Known as the VR first year in 2016, the highly anticipated Oculus Rift, HTV Vive, PS VR and other products are pouring into the consumer VR market. However, as the capital calmed down, some VR startups suffered problems such as divestment, layoffs, and wage arrears, which led to the nickname of VR in the second half of the first year. Probably no industry insider would think that VR is a pseudo-demand. It has practicality in many fields such as manufacturing, education, medical, entertainment, military, etc., and has the potential to become the next generation computing platform. Perhaps, it is just not fully prepared. . Below we recommend a VR big data report. The report summarizes the five major judgments of VR's first year, from consumption, production, and (network) distribution, through Spider crawler's big data retrieval analysis of public information on the Internet, and public third-party data such as MPEG, Storm Mirror, and Ai Media Consulting. , the scene, the next five perspectives for analysis. The following are the dry goods that are presented: Virtual reality applications and products have appeared in the early 1990s. In the course of more than 20 years of technological development, applications have been focused on small areas of industrial simulation, aerospace, military and medical. With the resolution of some technical problems and the emergence of low-cost solutions, 2016 was called the first year of VR, and virtual reality began to move into the mass consumer group and integrate into people's daily life. VR concept has become popular 2C market breakthrough where In 2016, the average number of VR-related weekly reports exceeded 1,000, an increase of 487% compared with 2015. WeChat VR related public number has reached 1109, published article 10W+. In 2016, the "VR" keyword popularity in Google Trends/Baidu search increased by 709% compared with 2015. From the perspective of geographical popularization, the first-tier cities of North, Shanghai, Guangzhou and Shenzhen have contributed half of the VR Video on-demand volume in mainland China. The concept of digital media users in other regional central cities and coastal cities is more advanced, receiving more information and purchasing power. The VR penetration rate is relatively higher. However, a survey of consumer buying motives found that the current motivation for 75.80% of users using VR devices stems from satisfying their curiosity, but this is not exactly what is needed. 45.30% and 40.70% of users use unknown situations and new technologies as purchase motives. To retain users, the product experience will be key. On the hardware side, the MPEG survey results show that wireless HMD is the most popular type of terminal for users, and 60.61% of users use it as a preference. Only 18.90% of users prefer to prioritize HMD. Storm Mirror's "China VR User Behavior Research Report" shows that no dizziness (70%), diversified content (66%) and immersion (65%) have become the main considerations for users to purchase hardware. In terms of content, MPEG survey results show that 45.07% of consumers tend to immerse VR games, and 360 Video in other scenarios is also a consumer-oriented content, such as 360 live broadcast (42.96%), sports events and 360-on-demand (30.99%) of the concert. It is worth pointing out that the current user report shows that VR is not sticky enough and the user's daily usage time is low. According to a survey conducted by the National Advertising Research Institute and other institutions, 641% of severe VR users in the first half of 2016 used VR for less than 30 minutes per day. MPEG believes that due to the current VR terminal comfort and content quality, 42.68% of users expect the VR content market to be between 2 and 10 minutes, and users expecting more than 60 minutes account for only 16.86%. Technical limitations and cost considerations    In terms of hardware, MoTIon-TI-Photos Latency localization <20ms has become the standard for mainstream VR terminals. The vertigo caused by localized MTP in mainstream VR terminals is no longer an experience bottleneck, but it presents low-quality VR on low-cost VR glasses. The content may still cause discomfort such as dizziness. Whether it's relying on a host-driven VR splitter/helmet (Oculus Rift CV1, HTC Vive, PS VR), or a VR all-in-one (Pico Neo, big friends) that integrates the screen with the computer's unit, or put the collection into the box The VR glasses (Samsung Gear, Cardboard), the experience that most products can provide to users are limited by three key indicators: 1, single eye resolution: ≤ 1K 2, FOV: ≤ 110 ° 3, full viewing angle resolution: ≤ 4K In terms of content, 360 videos currently account for 99.37%, games are 0.58%, and other software is only 0.05%. The main image quality problems are low resolution, insufficient refresh rate, and lack of stereo disparity. Among them, 360 video full-view resolution 1080P, 2K, 4K coexist. A full-view 4K