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[Others]On pitfalls in VR venturing

More Posted time:Mar 3, 2017 13:28 PM
54 years has passed since the birth of Sensorama, the first virtual reality (VR) device, in 1962. Alibaba's investment in Magic Leap at the beginning of 2016, amounting to nearly 800 million US dollars, pulled back the curtain on China's “wave of VR start-ups”. The year 2016 is also hailed as the Year One of China VR during which period start-ups emerged in large numbers, with some strong performers who have been on the path to leading worldwide VR development.

The footprints of entrepreneurs are all over various fields, including education, medical care, games, motion tracking, and tactile feedback. Some companies have combined VR with brainwave reading technology to break through the bottleneck of traditional brainwave technology which achieves interactions by determining the strength of specific brain waves (you don’t need to keep doing addition, subtraction, multiplication and division in your mind to enhance brain waves). With the incorporation of VR technology, the brain waves are read directly to identify the user’s intentions, facial expressions and so on, as a new way of VR interaction. In the next year, the upgraded version of the technology is expected to foster a completely independent accessory blended into the currently popular VR head-mounted displays, and significantly reduce production costs through mass production. A few days ago, Unity released a VR authoring tool that allows developers to directly develop VR products in the VR, greatly increasing the creative control of VR developers. We cooperate with NASA to utilize satellite data and achieve instant 3D reconstruction for any location around the globe using unique algorithms. The technology is applied to the tourism industry to help visitors preview scenery at a destination in advance.

With the broad foray into the VR sector by industry giants, the advent of 5G technology, and more and more high-quality entrepreneurial companies joining the march, the springtime of VR start-ups is around the corner. Prior to this however, the problems faced by entrepreneurship in the VR field cannot be underestimated, such as the underdeveloped hardware infrastructure, the inflated cost of high-end head-mounted displays, and the much-criticized and long-plaguing vertigo problem in low-cost VR head-mounted displays. In addition, there is an acute shortage of VR content which currently has serious homogenization issues. A large number of low-grade or pseudo-VR content companies riddle the market, corrupting the industry reputation.

At this point, we want to know your ideas about the difficulties and problems for VR venturing. What are your opinions on this industry? Let’s discuss with, inspire and help each other here to contribute your share for promoting human progress.

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1st Reply#
Posted time:Mar 6, 2017 14:00 PM
VR hardware is still too humble for the moment and what’s more important is an ecological environment of the virtual world. Major manufacturers are doing a lousy job in this respect, failing to create a closed-loop ecosystem. You may buy a VR device, only to find there are no resources or the device is far from your expectation. Currently, VR is only equivalent to a preview and its evolution and ecosystems that follow are the good parts.

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2nd Reply#
Posted time:Mar 7, 2017 9:31 AM
Why do we say that the VR technology entrepreneurs may evolve into pawns and cannon fodder? Let me explain it.
A sound industrial chain is absent for VR hardware, the hardware product technology and immersion experience are missing, and there is no industry standards available yet. The content supply is insufficient, and the market demand and profit model are yet to be tapped into. Giant companies are hoping to leverage the VR concept to trial new concepts and games played on their own platforms and ecosystems so as to translate their own resources and platform advantages to this area. If the trial succeeds, broader imagination could be capacitated for the capital market through the new business; if the trial fails, it is just a matter of trial and error with no harm to the core business.
At present, even Tencent, out of considerations of the immature technologies and market environment, has disclosed that its cellphone-targeting programs of mobile VR, and AIOs (all-in-one machines) will be launched in the third quarter of 2017. The immaturity of technologies and the market environment is quite understandable, such as the many Android system models for the mobile phone-based mobile VR technology to address, and the absence of interaction and SDK standards.
We also see that even Oculus or Sony which have been in the VR field for many years have presented no electrifying consumer products. In addition, although VR games add up to several hundred in number, most of them remain at the testing stage with no killer games emerging, according to insiders. The industry chains of platform purveyors, game developers and professional VR rendering firms are still imperfect.
Therefore, giants are observing and trialing, pushing entrepreneurs to do the pioneering work and take the risks ahead, while they stay behind the scenes, watching and making arrangements. Some insiders pointed out that the domestic VR venturing remains capital-oriented, subject to the intention of capital providers. But what the insiders did not disclose is that once the time is right, the giants behind the capital may expedite the development of the platform, capital, technology, and team to stand to benefit.
In other words, entrepreneurs may become the pawns of capital providers for trial-and-error learning. Once some niche market of the VR industry shows a sign of upsurge, giants may quickly follow up, and start-ups with a lack of core competitiveness and technological advantages will be overwhelmed by the fanatical advancement of giants with capital, technology and resource advantages. In this regard, the O2O venturing field provides an example. After the many losers is the all-out war waged by the giants with their capital chariots crushing the bodies of cannon fodder.

Assistant Engineer
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3rd Reply#
Posted time:Mar 8, 2017 9:15 AM
Peripherals are too expensive and are not popular yet. Currently they are basically only for early adopters. There must be many technical problems, given that they're in the infancy stage.

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Posted time:Mar 9, 2017 9:42 AM
VR devices can commonly be seen in shopping malls and game rooms. Can the scenes in the game become a reality? If we shop online just as we shop in real life, won’t it be quite interesting? I think it can become a reality. Isn’t it a good idea to combine VR and GIS? In that case, the entire globe can be incorporated in the VR world. Our current technologies would be inconceivable to those living during the last century. With technical advancement, virtual reality will gradually become reality.

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Posted time:Sep 11, 2017 16:26 PM
VR development
Customers today, are always connected to the Internet and expect to have their requirements met instantly. Virtual reality has the ability to meet these needs that exceed their expectations. When you list a product for sale, customers can barely get to see and comprehend how the product would work. Virtual reality provides the platform that enables customers to view these products in a more real and engaging way. It can produce a computer-generated 3D environment that can mimic the physical presence of the object. The entire thing is played out on the screen of a wearable device. Through this, customers can look at the product from all angles. They would be able to move around in the showrooms and interact with the products.
Second question is about VR development cost