In the era of new technologies exploding year after year, Virtual Reality (VR) is one of the most favored goals of all venture capitalists. VR is widely considered to revolutionize the next generation of computing platforms. It redefines how users interact with media, content, and even each other.
New opportunities
VR has great potential to completely subvert the current live broadcast experience. Imagine watching an NBA game while sitting on a comfortable sofa, and all the game data, analysis, and commentary are within easy reach - this is the live broadcast experience in VR context. The current shopping experience is also a revolutionary object of VR. Staying at home and turning your home into a dressing room may be the dream of all shopping enthusiasts, and VR's mission is to network shopping and make these dreams come true. In addition, VR has great potential in the industry. VR can not only provide an intimate interaction experience for industries that require high customer interaction such as automobiles and real estate, but also can provide technical assistance for complex medical and surgical tasks.
The main head of VR market
Those in the “3D TV Revolution†who may not be injured may think that VR is just another wave of high-tech hype. However, it needs to be noticed that VR is significantly different from the former: the popularity of smart phones has laid a broad user base for VR. Basic, and low-cost mobile head display such as Google Cardboard let VR hardware reach. The VR of games, videos, media, and interactions has provided consumers with a solid content platform. This is by no means comparable to the kind of “bloodless†hardware in 3D TVs.
The influx of developers and the take-off of the VR market can also confirm the bright future of the industry. In addition to the low-end market, Google Cardboard, Oculus Rift, HTC Vive, PlayStation VR, Samsung Gear VR, and recently released Google Daydream have provided a wide range of hardware options for willing users. What is even better is that these VR heads have gone on the path of content as the king. I believe they will not let you be disappointed with the content.
Despite the rich choices, the VR industry still faces significant challenges:
Hardware Ease of Use: Although VR's new head is springing up into the market, head-to-head usage is still a serious problem for users. Relevant investigations have shown that the VR headline is used in a centralized manner for 6 minutes, which makes it difficult for developers to develop products with longer duration and higher value. If VR users need to take a break every few minutes, immersive sports and movie experiences will become empty talks. What manufacturers need is to build better hardware instead of trying hard to develop new models.
Underdeveloped business models: The production of pure VR content is extremely expensive, and its cost is often two to three times that of ordinary video. At the same time, post-splicing production of VR content is also more time consuming than traditional video. However, the business model of VR content is still immature. Currently, platform developers are really happy to pay for premium content to attract attention and increase brand loyalty. However, although these manufacturers who are positioned after 00 are willing to experiment with new content, the restrictions on audience size and return on investment may become a stumbling block to the development of these new content. Finally, the high-quality VR content that is officially launched also needs to overcome the above-mentioned hardware problems such as long-term viewing.
How to achieve a wide spread of VR?
Most of the VR ecosystem's expansion resistance will be resolved over time, but some of the key elements can promote the widespread adoption of VR in individual areas (such as games and corporate areas):
Comfortable, low-cost VR heads: A low-cost, sustainable VR headset is a must-have for high-quality VR experiences. Although 2017 will undoubtedly be a year for low-cost VR headlines, the degree of comfort experience has yet to be improved.
Convenient UGC production: The best way to make VR popular is to let users enjoy VR content creation and sharing. There are many advantages for users to create VR content, which will become the primary force to promote VR hardware and software into the mainstream market.
To cater to the mass market content: With more VR content that meets the public's tastes and cannot be ignored, VR may be able to move from the niche market to the mass market faster. Creators of high-quality content will become the VR ecosystem.
Mining new VR applications: Although content consumption is currently the mainstream of VR applications, other VR applications, such as business and travel, can also help to promote the power of VR, while also promoting investment and penetration.
Inspiration to VR Venture Capital
The first person to eat crabs in the investment in the next-generation computing platform is self-evident, but the bigger question is: What kind of investment can have both long-term security?
With the seating of several major vendors in the VR field, emerging VR hardware does not appear to have much market space. However, unlike the traditional content market, those who produce celebrity products and content are more likely to get a high return in the VR market. Of course, the challenge here is how to filter out those VR content that users love most in the VR industry that is still in the experimental stage.
However, in the VR market, the opportunity and potential return on investment of a businessman who sells "steel shovels and iron shovels" -- that is, a tool provider -- is also considerable. A developer tool that provides volume capture capture tools for content creation and provides low latency VR code transfer services using multiple network technologies... Companies that provide these tools have the opportunity to be the beneficiaries of future industry blowouts.
By establishing industry-leading standards early and launching tool technologies that are relied on by the majority of creators in the market, companies will be able to create lasting network effects that make it difficult to compete with more technologically advanced products over the same period. Many tech giants have already entered VR at the moment, and let us see who will become the long-term master of the industry in the future.
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