China VR Industry Research Report: Status, Trends and Case Analysis

Domestic VR heat continues to rise, but there are still many shortcomings in technology and product content. The promotion and popularization of VR products is relatively weak, and most consumers only know their names and do not see their shape. What is the current status of the domestic VR industry? Which form of hardware is the mainstream? What are the opportunities for future VR entrepreneurs?

introduction

Since 2014, Facebook acquired Oculus for $2 billion to open the global VR era. Oculus, Sony, and HTC have become the three major VR manufacturers. The Chinese market is also closely followed. In the case of the active influx of many industrial capitals, domestic VR Industry fever is second only to the United States. At present, domestic storm mirrors, music technology, 3Glasses and other representative products are on sale. On January 21, 2016, Storm Mirror announced a 230 million B round of financing. After the completion of financing, the valuation has reached 1.43 billion, which is the current domestic valuation. The highest VR company.

In fact, although the domestic VR fever continues to rise, there are still many shortcomings in technology and product content. VC/PE institutions are cautious and most institutions are on the sidelines. And the promotion and popularization of VR products is relatively weak, and most consumers only know their names and do not see their shape.

What is the current status of the domestic VR industry? Which form of hardware is the mainstream? What are the opportunities for future VR entrepreneurs? How is China's VR development going?

Investing in the Institute adheres to the professional and rigorous style, and recently conducted in-depth research on domestic VR-related enterprises and investment institutions, and released the research report "Investing in the topic: China VR Industry Analysis Report" for reference.

China VR Industry Research Report: Status, Trends and Case Analysis

First, the VR industry overview

1, VR definition

Virtual reality (VR) is a hot spot that has attracted attention at home and abroad in recent years, and its development is also changing with each passing day. Simply put, VR technology is a virtual illusion that people can feel through visual and tactile sensation by means of computer technology and hardware equipment. Therefore, VR technology is also called illusion or spiritual technology. The Matrix and Fantasy Gods are the mature VR performances that people imagine.

2, VR main equipment composition

VR devices are mainly divided into two parts: input devices and output devices. The input device mainly includes a game controller, a gesture recognition device, a motion capture device, a steering wheel, and the like. The output device has an external VR helmet, an integrated VR helmet, and a smart phone VR glasses.

3, VR, AR and MR

When it comes to VR, you can't help but mention similar AR and MR.

AR, Augmented Reality (AR), which applies virtual information to the real world through computer technology. The real environment and virtual objects are superimposed on the same picture or space in real time.

Simply put, virtual reality (VR), seeing scenes and characters are all fake, is to put your consciousness into a virtual world. Augmented reality (AR), the scenes and parts of the characters that are seen are true and part of the fake, bringing virtual information into the real world.

MR, Mix Reality (MR), which includes both augmented reality and enhanced virtual, refers to a new visual environment created by the combination of reality and virtual world. In the new visualization environment, physical and digital objects coexist and interact in real time.

From the concept point of view, AR and MR have no obvious dividing line, which is to put the virtual scene into the real scene. In the AR horizon, the virtual scenes that appear are usually two-dimensional plane information. This information may not be related to what we are currently seeing. The function only plays a role in prompting without affecting our normal line of sight. This information will be fixed there, no matter which direction we look at, the information will be displayed in this fixed position in our field of view. MR is a combination of virtual scenes and reality. Only when we look in that direction will we see these virtual scenes. When we look at other directions, other information will be displayed, and the information and background will be displayed. The integration is stronger. Simply put, if the virtual information is AR following the line of sight, if you want to fix the real item, it is MR.

Second, the development of VR industry

1, VR development history

Virtual Reality (VR) was proposed by American VPL company founder Jaron Lanier in the early 1980s. The specific connotation is: comprehensive use of computer graphics systems and various interfaces such as reality and control to provide immersive sensation technology in a three-dimensional environment that can be generated on a computer. Among them, the computer-generated, interactive 3D environment becomes a virtual environment (ie, Virtual Environment, VE for short).

