In the afternoon of September 26th, the "VR/AR Application Development and Exchange Conference" sponsored by Tianjin Science and Technology Workers Innovation and Entrepreneurship Service Center and Tianjin Virtual Reality Industry Base hosted by Tsinghua Qidi Holding's virtual reality industry platform VR Network () was in Tianjin The service hall of the Innovation and Entrepreneurship Service Center of scientific and technological workers was successfully held. Leaders of excellent virtual reality companies from Beijing and Tianjin and other places, virtual reality industry practitioners, scientific and technical workers, and related leaders and media friends from local colleges and universities in Tianjin participated in this event. activity.
With the development of virtual reality hardware devices and technologies, people are increasingly aware that content ecology and development have become an important link in deciding the future development of the VR/AR industry. In order to accelerate the enhancement of the technical strength of Tianjin virtual reality practitioners, deepen internal communication in the industry and open up the connection with first-line industry resources, and at the same time, in response to the need for coordinated development of Beijing, Tianjin and Hebei, the organizers organized the VR/AR application development exchange conference. In order to promote exchanges and discussions in the virtual reality industry in Tianjin, we will accelerate the integration of industry resources in Beijing and Tianjin and promote the industrialization of virtual reality.
The event was hosted by Xu Wei, CEO and founder of Tianjin Virtual Reality Industry Base. Xu Hao said that the friends present today represent the leading team in the virtual reality industry in Tianjin and are the future of Tianjin's virtual reality industry. 2016 was recognized as the first year of VR. With the successive release of ARKit and ARCore, AR began to enter our lives. The hardware and software industry ecosystem of VR/AR is also becoming more and more mature, and will soon become the scientific and technological highlights of the next decade, bringing disruptive changes to our lives.
In the field of VR/AR, the development of the content industry will give the industry vitality, provide dream space for countless start-ups, and will also become the most important contributor to the entire virtual reality industrial economy. However, at present, the industry is like a newborn baby. It needs the government, needs the support of the science and technology department, and also needs the cooperation among entrepreneurs to get together to form a tower. As one of the organizers of this event, Tianjin Virtual Reality Industrial Base hopes that through this event, it will enable the VR/AR industry companies in Beijing and Tianjin to work together to cultivate Tianjin's VR/AR industry clusters and develop together.
During the event, VR/AR industry practitioners from Beijing and Tianjin took a seat and exchanged views on the current VR/AR industry, discussing the VR/AR technology integration with traditional industries. VR network () for everyone to extract the highlights of this event are as follows:
Enlighten Virtual Reality (VR Network) CEO Liu Yong: The Fusion and Innovation of R+ WorldFirst, Liu Yong, CEO of Enlighten Virtual Reality (VR Network), explained the new concept of “R+†to the participants. R+ is short for Virtual Reality VR, Augmented Reality AR, Mixed Reality MR, Holographic Reality HR. Among them, VR is the first, and the Internet will usher in a major change every 20 years. In the 1920s, the first screen was born, that is, television; the second screen in the 1950s was born, that is, computers; in the 1980s, the third screen was released. The rise of mobile phones; in the 21st century today, VR is called the fourth screen and gradually emerged.
Liu Yong stated that the Internet+ has been developing for more than 20 years, and its dividends have gradually disappeared. Many emerging products have rarely used Internet+ technology. Today's R+ is the same as the original Internet+, which can be combined with most of the traditional industries to upgrade traditional industries and even subvert traditional industries. In addition, many support policies issued by the state and local governments to promote the development of virtual reality industry will make the virtual reality industry more rapid development.
However, the development of any new technology will encounter a bottleneck period. No new technology has risen in a straight line and practitioners need to find application scenarios that suit their development. Liu Yong shared with everyone the development model of Enlightenment Holdings, namely the three-dimensional spiral model. The first spiral is a combination of government, enterprise, and university, and tied development; the second spiral is the combination of innovation carrier, innovation subject, and innovation factor; the third spiral is the coordinated development of capital, technology, and industry.
Liu Yong introduced that Enlightening Virtual Reality (Beijing) Technology Development Co., Ltd. is an important platform company for the deployment of the Tsinghua Qidi Holding Group in the field of virtual reality (VR), and is the main platform for the integration of R+ industries in the future. At present, the platform owns three sub-brands of Enlighten Aga Academy, VR Net, and R Accelerator. Through the integration of VR resources, build a shared platform, grow together with VR companies, cooperation in the virtual reality of more than 1000 upstream and downstream companies, in-depth strategic partners over 100, and strive to build R + talent + incubation + industry + capital of the ecological platform. Among them, the Enlightenment Aga Academy has trained online and offline VR talents, and has deployed the national virtual reality industry to form a nationwide VR innovation network to provide high-quality virtual reality talents for the VR industry and enterprises. Inspired R-accelerator combines local colleges and universities for VR professional training and training, investing in incubating VR and cultural and creative companies, and providing professional VR solutions based on localized talents and VR companies, together with industrial funds to drive social capital and drive industries and regions. development of. As a VR media platform, the VR network integrates information distribution, hardware distribution, software and hardware evaluation, and VR video functions into one, and it takes the attitude of the VR industry observers to witness the development of the industry.