resolution of 360 Video is only 10 pixels per degree, and its actual visual effect is only equal to 240P on TV, and the visual experience is not good. A full view 8K or higher resolution is necessary for VR content. Most of the 360 ​​Video's source frame rate and stereo disparity are also slightly insufficient. The major platforms are generally 30fps and below, and the source with binocular stereo disparity only accounts for less than 12%. Some platforms have a small amount of 50/60fps high frame rate sources, but the ratio is less than 7%. In addition, 69.30% of VR 360 Video sources are short videos (less than 4 minutes), and the number of long videos greater than 20 minutes is less than 1%. How to use the 360 ​​perspective to expand the narrative is the challenge that 360 Video creators need to overcome. In terms of format, affected by HEVC's high patent fees, all platforms chose H.264 as the VR 360 Video encoding format. Youtube also provides a source based on the Google VP9 encoding format. The PSP projection format is a new direction of concern in the industry, with low distortion and high compression efficiency, which is more advantageous than traditional EPR projection. Existing content formats and charging standards 1, VR live broadcast At present, VR live broadcasts have been used in some large-scale events and sports events. The VR live broadcasts have been tried in many sports events such as the Olympics, NBA and European Cup. Other cases include CNN US Democratic Party video debate, AltspaceVR in the social scene against the United States. The election was voted live, the domestic VR reality show live channel, Faye Wong concert and so on. However, most VR live video quality has a lot of room for improvement. NextVR, the most influential event live broadcast platform, only provides 180-degree half-view live broadcast, which represents a compromise option under the existing production cost limit. Professional VR live broadcast platforms tend to use RTMP and other real-time streaming media protocols to achieve VR live broadcasts. The delay is between 3 and 50s. The high-load operation of the server or poor network conditions is a poor real-time experience. The picture shows the experience and network requirements of 360 video. 2, VR games In terms of VR games, after the simple scene of the 2013 scene, combined with the development of traditional games from 2014 to 2015, in 2016, the quality of the image, immersion, and completeness of the story was greatly improved, with a stimulating sensory experience. The number of action-adventure games uploaded on all three platforms exceeded 60%. Among them, Oculus Rift CV1 and HTV Vive are positioned in the high-end experience, the proportion of fee-based applications reached 71.92% and 73,13%. Oculus Rift CV1 has 61.7% of the paid applications concentrated in the range of 10~40RMB, and HTC Vive<10 RMB charges 50.2%. The Storm Mirror is positioned at the low end, and free applications account for 98.48%. Positioning and motion controller type interactions account for 52.45% of VR games. In the mainstream VR platform, the number of single-player games accounted for 89.2%, and the number of games that need to be networked is less than 20%. Multiplayer game scenes are more complex and players can better integrate into the game. With the development of technology, multiplayer games will usher in an explosive period. 3, VR shopping In 2016, Double 11 launched Taobao's VR shopping platform, Buy+, and opened a 10-second journey through Australia. Compared with the "purchase service" in the physical store and the "purchase convenience" in online shopping, VR shopping is mainly "purchasing fun". However, the traffic consumed by VR shopping is about 94MB~120MB, which is more than 30 times more than mobile shopping. 4, VR News Traditional news media have begun to present news content in the form of VR. 5, VR exploration Google launched the Google Earth VR app in November 2016, displaying the traditional Google Earth in the form of VR. Users can roam on the virtual earth very comfortably and efficiently. The VR version provides a higher quality real-life map and realistic CG. Scene, realistic VR CG scene travel traffic consumption is nearly 70 times the real map. How to achieve qualitative change from local to network At present, the main distribution method of 360 video is online Streaming, which accounts for more than 99% of current VR content. Games and other application software distribution are mainly downloaded. According to the VR report of MPEG, network streaming, network downloading and cloud rendering are the top three channels that the company intends to use to distribute commercial VR services. Among them, streaming media accounts for 75.35%. The network pipeline will act as a telling road connecting production and consumption, improve the distribution efficiency of VR content to end consumers, and enhance the participation of VR users in