VR industrialization just met the cold in the first year

Just bring a pair of glasses or a set of equipment to enter the virtual reality world - the VR industry attracts the pursuit of technology and capital with its imaginative imagination and wide application scenarios. Since 2014, the concept of VR has become hot in the world. Leading companies in the Internet giants and subdivisions have entered the field to test their waters and try to occupy a place in the early stage of the industry. In China, BAT (Baidu, Alibaba, Tencent) entered the game in 2016. At the same time, more than 60 listed companies declared cross-border VR industry, and thus 2016 is also known as the first year of China's VR industry.

However, the industry's development process seems to be slower than expected, and the bottleneck has come a little earlier than expected. Different from the fiery conditions in 2015 and early 2016, after entering May, the capital that flocked to VR came to a “quick brake”. The well-known VR companies were laid off, and many start-up projects were “quickly frozen”. The VR industry entered the winter from summer. .

What problems have the VR industry encountered? Has the investment community lost confidence in the development of the industry? How should companies behave themselves before spring comes again? This series of problems is shrouded in the minds of practitioners. From December 1st to 2nd, the "China-US Virtual Reality Conference (Beijing)" was held at the Yanqi Lake Campus of the Chinese Academy of Sciences. "Daily Economic News" reporters interviewed entrepreneurs, practitioners, investors and other parties at the conference site, trying to outline the development of the VR industry, to see the industry opportunities in the industry.

The industry has a cycle, and when you seize the opportunity, you can fly in the wind for a while. But for the VR industry, the “window” of this round of industry cycle is a little too far off guard. After September 2016, the well-known VR companies in China, such as Vision Vision and Mido Entertainment, were owed arrears. The storm mirror was also deeply mired in layoffs, and the cold wave in the VR industry came to the fore.

From December 1st to 2nd, the "China-US Virtual Reality Conference" was held in Beijing. While affirming the prospects of the VR industry, the participants also admitted that the industry is now experiencing difficulties. “The technology itself is still very complicated, including the creation of avatars, lip synchronization, etc. It is very difficult to build. It is easy to make a sample, but it is very perfect,” said Yan Xiaolin, chief technology officer of TCL Group.

Compared with the United States, Chinese companies are more betting on the consumer market. However, due to poor user experience such as vertigo and screen window effect, the industry's expectations for the development process of the consumer market have also decreased. A number of guests told the reporter of "Daily Economic News" that it is too early to talk about the "burst point" in the consumer market based on the current situation. And Tang Mu, general manager of Xiaomi VR, believes that "if there is a product that reaches tens of millions of sales, this thing is reliable."

China has an industrial chain foundation

In March 2014, Oculus, which produced VR helmets, was acquired by Facebook for $2 billion, and its founder's net worth soared to nearly $600 million. This kind of story attracts the attention from the East, and behind this is a wide range of application scenarios for VR products, and the market scale of 10 billion yuan.

In China, the development of the VR industry has risen to the national strategic level. The “13th Five-Year Plan” released in March 2016 proposes to focus on supporting the innovation and industrialization of new industries including virtual reality (VR) and forming a number of new growth points.

In April 2016, the Electronic Technology Standardization Research Institute of the Ministry of Industry and Information Technology issued the "Virtual Reality Industry Development White Paper 5.0", and once again discussed the importance of developing the virtual reality industry from the perspective of research. Driven by favorable policies, the VR industry alliance has blossomed everywhere, and VR industry seminars and forums have also been held frequently.

According to Peng Jianfeng, deputy secretary-general of the China Electronics Video Industry Association, China has the industrial chain foundation needed for the development of the VR industry. “The current global semiconductor display capacity is basically concentrated in mainland China. By the end of 2017, China mainland There will be 28 LCD panel lines in production, of which 11 generations of high-generation lines account for 11 and China's production capacity is expected to become the world's number one.

In addition, Peng Jianfeng said that due to the advantages of latecomer, China's new investment is mainly concentrated on new technology products, and China is fully capable of supporting the demand for large-screen and VR popularization in the future. At the same time, the cost of VR all-in-one will also be in China. Strong manufacturing power and industrial chain integration capabilities are rapidly declining.

However, the industry's great prospects are like a delicious dish hanging in the air. The companies are drooling, but it is hard to be early adopters.

“The biggest problem is that the investment in R&D from basic research to mass production R&D is not enough, causing many technologies to eventually become products.” Peng Jianfeng said in an interview with the Daily Economic News reporter.

The application of cutting-edge technology to industrialization still takes time, and the current products are not satisfactory. According to Ai Media's “China Virtual Reality Industry Research Report for the First Half of 2016”, 71.3% of the respondents did not intend to purchase VR-related products, and 40.4% of them thought the price was too expensive.

"Burst point" is too early

According to the development forecast for 2015, the turning point of the VR industry is coming soon. In February 2016, Zhao Xiaoguang, director of the Essence Securities Research Institute, said in an interview with the Daily Economic News that "the 'inflection point' of the VR industry has arrived. In 2015, 1 million VR devices were sold worldwide, and it is expected that in 2016. There will be 10 million units with more than 10 times the growth space."

It is not known whether VR equipment will reach the expected sales volume in 2016, but many participants said that the industry explosion has not yet arrived.

"I think it will take a few years. Now some technical problems have not been completely solved, such as dizziness and product volume. In addition, the industry chain needs time. For example, VR chips and dedicated screens have not yet started large-scale investment. Peng Jianfeng told the reporter of "Daily Economic News" that VR industrialization is not a problem, as long as the technology breaks through, an outbreak will occur.

Compared with the United States, although Chinese companies are relatively weak in original technology, they pay more attention to 2C-side R&D, and they have the advantage of relying on the industrial chain and facing the vast market. Peng Jianfeng also affirmed this point. Will definitely appear on the 2C side."

In early 2016, Xiaomi began to make up classes in the VR field. At present, Xiaomi VR has released two Xiaomi VR glasses, one of which is a toy version, priced at 49 yuan, and the other is the official version, priced at 199 yuan. Tang Mu, general manager of Xiaomi VR, told the reporter that the prices of the two products are customized at the cost price.

Intention to use low-priced products to spur the consumer group's enthusiasm for VR products, but Tang Mu also said that users' understanding of VR is actually very shallow, and this also affects the promotion of VR products. "Smartphones and smartphones are product names that you can understand, but VR is not. It's weird, but it also proves that VR hasn't really landed in the world."

Xiaomi closely follows the mobile VR product layout industry chain and sits on 100 million meters of rice noodles, but Tang Mu still does not know when it will produce industry explosions.

"If there is a product that reaches tens of millions of sales, this thing is reliable." Tang Mu told reporters, "I think it is very difficult to make explosive products in 2017."

Digital Signage

Digital signage includes digital signage hardware, digital signage solutions, information cloud publishing systems, LCD screens, touch screens and other advertising display equipment. JMSX digital signage is widely used in shopping malls, restaurants, churches, enterprises and other places.

digital signage software,digital signage solutions,digital signage board,digital signage hardware,electric signage,digital signage media player

Jumei Video(Shenzhen)Co.,Ltd , https://www.jmsxdisplay.com