51VR Partner Ding Ronghui: Creating Global Leading Virtual Reality ContentDing Ronghui, a partner of 51VR, introduced the 51VR's efforts in creating high-end VR content customization services to the guests. Ding Ronghui believes that at present, it is the best era for VR practitioners. We must do VR/AR value upgrades and iterations for traditional industries, and there are also unlimited business opportunities here. Although in the previous period, the concept of "VR winter" was very turbulent. However, in Ding Ronghui's view, VR is still in a period of growth. The real spring has not yet arrived. We need to have enough patience. I hope that I can use Tianjin VR/AR application development and exchange meeting to wipe out some sparks and bring some new opportunities to the VR/AR industry.
51VR attaches great importance to the importance of VR content, and has always believed that high-quality VR content can attract more potential users of VR devices, allowing users to spend more time on VR devices. Who can really create a large number of high-quality VR content, who will be able to grasp the commercialization opportunities of the VR industry. The current VR content can already deceive people's vision, but in the future we must work hard in the sense of smell, touch, or even taste, to create a simulation of five senses, so that users can truly get a “Matrixâ€-like experience. 51VR hopes to transform the content of the real estate, automotive, education, gaming, etc. segments into a complete virtual world “51Worldâ€.
Afterwards, Ding Ronghui showed the 51VR premium VR content to the guests, covering the VR model room, VR car test drive experience, online VR games, K12 VR education, 51Creator design tools, etc., and received a burst of applause and consensus from the on-site guests. Praise. According to Ding Ronghui, 51VR has been involved in the development of VR prototypes since January 2015. Currently, it has provided brand customers from all over the world with the production of more than 300 real estate projects. In VR cars, the world’s top car manufacturers, including BMW, have helped build virtual operating scenarios for testing new cars and new technologies. In terms of VR games, Code51, developed by its subsidiary, is the world's first multi-person online VR shooting game with the first perspective, and will soon be available on the PSVR, Oculus, and Steam platforms. In VR education, the 51 learning geniuses it created were applied to the K12 stage of the virtual classroom experience, and also produced customized courses for training institutions. As for 51Creator, it is a VR content creation software designed for non-professionals, which can greatly reduce the difficulty of UE4 content development and improve development efficiency and quality.
Ding Ronghui believes that the current domestic good VR content is still particularly scarce, 51VR in addition to their own VR content, but also hope that through 51Creator this tool, so that China's excellent VR content is more and more abundant. At present, the tool has been provided to some of the partners, and received a good response.
XFN CEO Yan Hongwei: The market potential of VR education is huge but be careful with these pits.As a company specializing in VR education under HKUST, Feifei Yanhua CEO Yan Hongwei shared the pits he had encountered in the past several years. He summarized the industry trends and difficulties of VR education from multiple angles. Way out, sharing his valuable experience since his career with the participants.
First, Yan Hongwei affirmed the market potential of VR education from three aspects. First, macro policy support. On June 26 of this year, the new policy promulgated by the General Office of the Ministry of Education took innovation education from the strategic level to the people's livelihood and invested a lot of money. Followed by the market prospect of peta-dollar. There is a huge student population in China, and the big market gives birth to great opportunities. And as per capita disposable income grows, parents value education. Finally, there is sufficient funding. The financing situation of the VR education industry is optimistic. There have been many financing events in the past six months. The financing has been presented with high frequency, large amount, and wide investment sources.
Explaining the needs of educational users, Yan Hongwei said that to enter the education industry, we must first consider the education stage and distinguish the target groups. Education is divided into several stages. The first is pre-school education. Pre-school education is divided into two types of institutions: one is public kindergartens within the system, and the other is private kindergartens. The public schools’ financial allocations for the government are good starting points and they must target valuable products in the 3-6 age group. The second stage is K12. China's education has heavy assets in K12. It is a big market, but it is also a difficult point. K12 is more difficult for institutionalized institutions to cut in. The only part that can be done is to stimulate interest and enhance imagination. The third stage is higher education. In the higher education stage VR can be used for skills training. Cultivate professional skilled personnel. The fourth stage is vocational education. Vocational education is the link between learning and practice. This connection is called training. Vocational education institutions have practical training bases. Science and engineering students in particular practice their skills before entering the workplace, and the training process has a great effect on virtualization applications. Demand.