As early as the 1960s, Ivan SutherLand, the father of virtual reality, published a paper titled "The Ultimate Reality," which describes the familiar VR technology. Since the 1990s, VR products have only begun to enter the civilian sector, but at that time the product technology is not mature enough. In 2014, Facebook acquired Oculus for $2 billion. The company expects to launch the first generation of commercial virtual reality headset Oculus Rift for Volkswagen in early 2016. Sony is also expected to launch PlayStaTIon VR in the first half of the year. 2016 has been considered the first year of VR.

2, domestic VR products

2.1 VR hardware

At present, the domestic VR hardware investment market is dominated by output devices. The main products on the market can be divided into mobile VR, PC VR and all-in-one.

China VR Industry Research Report: Status, Trends and Case Analysis

Table 1: Comparison of VR equipment

Mobile VR

Domestic mobile VR vendors include storm mirrors and fireworks workshops.

In the VR equipment market in China, based on the development track of smartphones and the huge user scale, mobile VR is considered by many to be the mainstream VR device in the future. In addition, because mobile VR devices are relatively low in technology and low in cost, mobile VR devices are promoted more rapidly. However, in terms of consumer immersion and interactive experience, it is much lower than PC-based devices and all-in-ones, especially since the current technology is still in the development stage, VR content is less, and lower comfort and experience will affect. Consumer evaluation of mobile VR products. Moreover, the current VR glasses box is not really a true VR device, but only related to VR on the lens.

PC VR

At present, domestic manufacturers of PC-side VR have Music Technology, Ant Technology, 3Glasses and so on.

Although the PC-side VR helmet has difficulties in operating cumbersome, expensive, and inconvenient to carry with respect to the mobile VR, its excellent experience makes consumers experience the true charm of VR technology. Take the Oculus Rift as an example. Compared to the Grea VR, the Rift has location tracking, a deeper gaming experience and a high fidelity environment.

There are still many problems with PC-side VR. We need a certain amount of space for PC-side VR and a number of devices including PC and sensor links, and VR devices have high hardware requirements for PCs. For example, the minimum PC configuration requirement for HTC VIVE is Core i5+GTX970, and Oculus Rift is similar. However, at present, Microsoft, video and other major companies are working hard to optimize the graphics card. The requirements of VR for PC hardware will also decrease with the improvement of technology, and VR is currently striving to develop cloud technology. In the future, it may not need to connect to PC.

One machine VR

Compared with the mobile phone box on the market and the VR products based on computer output, the all-in-one machine is more in line with people's perception of VR. The VR All-in-One is a head-mounted display device with a separate processor and supporting HDMI input at the same time. It has the functions of independent operation, input and output. VR all-in-one machines need to have independent computing processing cores, so they have higher development difficulty. At present, there is basically no relevant chip manufacturer in China, and the development of VR in one machine is slow, and it is impossible to form a large market scale in the short term.

Compared with the PC-side VR, the portability and ease of use of the all-in-one machine is much better than that of the VR helmet. The latter needs to be connected to the front of the computer to connect a line to the helmet, and also needs the mouse and keyboard to operate; in addition, the integrated VR The hardware and software can be customized to achieve the optimal user experience; at the same time, the all-in-one VR has advantages over the mobile VR in human-computer interaction, and can be better optimized in terms of storage and battery life, and can be better at the same time. Switch online content and local content; it is not limited to the mobile terminal, but also can access the contents of the PC.

2.2 VR content

At present, the development of the domestic VR industry is concentrated in the field of hardware equipment, and various hardware products are emerging one after another, and the corresponding content is the extreme lack of content, which makes the VR industry in an extremely embarrassing situation. At present, VR content is mostly developed for small teams. There are various problems in game planning and battle value, which makes the entire VR content re-developed without highlights, and the content is boring, which greatly reduces the user's stickiness. Large interactive online games have not yet been produced, and there is not a lot of good quality original VR content to activate user interest.

