Over the years, with the development of the animation industry, the so-called secondary element culture has become increasingly hot. This kind of animation culture represented by otaku is also becoming more and more popular with young people. It is reported that in the country, the number of users of the Pan-Secondary Element has reached 219 million, and after that, the percentage after the 90 accounted for more than 95%, and the average annual consumption around the secondary element culture exceeds 1,700 Yuan. It is also these new generations that have promoted the fieryness of the current A stations and B stations, and brought new forms of art such as cosplay and Twist House to our lives. Especially in terms of the second-dimensional house dance, it has always been the dance that most otaku people love to see. House women compete to emulate the second element. However, imitating is an imitation after all, and it is difficult to achieve the exquisite facial features and exquisite dances of the second girl. This is the reason why many anime remakes have become popular movies. However, if there is VR technology to help, perhaps we can close contact with the fictional secondary element world. The League of Nations has launched a 4K high-definition video "3D Japanese cartoon beautiful dance", in the virtual world of high-definition, we will be close contact with the beauty of the second element, and the second element of beauty will bring us what kind of surprise, let We will wait and see.
G20 summit conference talk about VR
Recently, the G20 summit, which has attracted worldwide attention for its theme of “building a world economy of innovation, vitality, linkage, and toleranceâ€, has already been held in Hangzhou. The G20 summit is a world-class economic conference designed to promote open and constructive discussions and research on substantive issues between industrialized and emerging market countries in order to seek cooperation and promote international financial stability and economic sustainability. increase. In this grand gathering that brought together leaders of 12 major countries in the world, Chinese President Xi Jinping also discussed his views on the current hot VR technology.
President Xi expressed that building an innovative world economy and opening up a source of growth. Innovation is the key to fundamentally unlocking the growth lock. The new round of science and technology and the industrial revolution centering on the Internet are poised to take off, and new technologies such as artificial intelligence and virtual reality are changing with each passing day, and the combination of virtual economy and real economy will bring revolutionary changes to people’s production methods and lifestyles. This kind of change will not happen overnight, nor will it be easy. It will require all countries to work together to promote and maximize their positive effects while minimizing possible negative effects.
Xi Da's speech also fully proved the depth and breadth of the current VR technology influence. As Xi Da said, if you want to develop virtual reality technology, you must promote the integration of the real economy and the virtual economy. The VR industry wants to further develop, it also needs a certain degree of popularization and the people's understanding and acceptance. Therefore, at present, the combination of the real economy and the virtual economy is the trend of the times and is the result of normalization. How to promote this period of overexposure is what we should do now. We should also note that although this is the trend of the development of the times, it will not be accomplished overnight. It will not be easy. VR is moving toward a path that is both forward-moving and tortuous.
The current situation of domestic VR hardware is worrying
With the spread of VR heat in recent years, not only in foreign countries, but also set off a VR investment frenzy in China. According to the latest market report, China's investment in VR in the first quarter alone was as high as RMB 1.8 billion in 2016, and this year is only the starting point of VR's first year. In the next four years, some experts predict that the domestic VR market will reach 55 billion yuan, an increase of 36 times. Under the market investment boom, another worrying situation has also emerged. The current domestic VR hardware has weak competition, low attention and backward technical content. Under the constraints of these problems, the development of domestic VR will also be restricted and developed. How do these problems arise?
In fact, the reason is very simple. First of all, China's Shanzhai culture is deeply ingrained. Consumers can hardly be assured of the hardware quality of Chinese-made products. However, the domestic enterprises themselves have prevailed in the shanzhai style. Enterprises lack the capacity for independent innovation, and it is difficult to have emerging technologies. Secondly, the current domestic VR industry has no substantive progress in technology, and it is often a thunder and rain. Many companies hold their low-end and low-end products to hype their publicity, and when consumers buy it, they often You will find that it is a pit. This not only affects the corporate image, but also is a kind of sloppy and fishery practice, but also to the domestic VR R & D team has brought bad atmosphere and impetuous atmosphere. In addition, VR's market competition is also very cruel, and its cost of depletion is also huge. It is reported that at present, many VR companies are already facing the risk of closing down, and companies that make VR hardware are more cruel. Many VR hardware vendors have begun to transition to the field of VR content because the cost of content is much lower than that of hardware. The VR content will also be more favored by investors.
However, when it comes to VR, China's large-scale VR wealth integration platform's alliance cloud is soft, and the achievements made are to restore many users' views on domestic VR. In the field of scientific research and technology, the alliance has a professional doctoral group in the United States. It is dedicated to the research of VR, AR and holographic technologies. At present, the Cloud is mainly responsible for the construction of VR and AR cloud platforms, software development, and content distribution. In real-time, six-dimensional computer graphics software development, wide-angle stereoscopic display software development, observers' head-to-eye tracking software development, and tactile feedback, Stereo, voice input and output software development, have achieved good results. In terms of content IP, UNNC has achieved nearly 100 virtual reality, augmented reality, and holographic patents, and more than 300 video IP copyrights, including many VR software copyrights and VR related Portals, etc. At present, with the Pan-entertainment as an entry point, the company will dig deeper into the most commercially valuable aspects of the VR industry chain. It will focus on VR products, VR content, VR operations and services, and has begun to form a complete VR business layout.
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