Forbes: the world of VR/AR is watching what the Chinese do
Forbes magazine recently published a series of articles analyzing China's development in VR/AR. The article says that when new technologies and markets are developed, it will have a huge impact. And that raises two questions: how will these technologies and markets present themselves? Who will be the leader? In recent years, in various fields, the second question has spawned a new question: what are the Chinese doing?
Overall, China's top-down view of VR/AR as part of China's vast economy, literally and officially, is a big deal for the world's largest country.
VR/AR supported by official level, the development of the Chinese government released much starker choices-and graver consequences-in planning, the use of virtual reality as the key areas of economic growth, and the echoes from central to local government support measures has been released.
China's major companies are actively exploring VR/AR field, the big three in the field of Internet: baidu, alibaba, tencent in investing, millet and other mobile phone manufacturers also for wearing in the low-cost equipment for manufacturing or game development. The number of cross-border activity is also increasing, the most typical example is headquartered in the United States, California Jaunt formed a joint venture with Shanghai media group, and millet new wearing equipment is dedicated to provide you with VR content in Chinese and English.
, of course, not all signs are positive, for example, someone pointed out that China's frontier science and technology in the field of VR/AR is still relatively backward, many virtual reality related start-ups fail, one after another giant in globalization services also have not too much of a success.
But VR/AR technology is still moving forward, with the power of capital behind it. In 2015-2016, the newly established China VR company received a total of $543 million in venture capital. Large companies provide funds for their in-house virtual reality projects, develop virtual reality related derivatives that can enter the market, and invest in excellent VR start-ups abroad.
China now has 3,000 vr experience centers across the country, many of them in shopping centers to attract consumers. These experiences the often stunning decor, as one foreign observer noted that these experience points tend to have a lot of hardware facilities is very striking, such as special seats and vehicle model. In places like bars and cafes, simple virtual reality headwear is more common
This experience pavilion is considered from two aspects to promote the development of virtual reality industry, on the one hand, it strengthened the popularity of virtual reality, a lot of can't get high-end VR hardware products consumers can only pay very low costs and experience the high quality of the VR products; On the other hand, the experience museum is also seen as a test field, with both content developers and device manufacturers attracting a variety of consumers.