And if the VR industry wants to really develop, it must ensure a sufficient amount of high-quality content, combined with hardware development, to form its own industrial chain. To build an unbreakable industry chain, a large-scale game development team with certain IP resources, strong interactivity and rich game design experience will become the best content supplier in the VR industry chain, and new production methods and ideas will also be brought to the startup team. Excellent opportunity. Because this year is not only a concept, it has practical applications in many industries, it is indeed the biggest year for virtual reality breakthroughs, such as medical, tourism, entertainment, live broadcast, etc. There are many new content. One problem is that many VR content quality is particularly poor at this stage. The reason is very simple. All the hardware and software on the market are not mature, and the VR time is short. To develop mature content for VR devices, time is a necessity.

Third, the status quo of China's VR market

1. Analysis of VR industry chain

According to the research of the Investment Research Institute, the VR industry is divided into four major pieces, namely hardware devices, content production and distribution platforms, and B-end applications. At present, domestic hardware equipment is the main source of realization, while the B-end application is gradually entering the actual work, and the content production and distribution platform is just getting started, but the offline experience store and theme park are already relatively mature business models.

China VR Industry Research Report: Status, Trends and Case Analysis

Figure 1: VR industry chain

(1) Hardware equipment

As the basic part of the whole VR, hardware is also the first part to develop. In the past, the investment and financing cases in the VR field were mainly based on hardware devices. The hardware device is divided into three parts: input device, output device and software. The input device is mainly a motion capture device and an action control device, and is a key device for realizing the characteristics of VR interaction. Common motion control devices include traditional keyboards, steering wheels, and joystick-type devices; and motion capture devices use body motion capture devices to interact with the virtual world. At present, motion capture devices are more complicated, and there are fewer companies of this type. The output device is the most and most intuitive device of VR at present, which is the mobile, PC and all-in-one helmet mentioned above. VR software company mainly does VR interactive system, which is the software part of input device, including laser positioning technology, infrared optical positioning technology, visible light positioning technology and computer vision motion capture technology.

(2) Content production

It is difficult to find application value in the pure VR field, which requires the application of VR technology to other areas to maximize its utility. Based on the fierce domestic game and film industry, the application of VR in these two industries has also received extensive attention. At present, domestic well-known VR game makers NetEase, Shanda, Aofei animation, etc. have developed VR game products; there are Lanting digital, thermal wave technology and other VR-focused enterprises in the film and television industry, as well as listed companies such as Huace Film and Television, and Light Media. .

In addition, live and social are also one of the VR hotspots. The current popular "net red economy" and Internet socialization have shown that there is deep potential in these two industries to explore, and VR technology can also bring new opportunities and development to the live broadcast and social industry.

VR hardware is the foundation, content is the key, and content is the key factor driving the development of hardware. Once the content has a breakthrough, the entire VR industry will usher in a new wave of outbreaks. Although there are far fewer content production companies on the market than hardware, this is mainly due to the time required for content development. Both games and movies need to change the traditional production methods, which is a challenge for developers.

(3) Distribution platform

The VR content distribution platform has a network distribution platform, an offline experience hall, and an application store. 87870 virtual reality network is a typical network distribution platform, which integrates VR consulting and VR content downloading into one network platform; Leke VR and Storm Mirror all set up offline experience halls in major cities, which can make young consumers The product can be fully understood through the experience; the app store is an APP product specifically for downloading VR applications.

In general, there are currently fewer companies specializing in VR content distribution, and the number of teams involved in content production is small, which has a lot to do with the lack of distribution. Even if the domestic VR heat is so high, the transmission of VR is not very strong. Many consumers know little about the VR concept, which also leads to insufficient revenue of the distribution platform.

(4) B-end application

Compared with the vast audience of C-side content creation, although the number of B-side application users of VR is small, there are not many people concerned, but it is highly targeted, and it is easier to achieve revenue than C-side content, and relatively speaking. For higher prices, no strong user stickiness is required. Although the C-end application is expected to have a huge market size, many products on the B-end have been put into use, for example, in the fields of construction and commerce, and have achieved good profits.

2. Analysis of domestic VR application industry

2.1 VR+ games

At present, China's game industry is facing slowing growth, solidification of the pattern, lack of innovation and other issues, and VR natural and game industry are highly compatible, and its new model will completely subvert the game industry and consumers' gameplay. .

