of VR products and planning, including the upcoming movement controller Oculus Touch, wireless VR prototype helmet. HTC plan released at the end of 2017 upgrade HTC Vive. At the beginning of 2017, on the CES2017 exhibition, lenovo, dell, HP, acer has entered the field of virtual reality, the traditional hardware manufacturers such as launched their own VR headsets products. In domestic, virtual reality enterprise 3 glasses and big friends of VR virtual reality glasses also occupy a certain market share in the domestic market. Virtual reality head-mounted technology in business gradually mature, virtual reality hardware market will be from the Oculus Rift, HTC Vive and three stages of PSVR into flowers compete the red sea.
second trend: VR technology standards become more mature, the spatial location, such as wireless technology will be more mature.
VR technology matures, the industry standard will be gradually introduced, the product's field of view Angle, light transmittance, screen resolution, wearing comfort, etc. Technology and application of joint closely, such as many interactive technology, to meet the needs of social space in the field of space positioning technology, wireless technology development will be a breakthrough. Along with the development of spatial orientation and multiplayer interactive technology, interactive VR gaming platform will appear, social activities, and many people VR interaction can meet the multi-user collaboration and communication, effectively solve the shortage of the single VR experience, experience ascension effect, users in different types of social interaction in virtual environment is more natural. Each big head of virtual reality show show, companies are actively research and development of wireless head with all-in-one solution, near-field bluetooth, Wi - Fi function and 5 g technology matures, PC connected to the cable will be phased out, wireless VR devices will become the mainstream. Domestic industry groups are actively involved in making VR industry standards, organization industry research cooperation, VR generic technology research and development is expected to get breakthrough.
three trends: AR industrialization will be a major breakthrough, AR star application is expected to be on stage.
under the massive investment stimulus of AR, each big companies in AR line layout, level AR products will launch benchmarking. VR/AR in the field of investment in 2016, about the layout of the augmented reality AR become start, such as AR MagicLeap company alibaba led the $700 million of financing, AR intelligent glasses manufacturer ODG won $58 million. A round of funding. Osterhout on CES2017 exhibition Design Group, ODG) , lenovo, Lumus were presented by companies such as AR glasses. Star AR products is expected to be launched in 2017, to the market with new momentum. With the advent of AR consumer products, based on the industry application of AR will be popular. Augmented reality the rapid development of consumer products and applications for AR technology commercialized in 2017, shipments will be rapid growth, augmented reality glasses AR star application is expected to be on stage.
trend 4: & quot; VR+' The wider use of virtual reality, will first erupted in the field of education practice.
virtual reality applications in different industries will spread, such as VR entertainment, the first feature of the VR film; VR games, 20% of gamers will use the VR devices. Virtual reality and health care, old-age care, culture, education and other fields to further integration and innovation of social service, effective health care, pension, education and other social public resources imbalance problem, promote the harmonious development of society. ” VR + education training & quot; Will give priority to, for example in the coal mine, security and other high-risk areas, building training and control system using the VR technology, and production operation error can reduce the risk and protect the environment at risk staff; In the medical field, through the virtual surgery simulation training system, can provide simulated operation training for medical students, save training time; Virtual classroom, the emergence of virtual teaching and education training mode to improve the teaching effect, saving training costs and shortening the time of speaking.
trend 5: experiential service purchase and will become an important revenue models of virtual reality.
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