Yan Hongwei believes that the capital of education is mainly divided into content and technology. Technology may mature in the next one to two years. After entering the “content era of dividendsâ€, it is possible for content dividends to bring considerable profits to domestic companies and entrepreneurs. In terms of technology, giants such as HTC and Google have formed certain camps and monopolies for technology. In the business model, the giants have more abundant means of realization or capital background, and the future of technology may be the battlefield of giants. Newcomers need to break through the blockade of the giants. The content is a highly fragmented market, and there are obvious cultural and personal preferences in the content direction. It is very difficult for the Western giants to enter the Chinese market and formulate for subdivided people.
When talking about the problems encountered in the popularity of VR education, Yan Hongwei mentioned four points. First, hardware equipment is expensive and high barriers to entry into colleges and universities. Second, the problem of teachers' teaching habits is a humanistic factor that is not easily affected. Third, the cost of content production is high and the cycle is long. It takes a long time to create a set of quality content. Fourth, the education department has a low level of awareness of VR. Now that the chief leaders are mostly older, it takes time to persuade them.
Doing VR education needs to avoid these problems: first, compete with the giants in the platform model. Yan Hongwei believes that the platform is not the first choice for the entrepreneurial team and that the platform must have funds and channels. Should cooperate with the platform, embrace the platform and embrace ecology. Second, ignore content development. There is a saying in communication. The content is king and the form is gold. Third, there is a lack of technological innovation. Some current VR companies do light fields, and some do eye movements, and they can seize one point to do technological innovation. Fourth, do not pay attention to parents and children's acceptance, and do more research on parents and children. Fifth, the product experience is bad. The product experience is not good and it is difficult for users to accept. Sixth, burning money is too fast. Never expand quickly after financing. Seventh, lack of awareness of strategic investment risks, strategic investment will bring resources, but it will also bring shackles.
In the eyes of Yan Hongwei, the blue ocean of VR education has three aspects. The content gap is huge. At present, the development of VR education in China is concentrated in the field of hardware devices. The lack of quality original VR content cannot activate user interest. Vertical stagnation opportunities are large, cutting into the subdivided areas, and trying to integrate the field, and eventually form a scale in this vertical area. The K12 has a great deal of room to play. The K12 education accounts for more than half of the total education, and it also has more resources.
In the end, Yan Hongwei shared with everyone the "successful way" of VR education, namely the words "Tao, Fa, Shu, and Zi". Road: Education-oriented. Think about what changes can be made to education. Law: Strategic positioning. Fully aware of their own strengths and weaknesses, set a practical strategic position for themselves based on the actual situation. Art: Business operation model. How to do four things, products, user experience, internal management, marketing. : Tools and Technology. VR technology and VR education hardware. Domestic VR still lags behind in foreign countries in terms of hardware and technology. Most domestic VR software and hardware technologies are not yet mature, and the user experience is not good.
Roundtable Forum: Tianjin's VR/AR Enterprises Should Embrace Enthusiasm to Strengthen CooperationXu Wei, CEO and founder of Tianjin Virtual Reality Industrial Base hosted the next roundtable forum. Representatives of VR/AR companies from Tianjin: Dong Sheng Interactive CEO Yu Lei, Desert VR CEO Li Chuanfeng, Fantasy Island VR&52VR Liu Bo, and Mosuo Youtian VR CEO Zhang Xiang participated in the round table forum. The four companies are the earliest and most outstanding VR entrepreneurial teams in Tianjin. Among them, Dongsheng Interactive currently focuses on VR contents of safety science and technology, and VR contents for science popularization for teenagers. Shang Youtian, who started the game, is currently working on VR education. Desert VR is engaged in VR+ industry applications and AR education products. Fantasy Island VR is mainly used for vertical applications in the industry and is currently oriented towards the automotive industry. The following are the brilliant arguments of the VR web editors for all the distinguished guests.
Question: We have just experienced the first year of VR in 2016. This year, Apple and Google have also driven a new wave of AR. Apple has launched ARKit, and Google has followed up with ARCore. As a developer, what do you think of the future development trend?
Viewpoint: I just very much agree with Liu Zong (CEO Liu Yong, CEO of VR). Several screen innovations, from TV to PC to mobile phone to VR, look at the evolution of several screens. VR/AR industry The prospects are enormous, and the market's future prospects are expected. In fact, in the 1950s and 1960s, VR had already appeared in the last century. In the 1980s and 1990s, there was a wave of enthusiasm in foreign countries. However, in terms of commercial transformation and liquidation, it required the support of the hardware environment, which was difficult to achieve at that time. Until the hardware began to become popular in 2014 and 2015, we ushered in the so-called first year of VR. This is just a reason when the Internet + started, but it must be bright in the future. Our practitioners must rely on their unique advantages to polish their products.