VR games are one of the hottest topics in the VR industry. The past animations and science fiction novels have also made people have more expectations for VR games. The game can bring VR's immersive experience and traversing experience to the fullest. The sense of experience of the game becomes the most urgent need of game users, while the depth of game users is more inclined to the interaction between game content and personal feeling. In the past, some simple operation methods and low-quality game experience have become the pain points of game users.

PC games and mobile games are the two biggest cakes in China's game market. After stable development, the products gradually show the characteristics of “content is king, channel-based”. For this reason, PC games and mobile games are VR. The game provides a powerful content foundation and segmentation area.

Chinese game makers are still in the initial stage of testing VR game content research and development. Large and medium-sized listed game companies tend to deploy VR through investment, cooperation and platform construction instead of directly participating in content development. Most of the VR game products that have been exposed or launched have been transplanted from mobile phones or PC games. There are very few game products developed specifically for the VR platform.

China VR Industry Research Report: Status, Trends and Case Analysis

Table 2: Some VR game products

However, before the VR game booms, it is necessary to solve the technical problems of hardware: resolution, delay, interactivity, vertigo and so on.

The technical issues of VR hardware constrain the presentation of content and the user experience. At present, VR hardware can not solve the problem of user's motion sickness and high delay perfectly. It is also poor in image quality and interactivity. It needs more technical development and product iteration to improve the performance of VR hardware. After the above problems are well resolved and the products are popularized, it is possible for VR games and other content to achieve large-scale prosperity.

At present, the domestic VR game content research and development field is still very weak, there are TVR time machine and Internet star dreams focusing on VR games in China, and the old game makers Perfect World, Netease, Yingying Network, etc. also have VR game products launched, but rich in content. The degree is low, and there is still a lot of room for small and medium-sized developers. In addition, in the early stage of market development, due to the high price of VR equipment, the VR offline experience store will become an important promotion channel for VR games. At present, the number of VR offline experience stores is also growing rapidly, which will help promote the popularization of VR devices and content. .

According to the analysis of the Investment Research Institute, VR games have not yet gained sufficient market share due to hardware, software, content and other issues. It takes a lot of time to develop a game with high playability for VR devices. capital. Nowadays, the profitability of VR games is not good. Whether domestic capital has the patience to support the development of VR games is also an important issue.

2.2 VR+ video

VR film and television is currently in the process of 0-1, there is still a lack of benchmarking content that can be imitated and can be learned. Everyone is still exploring the specific research and development direction and research and development content. At present, "VR film and television" occupies two hot spots of entertainment industry and virtual reality, and has a large amount of capital investment. A group of famous directors represented by Zhang Yimou and Gao Qunshu also began to express their interest in VR in public. However, most of the current nominal VR video is panoramic video, just for 360 degree surround shooting, support multi-angle playback. When viewing a panoramic video, the user is no longer in a passive viewing mode, becoming a participant who can actively explore the content being viewed. The real VR video must have the immersion of depth of field, but also have interactive properties to stimulate users to explore and discover. Therefore, panoramic video is not exactly equivalent to VR video.

According to the analysis of the Investment Research Institute, as far as the current situation is concerned, VR film and television still have many problems from the content end to the technical side. Customer service is now very mature. In the short term, there will be no major adjustments based on VR. Because VR video will subvert the entire film industry's production methods and business models, it is also a huge impact on the existing film industry. At the same time, the current VR film shooting cost is huge, how to reduce the production cost is also one of the problems to be solved in the future.

2.3 VR+ live broadcast

The difference between VR live broadcast and past live broadcast lies in the three characteristics of “panoramic, 3D, and interaction”. Strictly speaking, based on the current VR technology level and basic equipment, the VR live video that appears in the market cannot be called VR live broadcast. Live broadcast.

From a panoramic video perspective, panoramic movie and television programming will be the biggest market. However, in addition to the requirements of multiple hardware and infrastructure, there are more requirements for the artistic level. Therefore, at the application level, panoramic live broadcast has become a relatively fast-changing field.

