Most practitioners in the VR industry can expect that virtual reality will subvert the world in the next 10 years. There are many killer use cases for VR in healthcare, education, social networking, training, movies, and games. However, the VR industry seems to agree that there is currently no real killer application. Recently, RoadtoVR interviewed Wang Congqing, president of HTC Vive China, on this issue. The following is an interview piece compiled by Xiao Bian.
Wang Congqing is president of HTC Vive China and is responsible for all Vive/VR businesses in the region. He currently serves as vice president of the Asia-Pacific Virtual Reality Industry Alliance and chairman of the Virtual Reality Venture Alliance. In addition, he is also responsible for the Vive X accelerator program in Asia. He has more than 22 years of business management experience in the technology industry, 15 of them in Greater China. Prior to joining HTC, Wang Congqing was a continuous entrepreneur and set up four venture capital-backed start-up companies in the areas of mobile and Internet, including mobile social media, advertising technology, search, big data, and digital media.
What qualities do you think VR killer applications require?
The concept of killer applications is more about specific platform applications, such as a decisive 3A game for specific game consoles (such as "Halo"), or LOTUS 1-2-3/Word Perfect for original business PCs. (all are office software). VR may not be suitable for this classification because its application can/should be much wider than a single user group. It's like asking the killer apps in the Internet arena. Indeed, the initial core users of VR are primarily game players, but this will quickly change as more different categories of high-quality content/games are introduced to the market.
Which area of ​​VR do you think will have the first killer application?
Although I believe that there will be many "killer applications/content" in VR, I think the first "killer application" that can attract a large number of users is likely to be a large IP-based VR MMO (massively multiplayer online game) )... more is a experience/discovery content with a very high replay value vs a heavy game. There are already several such developments in progress, and I am very much looking forward to their introduction. Perhaps the best VR application is an alternative reality.
In addition, taking into account the passive nature of the current mass market and its acceptance of basic video viewing, the second VR use case that will naturally become widespread is 360-degree live video. It may start with 1-2 celebrities shooting their (their) own way of life, and then quickly evolve into all individuals to record their special moments in their lives, followed by their (their) most ordinary moments... This is just an extension of people on Facebook and Instagram or WeChat. Once a 360-degree camera and streaming are embedded in a low-cost device, this use case will blow up.
I am more excited about the VR killer application is the core curriculum VR education. It takes longer to develop because it involves many variables, and the education industry is usually a slow adopter. But once it happens, it will have the greatest long-term impact on our entire world/society. This may first happen in Asia because the government and parents here put the children’s education first.
Another influential use case for VR is collaboration and productivity. If it can be done without affecting performance, we can no longer need business travel or go to work. How cool should this be? This may soon happen in VR, and when it comes true, cost/time Savings and productivity improvements will drive business adoption. This may even be faster than the consumer market because this market is more flexible to price.
Do you think there will be VR killer applications in 2017?
The initial version of the above application may appear in the second half of 2017 or the first half of 2018. However, it may not be possible to wait until 2018 or after the mass diffusion in the second half of 2019. The reason for this point in time is that devices that meet the mass market price point need time to develop, and it takes time to set up the base, and high-quality applications/content also take time to develop.
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