Status of domestic VR industry chain: development history and 8 major trends

The development of VR is demanded by the times. From the concept, the industry broke out to the current downturn. In 2016, it can be said that it is the first year of VR industrialization, and the VR industry chain is constantly maturing. However, the development of China's VR industry is in its infancy, and technology has become a key factor affecting the depth of VR applications and user experience.

From concept proposal, prototype exploration, technology accumulation to product iteration and industrialization development, VR gradually expanded from the military market to the consumer market, and gradually penetrated into more industry sectors. Based on relevant data, this paper analyzes VR development from the perspective of history, characteristics, hotspots and trends.

Status of domestic VR industry chain: development history and 8 major trends

First, virtual to reality: VR development process

VR (full name of Virtual Reality) refers to virtual reality technology. In recent years, there has been a wave in the world. From concept proposal, prototype exploration, technology accumulation to product iteration and industrialization development, VR gradually expanded from military market to consumer level. The market gradually penetrates into more industry sectors. As early as 1930, there was the concept of "virtual reality", which was still an illusion stage, and now virtual reality has made great strides toward industrialization. The following are the main stages of VR development.

Conceptual germination period (1930 ~ 1960): From the conceptual description in the novel works to the generation of concepts, the virtual reality theory is initially formed. At this stage, virtual reality is only in the “virtual” stage, and technology research and development has not yet been involved.

Initial development period (1960-1990): In 1962, Morton developed a virtual reality prototype. In 1973, the earliest graphic scene generator appeared. In the 1980s, the United States launched a military modern simulator research. At this stage, VR moves from “virtual” to “reality”, but technical limitations have caused VR to remain in the prototype stage, mostly for military use.

Technology accumulation period (1990-2012): In 1994, Japan Sega and Nintendo launched Sega VR-1 and Virtual Boy products in succession. In 1996, the first virtual technology expo was held in London. Advances in computer and graphics processing have laid the foundation for VR commercialization, but limited to equipment cost and content application level, VR penetration rate is not high.

Initial productization (2012~2015): In 2012, the Oculus Rift was launched to open a wave of civilian VR devices. In 2014, Facebook, Samsung, Google, Sony, HTC and other giants all launched VR equipment plans. At this stage, VR products entered the consumer market.

Industrialization development period (starting in 2016): VR ushered in a major outbreak in 2016, and the products were gradually popularized and gradually infiltrated into various vertical industry applications to achieve industrialization. At this stage, more enterprises and capital poured into the VR market, more and more different levels of equipment products emerged, the content industry and technical support were more mature, and the scale of users continued to expand.

In 2016, it can be said that it is the first year of VR industrialization. The domestic VR market is in the start-up period. It is expected that the VR market will accelerate its expansion by 3 to 5 times per year, and will reach 55 billion yuan by 2020. iResearch: "2016 China Virtual Reality (VR) Industry Research Report", February 2016. Capital drives more companies to enter the VR sector, and VR devices are expanding into consumer markets. iiMediaResearch research data shows that since 2015, netizens' attention to VR has gradually increased, and VR games have become hot spots. In particular, the release of some products has become the focus of netizens, but because the user base is still small, the group coverage is narrow, and the overall No climate has been formed yet.

Figure 1 VR market size Currently, VR applications are mainly concentrated in some extreme customer groups and professional applications. It is expected that in the next two to three years, VR-related products will usher in explosive growth. In the next 5 to 10 years, VR technology will gradually mature and be widely used. It can be predicted from the existing data that the popularity of VR will be slower than that of smart phones and wearable devices, faster than drones.

Second, VR development environment

The development of VR is demanded by the times. In the world, superior technology and economic environment have become fertile ground for VR development. In China, policy dividends, economic transformation, demand-driven, and technology upgrades provide the premise for the outbreak of VR market regulations. The VR development environment is as follows: Storm Mirror: China VR User Behavior Research Report, March 2016. .

With the support of favorable environment, from the underlying technology support to the end user expansion, the VR industry chain continues to mature, content production and product distribution occupy node positions.

Third, the status quo of the domestic VR industry chain

In China, the development of the VR industry is in its infancy and relies on foreign technology. The full-scale industrial chain is developing towards a complete direction, but it lacks the overall industry strategy of mega-enterprise layout, and currently lacks uniform standards for the industry.

In terms of hardware equipment, nearly 100 companies carry out hardware R&D and production. The current R&D and production mainly consists of helmets, glasses and all-in-ones. In terms of system construction, VR technology relies on original systems such as Windows and Android. No special system has been developed; in terms of software content, startups create content based on games and film, and resources are scarce; in terms of application products, only a small number of molded products, VR commercial consumption is low, and the popularity is low; Mainly industry incubators, enthusiast communities, event platforms, databases.

Technology has become a key element influencing the depth and user experience of VR applications. In the short term, VR also faces many challenges in terms of computing power and battery life at the technology development level. At a time when the technology threshold is gradually decreasing, content resources have become the core driving force for the development of the VR industry. At present, the domestic VR game development studio is relatively scattered, lacking quality works, and the development has not yet formed a climate. Foreign VR game development is relatively mature, and some independent studios have obtained financing to achieve industrialization. At present, the domestic VR game development community mainly has games such as Bull, IndiePlay, and Independent Ling. The independent studios include Magic Feather Technology, Shanghai Core, TVR Time Machine, Chengdu Virtual Reality, Cool Bag, Hangzhou Point Game, Wuhan Lingkong Technology. , TIanShe Tianshe Media, Sureal Extraordinary Phantom, Leopard Studio, Bellcat and other China Gold Internet Media · Meng Hao team, "Hardware, content, platform, channels, applications, VR company industry chain and combing", November 2015. . Limited to technology, capital, channels and other factors, the current participation in VR film and television resources development of the team is less, VR film and television representation, interactive means, visual optimization, etc. are still exploring.

Precision CNC Machining

With the development and progress of domestic industry, machining has changed a lot, Precision Machining technology has come to the fore, many industries such as household appliances, automobiles, hardware and medical manufacturing products more or less use precision parts. It may be just a component, or it may be a core component in a mechanical device. In a word, it is very important and plays an irreplaceable role.
And these precision parts for precision machining manufacturing there are two processes, one is hot processing and one is cold processing, hot processing is through heat treatment and other ways to make parts in very warm conditions under the biochemical or physical changes to achieve the shape change requirements. And cold processing is at room temperature without chemical and physical changes to achieve shape changes, generally using cutting technology. In the future, on the premise of meeting processing and environmental protection, precision machining will be combined with science and technology to become an important and sustainable science.

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