VR sports live broadcast not only brings immersive viewing experience to the audience, but also brings new business opportunities to sports sponsors. VR technology is used to build immersive virtual scenes to provide extraordinary consumer experience. To stimulate consumption. In the context of high-quality VR games and high cost of VR video shooting, sports VR live broadcast began to enter people's field of vision. In other words, sports VR live broadcast is considered to be the most easily commercialized field after the offline experience store. The world's major players are optimistic about this VR feast.

Domestic video sites like Tencent, iQiyi, Youku, LeTV, etc. have participated in the VR layout. They have huge user resources, and effectively use their own advantages combined with the development of VR, which can bring high-speed communication to VR live broadcast.

According to the analysis of the Investment Research Institute, VR live broadcast will become one of the mainstream applications of VR in the short term. First of all, VR live broadcast found a good way to participate, manufacturers do not need to pay extra bandwidth fees, these costs will be spread to each user, but also solve the user's time problems; Second, the current network red economy is popular, VR live broadcast also It can be developed rapidly with the help of the star effect.

2.4 VR+Social

Looking back at the era of the Internet and the mobile Internet, there are many killer applications that emphasize socialization as the core of the product. In the meantime, numerous giants, WeChat, Weibo, Facebook, etc. have also been born. For VR, the hardware competition is not over yet. Zuckerberg said on the eve of this year's MWC that VR will become the next hotspot of social platforms. As he said, many VR companies, including Facebook, have also released the VR social form.

The existing mobile social platform has the convenience features anytime and anywhere. In addition, there are constantly social functions or independent apps that combine vertical requirements. The emergence and development of these social networks are inseparable from having the same hobbies or common concerns. People on the topic of finding a friend or seeking companionship, if only simply VR-based activities such as meetings, chats, games, etc., compared with traditional social networks, there is no other attractive than visual effects. Labeled, users will not develop habits.

In the virtual world of VR, users really feel the existence of "self", but also instinct to "play" this "self" in the virtual world, and hope that they have more expressive ability. Although the current technology is not perfect, it can't do a complete real-to-virtual mapping, but it can also provide users with unprecedented natural interaction capabilities. Compared to social networking in real life, VR social is as efficient as other Internet social interactions; VR socializing is more versatile than devices like computers and mobile phones. In the near future, VR social will bring us a new experience.

3. Status of domestic VR investment and financing

So far, through the incomplete statistics of the China Institute of Investment, the VR industry has had 117 investment cases, of which 58 are hardware equipment investments, 43 are content production investments, and the remaining 16 are distribution platform investments. The total investment scale has exceeded 4 billion yuan. Among them, there were 57 investment cases in 2015, and the investment scale was 2.4 billion yuan. In the first half of 2016, there were 38 investment cases with an investment scale of 1.54 billion yuan. The overall investment is mainly for listed companies, supplemented by institutional investment.

Figure: China's VR investment scale

Figure 2: 2012-2016 YTD China VR investment scale

China VR Industry Research Report: Status, Trends and Case Analysis

Table 3: Overview of domestic VR investment and financing

In addition, in 2015, the number of investment in hardware equipment accounted for 53%, content production was 36%, and distribution platform was 11%. In the first half of 2016, the investment in hardware equipment has dropped to 29%, and the content production and distribution platforms have increased to 50% and 21% respectively. From the perspective of investment scale, hardware equipment has also decreased from 71% last year to this year. In the first half of the year, 50%, and content production increased from 16 to 37%, the distribution platform has not changed much.

China VR Industry Research Report: Status, Trends and Case Analysis

Table 4: Domestic VR financing situation

1. Corporate direct investment

In 2016, the fiery VR industry triggered a lot of listed companies' strong concern and investment enthusiasm in this field. Alibaba, Tencent, Baidu, Xiaomi, LeTV and other giants have entered the VR field. In January 2016, Storm Mirror received a second round of financing of RMB 230 million. The listed companies such as Tianshen Interactive, Stormwind Technology, Huayi Brothers, Tianyin Holdings and Ai Shide invested; in February 2016, Aofei Animation Invested in virtual interactive game company TVR and panoramic vision company interactive horizon; March Huace film investment in domestic top VR / AR video content & VR live production company Lanting digital 1470 million yuan, and then continue to invest in the industry's well-known VR content provider hot broadcast technology 6.4 million yuan in April; in April, Thunder as the leader to participate in the B round financing of the largest 360° panoramic camera manufacturer Insta360 in China; in May, Palm Garden and Palmtech participated in the domestic VR entertainment leader - Leke VR A+ round of financing. In just half a year, listed companies in various fields such as games, architecture, and film and television have been actively deploying the VR industry, and the VR heat has been further improved.