For the future development, several guests are optimistic, and guests with years of experience in the VR industry believe that VR technology is innovating, and it is becoming more and more capable of landing. In the past, the price of a VR system was in the millions or even ten million yuan. Now we have only needed a few thousand dollars. Even some devices only need one or two thousand dollars to give us a preliminary VR experience. With Apple's release of ARKit and Google's release of ARCore, these two more ground-breaking products can accelerate the arrival of the ToC era.
Question: Although there are many excellent companies in this industry, Tianjin has not had a special iconic VR company. Of course, it is not because the entrepreneurs in Tianjin are not working hard enough. Many times the industrial environment determines the growth of the company. I want everyone to talk about the views and suggestions on the industrial environment.
Opinion: In Beijing, many VR/AR companies are in a state of warmth. They will huddle together to discuss some cooperation with the government. They can negotiate in the form of a large group, and the government will also have specific support policies. To these companies. For Tianjin's VR/AR companies, the platform is not yet fully established. We also hope that everyone can get together through the government's business channels or through some companies' channels, and the three parties can all come together. To advance together.
Everyone still hopes that the government can set up a platform so that VR companies and traditional enterprises can have a platform for exchanges and mutual help. This information communication channel still needs to be established. At present, Tianjin enterprises are indeed somewhat asymmetric in information. I have a suggestion whether we can let these VR companies in Tianjin get access to the large enterprises in Tianjin, or combine the advantages that Tianjin local enterprises have formed over the years, so that the entrepreneurial team can have more products to do. And it also needs the government to help us find a few breakthrough points targeted to combine the advantages of VR/AR companies with the advantages of Tianjin as a whole, with one or two key breakthroughs.
Question: These local VR companies in Tianjin are actually oriented to partial cities. For example, Tianjin is the largest port city in the north and an advanced manufacturing base. How VR/AR integrates with these industries also needs to find its advantages. Tianjin has strong advantages in the fields of aerospace, advanced manufacturing, petrochemicals, and marine equipment. However, the development advantages in these areas are more abundant in Beijing's VR/AR team. How can our local team focus on these advantages? What about products?
Viewpoint: There is a core issue here, which is to grasp industrial opportunities. For example, when we build an industry application, which perspective should we consider to consider the issue? We should not consider how to play from a technical point of view, and how cool it is. We must look at whether it can truly meet the needs of users from the perspective of product development. demand. When we combine VR/AR and traditional industries, we must first let the practitioners of traditional industries understand what new experience and help this technology can bring.
The role of new technologies is actually limited. Only by combining with the businesses of various industries can they become powerful. Our suggestion is that when doing VR/AR with a project like the traditional industry, we should try to look at the customer's previous needs, the previous product form. Since these product forms have been in use, they must be irreplaceable. If they are to be replaced, they must be upgraded.
Although we are a VR company in Tianjin, although we have a small scale, we need to be an assembly line in the industry's exports, and it is a vertical assembly line. Whether it is a large company or a small company, we must find our place.
The problem: The competition between industry and industry is not simply the competition between enterprises and enterprises. At some levels, it is the competition between industry groups. What kind of cooperation spirit should we have between these enterprises in Tianjin in order to be able to twist into one rope to jointly make this industry a good job?
Point of view: In the early stages of the development of the VR industry, individuals felt that cooperation was far greater than competition. We can consider such a model. Everyone can have an area where products are displayed together. Even within each company, there is an agency area. Your products can be sold on my site and my products can be sold on you. This is a sales model that has basically no cost. Everyone can complement each other. Through practice, we have found that when peers sell products, they are actually a very good way. VR content is still scarce. In particular, quality content is relatively scarce. Many users do not have access to these good products through peers. The mutual propaganda, I think can help to gain.
We believe that companies should have an open attitude and should not be blocked. We hope that everyone will be able to communicate their core things to each other through an open display format. The more open they are, the more they can guarantee the balance of the current environment and their strength. Only in this way can people find their place, be able to do what they like to do, and earn a share of their own money.
In terms of specific operations, we must first set up our own products and give ourselves a label so that people in the VR circle can recommend each other. Another point is the communication between technologies. For example, some technicians have accumulated some skills after working for many years, and they can also share it so that everyone can do more with less. There is going to go out. To put it simply, it is the combination of "localization" and "clustering".
The VR/AR application development and exchange conference was successfully concluded. In the future, VR network () will continue to hold such exchange activities and build bridges for VR/AR industry practitioners around the world to provide a docking platform. Please continue to pay attention.
The cooperation media of this event are as follows: (in no particular order)
Sina VR, 913VR, 87870, Speedway VR tabloid, 99VR vision, magnesium guest network, Baidu VR, zero mirror network, Qingting network, bee network, polar AR, VRZINC, 52VR development network, VRPinea, 591VR, very smart sauce , dream geeks, VR gyro, ARinChina, DONEWS multi-bull media, tiger VR, VR world network, invited VR, VR headlines, VREYES, New Territories line VR
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