With virtual reality technology, will become the mainstream in 2018

- Jan 05, 2018 -

With virtual reality technology, will become the mainstream in 2018

 

2018 has arrived, and how will the trend of science and technology development in the New Year will no doubt be as unpredictable as in 2017, from cloud computing to block chain, and machine learning, and virtual reality collision and merger will bring huge technology trends change. This is the foreign media Silicon ANGLE of enterprises, in 2018, an analyst with emerging technologies and the latest industry forecasts.

2017 is a year VR become a mainstream consumer. Analysis of SuperData virtual reality industry in 2018 is expected to rebound, and speed up the development in 2019.

Most observers expect, in the foreseeable future, virtual reality will continue strong growth. IDC recently issued the semi-annual global enhancement and the consumption of virtual reality guide, AR/VR spending rose nearly 95% in 2018, from $9.1 billion in 2017 to $2018 in 17.8 billion. In addition, IDC think that the strong growth momentum will continue until 2021. The company is also expected to basic infrastructure maintenance of the public sector and government training, will be the fastest growing, compound growth rate of 156.7% for five years.

Mind Commerce from 2018 to 2023, according to VR annual compound growth rate of 54.84%. Mind Commerce think biggest VR market in education and training industry. To the industry's revenue will reach $2023 in 2.2 billion. 5 g mobile networks, according to the company's commercial deployment - now plans to begin later next year, will be an important development. 5 g mobile network speed will make wireless mobile VR head show high bandwidth transmission possible.

The most important point: wireless will become a necessary function, the next generation of VR head show will benefit from the wireless function provided by free. Mind Commerce VR all-in-one PC shipments in 2018 is expected to reach 1.5 million, and next year is expected to VR head show shipments for 7.6 million. VR all-in-one PC shipments will account for 25% of all VR head show.

Since 2016, SONY launched the PS VR, the head of shipments has more than 2 million units. Presumably, SONY playstation VR in the coming year will also be dominant. Oculus is developing in the $200 Oculus Go early next year, and the higher the all-in-one Santa Cruz is expected to launch development kit in late next year.

VR in the aspect of social existence. Because the user is with closed VR head show, so in the surrounding friends to interact. The AR technology through the digital image superposition in the real world, so as to realize the interaction between and around the world. As apple launched on iOS 11 ARKit toolkit, and iPhone large user technology, 2018 will be the content creators and AR applications take off for a year. If these experience enough to attract eyeball, AR or will divert attention of VR.

Guangzhou Easyfun Animation Technology Co., Ltd is a professional manufacturer of 4D/5D/7D cinema, 9D VR (9D virtual reality) cinema equipment, VR battle, HTC VR Space, VR Gatling, VR racing car simulator, VR horse, VR vibration, VR walker, , kid’s VR and other VR Theme Park equipment. We have strong development team for producing cinema and movies and other animation products. Our factory is located in Guangzhou - the largest game machine production base in China.
Market leader in out-of-home multi-sensory interactive attractions, EASYFUN has created the most technologically advanced immersive and interactive media-based simulators for both the entertainment and edutainment markets. With installations in over 100 countries across all continents, EASYFUN continues to push the limits and allow guests worldwide to "live the moment". Since 2006, EASYFUN has operated its own studio to develop state-of-the-art custom content for its attractions. EASYFUN is a privately held company based in China with offices in Guangzhou and Hong Kong.

Now Easyfun already set up a branch company in Indonesia, and meanwhile we have exchange and cooperation with USA team, Australia team and Korea team. Our aim is to be a great internationalized company in entertainment industry.

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