online interaction. At the same time, cloud rendering is also effective in reducing terminal performance requirements and costs, and improving mobility. means. The minimum bandwidth average code rate required for smooth playback of VR video is 2.98 times, and the video is arbitrarily dragged. The required bandwidth for loading in 1 second is nearly 4 times the average bit rate. The bandwidth requirements for 2K and 4K resolution video are 25.8 Mbps and 46.1 Mbps, respectively. The minimum bandwidth required for smooth playback of VR video live broadcast without screen is 1.5 times the average bit rate. Social VR will be the next generation computing platform In addition to the operator's test water terminal customization and live broadcast, Social VR will become a virtual reality concept across application scenarios, which will continue to evolve around two core elements, Avatar and Share. The relationship between the increase in bandwidth demand and the number of users will be changed from the predecessor relationship of traditional digital media services (such as OTT video) to a non-linear relationship. The typical Social VR application traffic consumption is close to 100 times that of traditional social applications. To become the next generation communication platform, future Social VR products should have four basic characteristics: 1,8K and higher full viewing angle resolution 2, single eye 2K resolution and matching display 3, spatial audio, can match the distance and orientation of Avatar to produce sound 4, Avatar can be integrated into the 360 ​​Video virtual environment, silk sharing scenery, ball game or concert live experience. From a technical point of view, the key technology of VR is nothing more than the performance of the virtual environment and the interaction between the human and the virtual environment. Among them, the virtual environment mainly includes 360 video, free-view video, computer graphics and light field. The media technology of the four stages constantly enhances the realism of VR. In terms of human-computer interaction, there are mainly key technologies such as position and motion capture. Enhance VR interaction. Huawei believes that the next development of VR will go through the following five stages: Recently: media technology advances support sensory experience upgrades, visual enhancement to single-eye 2K resolution / full-view 8K resolution, and auditory stereoscopic, near-far, and direction spatial audio. Mid-term: The evolution of network capabilities has prompted more VR applications to go online from a single machine. Mid-term: The development of interactive technology will make VR evolve from a weak interaction of “just watching†to a strong interaction of “breaking the borderâ€. Medium and long-term: The continuous iteration of media, interaction and network technology, the growing user base, so that Social VR replaces Solo VR to subvert user habits, VR truly becomes the next generation communication platform. A farther future: VR and AR merge with each other, and the virtual world and the real world merge to complete the human life revolution. We believe that under the cold winter, investors are more inclined to return short-term, low-risk projects, which led to the previous capital new darling - VR was badly met. However, capital should not become the vane of the industry. The application value and potential of VR itself is more worthy of attention. In terms of technology, problems such as vertigo caused by MTP have been basically solved. More problems are product cost considerations, network distribution optimization, and content production. In the past year, consumers' awareness and acceptance of VR has reached a new level, and applications such as game production and live video broadcast have made great progress. VR will soon enter the monocular 2K resolution / full view 8K resolution, the experience will get better and better. At present, the industry urgently needs to experience the standard evaluation system to help promote the maturity of the VR industry, and guide the industry to quickly smear short-boards from content, supporting products, and bearer networks to accelerate the popularization of VR applications.
In the e-bike market where innovative, minimalistic designs are talk of the day, we see that manufacturers are constantly looking for smart electrical wiring systems and reliable connections to support these developments. With years of experience with our e-bike customers, we have already worked successfully around themes like the integration of brake & signal, battery and number plate lighting, high power electrical connection.
Related products:bike wire assembly, ebikes connector,e-bike cable assemblies, waterproof e-bike cable, waterproof e-bike connector
bike wire assembly, ebikes connector,e-bike cable assemblies, waterproof e-bike cable, waterproof e-bike connector ETOP WIREHARNESS LIMITED , https://www.oemmoldedcables.com