The future development trend of the VR industry, see the plans of technologically ambitious companies will know

Since the advent of VR technology, major domestic technology companies have shown a keen interest in it. After a period of development, a new issue has begun to appear before people: How will the industry develop in the future? Today Xiaobian After sorting out the VR plans of several domestic technology companies, it is not difficult to get the answers to the above questions. Ma Huateng outlined the context of Tencent's VR layout: Tencent, as a service provider and aggregator, hopes to put forward some standards or cooperate with some vendors to jointly promote the development of VR. For the core developers, provide prototype development machines and SDKs, and gradually expand the scope of inviting developers, hoping that more developers can understand the Tencent VR platform. In the field of mobile VR, it will use the achievements of PC VR to transfer technology accumulation, build standards with leading developers, and provide localized services. Let's look at Ali again. On March 17, 2016, Ali announced the establishment of the VR Lab and disclosed the Group's VR strategy for the first time. According to reports, Ali will play a platform advantage and simultaneously promote VR content development and hardware incubation. Taobao launched VR Buy+ on the creation festival in July last year. With HTC's handle, users can pick up 3D merchandise for a full view, and can change the color and size. The current shopping methods are mainly offline shopping and online shopping. VR shopping actually solves the problem of online shopping by providing the advantages of offline shopping. The solution to the online shopping experience is not true enough to obtain complete product information. The actual shopping experience and other issues. Li Yanhong was more cautious when talking about VR, saying that "VR may be just a content." In this year, Baidu Encyclopedia launched a brand new product "seconds encyclopedia", one-minute interpretation of encyclopedic knowledge as an entry point, the use of video interpretation of knowledge, dissemination of hot spots, so as to create encyclopedia of content ecology, the formation of a new mode of knowledge dissemination, to meet The demand of the Internet users for the form of knowledge presentation. In the AR and VR hot market and its excellent display effect also triggered Baidu's nerves, just launched "seconds encyclopedia" and announced plans to use ar + vr to create a cool encyclopedia. This is also the giant of China Tencent, Lenovo and other giants plus ar/vr industry. Different from the above-mentioned enterprises, at present, some enterprises focusing on VR technology research and development are more clearly positioned. Take Beijing Weishiku as an example. The direction of this enterprise is the application of VR technology in education. VR Maker Classroom focuses on cultivating students' spirit of innovation and hands-on ability. It integrates VR technology with STEAM education and maker education to create an immersive experience environment, stimulate students' interest in learning, and make students become active learners. Through VR technology, knowledge points can be vividly presented to learners, and the difficulty of understanding is greatly reduced. This clears the obstacles for children in accepting maker education and makes the teaching process more smooth. Of course, the above direction is only a part of VR technology. With the continuous city of the technology, it will infiltrate into more and more industries and may even happen everywhere.

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