The domestic VR market is optimistic about the VR industry

Child VR Enlightenment Partner - Xiong Bao.

Liang Yingying.

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Recently, Guangzhou Digital Technology Co., Ltd. held the first VR x PC cross-border competition in the history of gaming in the Beijing National Convention Center. In the 5V5 team confrontation on the spot, one player from each team used the VR device to participate, while the other four players were joined by the PC. The VR and PC eSports players were actually connected together.

This means that the cross-end model of China's independent innovation research and development is mature and it can enter commercial operation. For the VR industry, it is more meaningful. This move will quickly expand the user base of VR in the field of e-sports, to solve the problem of insufficient access to equipment to restrict the development of the industry.

Liang Yinghao, chairman of Guangzhou Digital Technology Co., Ltd., told reporters that the application of VR x PC cross-end mode can quickly divert and convert PC-end users into VR users. “Conservatively, the number of users will increase by 10 times, that is, VR users. The number will expand from the current one million to ten million, and the industry will usher in a new explosion."

● Nanfang Daily reporter Ou Zhikui

Do not take the unusual road business model positioning B2B

At home and abroad, when VR winds were not yet blowing up, Liang Yingyi keenly captured this new opportunity with his years of experience in immersing the electronics and entertainment industry.

In April 2014, he heard that Facebook acquired Oculus, a manufacturer of headsets and VR devices, and immediately went to the United States to learn about this technology. At the time, head-mounted VR glasses produced by Oculus in the United States had just been released, and VR content was still in the demo stage.

“Perhaps this is the rare opportunity for China to develop in sync with the world.” Liang Ying-yi found after investigation that some domestic technologies can meet the needs of VR. "For example, using a 5D stool with a VR helmet. The entire device costs 200,000 yuan. This chair sold only about 20,000 yuan in China, and the domestic dynamic technology was already very good, and the function has exceeded 5D chairs. All you need is a VR helmet and content.

Two months later, Liang Yingyi set up Guangzhou Digital Technology Co., Ltd. in Guangzhou to research and develop VR technology and equipment. "Now, almost every mobile phone manufacturer is researching VR glasses, but when I was in the United States, I was back to look for a production company and brought back two pairs of VR glasses. A manufacturer couldn't find it." Liang Yingchen told reporters that later He found a company in Shenzhen. He cooperated with R&D to develop, manufacture and become the first domestic manufacturer of VR glasses.

In terms of business model, Guangzhou Hao has also taken an unusual path.

In the VR industry, many manufacturers are focusing their attention on the C-term, which is to sell VR glasses and equipment to consumers. However, Liang Yingyi chose the B-side market to sell equipment to cinemas, shopping malls, amusement parks, airports and other businesses and entertainment. field.

According to his ideas, it is necessary to make commercially available VR products that can be set aside, use the money earned to develop new hardware and support teams that can provide better content, so as to attract more consumers and promote the overall development of VR - - This closed industrial chain is a truly virtuous cycle.

Liang Yingxin believes that there is no conflict between B and C, and that C is also a future trend. However, from the perspective of the development of the entire VR industry, before the maturity of B, the C terminal will no doubt increase its input exponentially. .

In May 2015, the world’s first commercial application of VR products - egg-shaped capsules appeared in Panyu Wanda Plaza, Guangzhou, consumers spend 30 yuan to experience 5 minutes, "shell" the first day of revenue Up to 20,000 yuan.

Afterwards, some shopping centers, entertainment venues, cinemas, etc., smelled of business opportunities and sought cooperation. In 2015, Handan’s offline experience stores expanded more than 1,000 stores. In 2016, the company’s offline experience stores doubled by 200%, spread across domestic first- and second-tier cities and over 40 foreign countries. As of February 2017, there were more than 3500 offline experience shops. In 2016, its output value reached 140 million yuan, leading China VR offline business and becoming an important vane for the development of the global VR industry.

“We not only allow at least 20 million people to experience what is called VR, but also allow people to extend the use of VR in other industries through experience.” Liang Yingyi said with pride that currently, the digital VR business has captured 80 percent of the domestic market, and Enter overseas.

Guangzhou's rapid growth has naturally attracted capital. In 2015, it received a million-grade investment from the Guangdong Provincial Investment and Investment Industry Fund. The reporter was informed that the company is currently preparing for the next round of financing and is expected to announce it soon.