China VR Industry Research Report: Status, Trends and Case Analysis

Table 5: Cases of investment in VR of domestic listed companies

At present, some listed companies lay out the VR industry in order to improve the stock price for market value management. At the same time, in the country, Internet giants such as Thunder, LeTV, and Xiaomi hope to apply the original resources and traffic advantages to the most competitive VR hardware and software and distribution platform. Compared with VC/PE institutions, listed companies have more capital and users, and there is a possibility of acquisition in the future. Therefore, the major domestic investors are listed companies, they can buy the VR companies they invest in, and expand their business areas with their own products.

The Investment Research Institute believes that the strong capital of listed companies is crucial to the development of the VR industry in the initial stage of the domestic VR sector. VR's basic research and content development and distribution require a large amount of capital as a support. The investment of VR in listed companies is a key driving force for the company and the VR industry.

2. VC/PE institutional investment

China VR Industry Research Report: Status, Trends and Case Analysis

Table 6: Domestic VC/PE institutions invest in VR cases

Compared with the large-scale layout of listed companies, domestic VC/PE institutions generally have a small number and scale of investment VR industry cases. Although VR can be said to be the hottest topic at present, as a new high-tech enterprise, short-term It is impossible to achieve a mature profit model, and compared with foreign countries, the pressure of domestic capital withdrawal is large, and many start-ups have high failure rates, so the organization is very cautious about investing in the VR industry. Most institutions investing in VR alone are angel rounds of investment, with an investment of several million yuan, while most of the investment in A and B rounds is led by listed companies and VC/PE institutions.

According to research conducted by the Investment Research Institute, most investment institutions are actively paying attention to investment opportunities in the VR field, but they will not be the main investment direction. Although VC/PE institutions invest less in the VR field, there are many investment cases in games, live broadcasts, and film and television. At present, most VR companies are also games and film companies, and there will still be a lot of capital inflows.

Fourth, the domestic VR enterprise case analysis

3Glasses

3Glasses (Shenzhen Virtual Reality Technology Co., Ltd.), one of the earliest companies engaged in the VR industry in China, has more than 10 years of virtual reality technology precipitation. Focus on research and development in areas such as smart wearables, virtual reality, and augmented reality. At the same time, it is the world's second mass-produced virtual reality helmet and the first 2K screen virtual reality helmet.

At the end of 2014, 3Glasses won A round of financing of 30 million yuan, and the investment institution has Tongchuang Weiye. At the end of 2015, it won the B round of financing, and the investors included Huachuang Capital and China Mobile. Compared to the Oculus DK2, the 3Glasses D2 has the advantages of being lighter, more comfortable, and clearer, while there are certain deficiencies in content and location tracking.

3Glasses has released three generations of virtual reality helmet products, and the main technical parameters are at the leading level in the same period. The Lanper series consumer version released in 2016, the hardware performance is fully ahead of the mainstream at home and abroad. While deepening the hardware performance, 3Glasses focuses on mining the best content producers for the equipment, and together with the excellent team to create a virtual reality complete ecosystem, complementing the shortcomings of the current industry.

The investment in 3Glasses is a combination of traditional games and VR. The reasons for choosing 3Glasses in the VR layout are as follows: 1. 3Glasses entered the VR field earlier, and the current products have a higher level. It is the leading VR hardware manufacturer in China, with strong popularity and competitiveness; 2, in addition to VR helmet, 3Glasses also has its own distribution platform, offline experience store, SDK, etc., from hardware, tools, content to offline channels, etc., is an eco-type enterprise, and has more development risks than vertical enterprises. Lower; 3, 3Glasses offline experience is the most clear and mature business model.

Lanting number

Lanting Digital is a digital company specializing in VR video content, dedicated to the innovation and implementation of VR video content. In March 2016, three listed companies, Huace Film, Kangdexin and Lily, successively announced their announcements and jointly invested in the VR film company Lanting Digital, totaling 31.5 million yuan, holding 15%. Among them, Huace Film and Television invested 14.7 million yuan, holding 7%, Kangdexin invested 14.7 million yuan, holding 7%, Lily Net invested 2.1 million yuan, holding 1%. This is also the Pre-A round of financing for Lanting Digital, which is currently valued at 210 million yuan.

In 2015, Lanting Digital created China's first VR movie "Live to the End", the first VR version of the MV "Dare to Dare", the first domestic VR version of the reality show "The Battle of Honor", etc., sang for Li Yuchun in Chengdu Will be VR live shooting. Lan Ting Digital founder Zhuang Jishun said that in 2016 the company will focus on VR content in four aspects of entertainment, live broadcast, travel and news.

Huace Film & Television is a cultural and creative enterprise dedicated to the production and distribution of film and television products. Its strengths are film and television IP and operations. Huace Film and Television Investment Lanting Digital is also a strategic layout in the VR field. Lanting Digital focuses on VR film and television content production and can be deeply integrated with Huace Film and Television Business to create a new entertainment experience and consumption scene.

The new strength of Conde is 3D technology and hardware. The investment in Lanting Digital is to improve the company's four major platforms, new materials, intelligent display, new energy electric vehicles, and intelligent application platforms. On the other hand, it also contributes to the distribution of VR content on its Oriental Vision platform.

In addition to the three listed companies in this round, Lanting Digital Angels Fanghuawen Media is also a listed company. Huawen Media has invested in three VR companies, including music, 3glasses and Lanting Digital, covering both hardware and content. At the same time, Huawen Media also has an Internet TV integrated broadcast control license. The Guangdong side of the joint venture with the shareholders is the only authorized business unit of the international Internet TV license. These licenses may also provide a lot of help for Lanting.

Leke VR

Beijing Leke Lingjing Technology Co., Ltd., referred to as Leke VR. Leke VR is mainly a VR offline experience hall, providing a unified control system and content integration of peripheral hardware. Through the VRLe content distribution platform of Leke, the content creator's content is distributed to the VR experience hall, and the content creator, Experience store cooperation and share the channels for the VR content development team. At present, the hardware equipment that has been integrated by Leke includes VR Snow Race, VR Knight, VR Motion Theater, Dynamic Racing, Interactive VR Athletics, VR Treadmill, VR Space Positioning Exploration and so on. At present, Leke VR distributes dozens of content and serves nearly 1,000 VR experience stores nationwide.

At present, Leke VR has completed the A+ round of financing, with the listed companies Palm Garden and Palm Technology each investing 10 million yuan, Angel Wheel and A round of investment and Jun Capital this round with a vote of 5 million yuan. In January 2016, the A round of financing also included Western Capital and Haier Saifu.

Investors are optimistic about Leke's business model and prospects, as well as the professional background of the founding team. The rapid establishment of hardware makes good content a scarce resource. The importance of content is now more and more prominent, and most of the content production company's products are gradually put into the market, and Leke VR plays an important role in the VR industry as an excellent offline content distribution platform. In addition, this kind of experiential consumption of Leke VR is a relatively mature and profitable business model that VR is rare in the early days, and it is also more acceptable to customers.

In addition to the common traditional game company like Palm Technology, which is involved in the VR field, Palm Garden is a listed company focusing on landscape architecture design and construction, and VR technology can transform the architectural planning on the drawings into a spatial model. Provide users with more realistic space size, scene location, geographic information and other experiences, while architects can walk into the building at any time and at any stage of the design, observe and experience themselves from any angle, from any angle of view, through roaming The design works for the architect.

This is much easier than finding a two-dimensional design in front of the screen to find problems and errors in the design. The layout of the palm garden to the VR field also indicates the combination of architecture and VR in the future. VR+ architecture can bring a completely different experience and convenience to the client architect.