Seize the core of the industry and carefully research and develop content

The reporter found that the current domestic VR industry has been surging, there are numerous manufacturers, and competition is becoming more and more intense. According to sources, there were two or three hundred companies doing VR helmets in 2015, and 90% of startup companies are now closed down. At the same time, many international giant companies have actually joined since the previous wait and see. In early June, Apple announced the addition of new Mac and iPhone products to support VR and AR functions. The addition of giants will undoubtedly set off another round of bloody battles in VR.

In this regard, Liang Yingzhen has a good plan. “Yan has already completed the hardware R&D and production, content production and commercial floor operations, opened up every link in the supply chain, and created a complete set of complete industrial chain coverage model.” He believes that after several years of development, VR The core competitiveness of the industry lies in content research and development, and this is precisely the advantage of the company.

According to its introduction, there are 200 people in the company's digital company, the content R&D staff, which accounts for half of the company's total number of employees. In addition, the company has also cultivated a lot of cooperative teams on the outside, and the company can launch 10 new content each month.” New content includes new forms of expression, new technology use, etc."

In order to maintain the new impetus of content innovation and R&D, Bengbu Digital has set its sights on the world, invested tens of millions of yuan to establish research institutes, and absorbed advanced foreign research results to attract more talents to do basic research.

Liang Yingchen stated that based on China’s demographic dividend and active business climate, commercial applications of domestic VR are clearly ahead of the world and even better than the United States, but basic research is lagging behind. Only the basic research on the ground and the balanced application of the upper-level applications will complete the industry.

“Basic research is the core, and the gap between China and the United States is also in basic research. Some people must sink to study basic things, otherwise the gap will become bigger and bigger. If these cores are all controlled abroad, we can only Become a vassal."

Liang Yingyi’s most proud still is that with the introduction of more and more new content, and stimulating and stimulating the VR upstream and downstream industry chain innovations, he exemplifies, “For example, after we define a new content, the upstream and downstream enterprises are In line with our production, we will carry out innovative designs, research production, or integration of resources based on these contents. If some of our products cannot be found in production, we will develop and produce ourselves.”

Open up cross-border end to expand user VR users or enter tens of millions

“This year we have a good sign for our VR business. The application in the automotive sector in May has accounted for 30% of the company's total business, and the ratio of pan-entertainment has dropped to 70%. Before that, the area of ​​pan-entertainment accounted for an absolute proportion of the ratio.” He told reporters that in the automotive field, many 4S stores have also come to talk about cooperation. They want to assemble VR equipment in the 4S store and let customers experience the performance of the new car through simulated driving.

"This shows that VR will be used in more and more areas, cross-domain use, not just limited to pan-entertainment." According to reports, the company now has more than 100 companies each year to communicate, both VR-related companies There are also cross-border enterprises such as traditional industries, construction, and coal, and more projects are still in a collision.

At present, Sui’s VR is actively exploring the new “VR+” model to comprehensively link various industries such as fire prevention, anti-drug, patriotism education, tourism, medical care, and public service fields in a richer form of cooperation to accelerate the application of VR technology into the industrial chain. Every corner.

However, Liang Yingye is still not satisfied with the current increase in the number of users.

"At present, the number of basic users of VR is still not large enough. For example, Sony, the largest VR manufacturer, has only one million units in delivery, which is one of the difficulties encountered in the current development of the VR industry." Liang Yingchen told reporters: To address this pain point, the company recently launched a cross-platform cross-platform new product, through the PC and VR end, the PC-side user traffic to the VR, and then will open up the mobile phone end users.

"In other words, when you play games on the VR side, your friend can also play the same game with you on the PC side." Liang Yingyin pointed out that the meaning of opening the cross-end is that the number of VR users is 10 times larger than the current one. , increased from millions to tens of millions.

“I am optimistic that VR industry has great room for development in China and is currently at a critical point. VR has a strong demand in industries such as pan-entertainment, education, and medical care, and will continue to be applied in the field of science and technology. I estimate In 2019, the VR industry will erupt, and it will be used at every level," Liang Yingchen said.

Many investment institutions are also optimistic about the virtual reality (VR) industry. Goldman Sachs has released a report and expects Citi analysts to be more optimistic after the VR market reaches 80 billion U.S. dollars within a decade. They expect the market size of VR to exceed 1 trillion U.S. dollars in 20 years.

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