Rui Yang Technology

Ruiyang Technology is a typical enterprise that makes B-end applications. Rui Yang's RayHome, as a VR+ home product, has been well invested in practical applications. Their product audience is home designers and major stores. They can use virtual reality technology to use the 3D data of the products to quickly and accurately present the visual effects of various product selection schemes, and also to potential customers. Showcase a variety of options for the product to meet the individual needs of customers. As a member of the VR industry, Ruiyang Technology has the following advantages: 1. Excellent team technical skills. There are many post-doctoral, doctoral and postgraduate students of the Chinese Academy of Sciences, Communication University of China, Nanjing University and other independent intellectual property rights; 2, products for business users, a stable audience and sales channels.

The highlight of VR home improvement products is that we can select and create a “restored real” future home scene for each customer according to their needs, and get rid of the space and time constraints in the real world. Nowadays people are increasingly demanding the authenticity of home improvement effects, and the rapid development of virtual reality technology will fill the actual needs of users.

Emerging industries always start at the B-end application. Virtual reality integrates technology into all areas of the economy and society, promotes industrial upgrading in various fields, and enhances the productivity and production efficiency of the real economy. Currently, VR's B-end applications have had a positive impact on production and sales.

V. Domestic VR development forecast and outlook

1, PC terminal VR will be short-term mainstream, one machine will come later

The mobile side emphasizes fun and mobility, and the PC side emphasizes the fidelity. The PC side is currently the most respected and optimistic VR form. Because of its high configuration, the experience is excellent. At present, the VR devices on the PC side are also the most, and the VR experience is good when someone pays the bill. If it is only cheap, not paying attention to quality will lower the level of the VR industry. Many of the cheap VR devices on the market have a poor experience, which may cause the public to lose confidence in VR.如今国际大厂在努力将VR做好也可以看出未来VR的主要形态将会放在PC端上。

相对而言,虽然被众多手机厂商捧起的移动VR更方便,但在体验上与PC端产品相差很大,而且目前移动端VR更多的仅仅是手机盒子,很多专业人士都表示这不是真正VR设备,其带给用户的体验也与预期相差甚远,在VR最主要的沉浸感和交互性方面难以达到用户标准。其次,VR手机盒子因为要适配各种手机,难以满足多数人需求。

而作为技术含量最高的VR一体机,既包含了移动VR的方便性和便捷性,同时也包含了PC端VR的高体验感,在VR领域毫无疑问是最优秀的产品。但目前由于技术限制,一体机最重要的处理芯片研发不足,市场上也缺乏相关厂商,在内容缺失和智能化程度低等一系列现状下,一体机距离人们理想中的效果还有一段路要走。

2、VR产品3年内有望普及

国内VR市场热度虽然仅次于美国,但在宣传普及力度上还存在很多不足。很多消费者并不了解VR,也没有真正接触过VR。目前国内主要的宣传手段更多地依靠线下体验店,但由于价格、数量等问题,传播的效率依然不足。根据投中研究院分析,短期内VR产品想要普及,在提高产品质量的同时,更应注重广告宣传和网络传播手段,依靠BAT等互联网巨头向消费者们普及VR概念,提供更多的体验机会。并且VR设备成本也需要控制在用户能够接受的范围内。

无论如何,VR的价值会逐渐被人们接受,它难以替代的作用也会使得VR设备成为人们生活中必不可少的一块。智能手机从出现到普及用了3年左右的时间,相信VR也会在3年时间内走进人们生活,人们无论是在娱乐还是工作上,都可以享受到VR带来的不一样的感受。

3、硬件端龙头初显,内容端机会犹存

就国内而言,硬件市场已经有乐相科技、暴风魔镜等产品较为成熟的厂商,他们拥有巨大先发优势,几乎已经形成垄断局面,而且硬件对资金要求较高,留给创业团队的机会已经不多,大批硬件创业公司的死亡也表明VR硬件领域生存艰难,而VR内容制作市场相对来说更适合初创团队进入。目前VR内容方面尚缺少标杆性产品,也没有统一的标准,且内容相比硬件来说更具多元化,依靠小规模团队也能制作出具有竞争性优势的产品。可以预计,未来VR市场很可能会是硬件厂商几家独大,内容厂商百花齐放的场面。

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