Where is the future of the metaverse?

金色财经 view 75730 2022-1-18 09:21
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Metavers: Let Your Imagination Run Free, Stick to the Truth

After the era of desktop internet connected to PCs and the era of mobile internet connected to smartphones, Metaverse broke the idea of ​​the next generation of data connectivity that created the best virtual world through a perfect connectivity of reality and reality. The metaverse concept was originally given by American science fiction novelist Neo Stevenson's "Avalanche" in 1992.metaverse, everyone in the real world has avatars in the metaverse where they relate and live. Sandbox gaming platform Roblox has once again showcased the concept of Metaverse in its announcement as "Metaverse's first stock", leading to more discussion and growth in capital markets and other markets, and Facebook has since changed its name to "Metaverse". , further promotes commercial interest in the metaverse, and interest in the concept of the metaverse quickly brings the science fiction concept of the metaverse to reality.

The integration of virtual and reality is the main objective of the metaverse, considered in 6 key points, including access, virtual identity, digital assets, real, virtual and real interactions and complete relationships. In the future, the development of the metaverse will experience the reality of reality-to-reality digital knowledge on one side and the digitization of real knowledge on the other.

There are two directions of development of the metaverse.

One is really for virtual, based on real-world practice through the virtual world, to develop real-time digital experience, improve real-life experience, and truly address the digitalization of real-world experience. In the era of mobile Internet, the virtual world is usually created in two-dimensional forms such as text, images and videos. The equal world is created.

Second, from virtual to realBeyond the real-world practice, based on the personal conception of the virtual world, it can not only create the real-world benefits, but also affect the real-world and digital literacy. For example, the "Pokemon Go" augmented reality game allows consumers to profit by implementing a way to give away special store coupons at special brand-related locations and learn about the drivers that drive knowledge usage. digital.

元宇宙的未来在哪里?

The evolution of human life naturally revolves around two axes: material civilization and spiritual prosperity, and the two axes add up. Deloitte believes that a key element of the metaverse could still exist in this regard, and that it would develop around two axes: improving the efficiency of the development of material civilization and the abundance of resources at the center of development. of spiritual civilization. In particular, the development of the future metaverse will create a bi-centric ecosystem of metaverse commerce, which focuses on the production of global products, and consumer metaverse, which enriches the spiritual world. sense.

According to various articles provided by Metaverse,The metaverse will create a metaverse enterprise with the foundation of improving the production of world raw materials, and two consumption metaverse realization bases with the wealth of the individual world and spirituality as the foundation. The ecology of the material world and the spiritual world is established..

Real-to-virtual processes are processes that improve the global experience and performance.

The transition from virtual reality to virtual metaverse marketing means digitizing and bringing various business setups online, and with the help of virtual scenes, the actual efficiency of the global body can improve. For example, hands-on learning experiences such as what-if scenarios and mock labs to create virtualized digital lab scenarios, provide students with real-world guidance and training, and provide a standard hands-on approach work well. . At the same time, the application of 3D simulation model in the design industry can streamline the design process and reduce the safety risk and expense during testing.

For Metaverse users, the transition from VR to VR means enhancing real-time digital experiences to enhance the real-world experience. For example, in the future, AR mirrors can provide a way to navigate the work through the mirrors, and the human eye can see the real way to know the walking distance of the good. Another example is the phenomenon in "Ace Agent". AR glasses allow people from all over the world to meet in the same virtual office.

The process from virtual to reality is the process of creating and creating new products and applications.

For the metaverse market, the transition from virtual to real has implications for commerce in the virtual world, which means that they can be extended, extended and used in the virtual world when present in the physical world. The physical and economic world that creates reality. For example, mobile game developer Larva Labs has created a "Meebits" avatar for sale based on virtual reality. Larva Labs has developed a custom algorithm based on unique avatars from the "Meebits" virtual NFT series which includes over 20,000 unique 3D voxel NFT characters that can be purchased through the Ethereum platform. In addition, the owner who purchases the avatar from MyBit can modify and make the avatar, which can be used in movies, TV shows or other non-virtual scenes, create commercial value, adds new value to the entertainment industry.

For metaverse consumers, the transition from virtual to virtual reality gives people a real and unique way to interact in new situations to satisfy their side-by-side spirit while allowing people to expand their creativity and create the benefits of relationships and business. Taking the example of virtual idols, they like to "break the cycle" after a few years of development. With beautiful and glowing skin, a rich face, virtual idol Axi has garnered nearly 300,000 fans with just 13 videos. Axi's short videos make people feel warm and healed, and many users talk to Axi about their problems, exchange ideas, and even spark emotional and spiritual exchanges.

元宇宙的未来在哪里?

Diversity is the evolutionary model of the metaverse: Due to the diversity and dispersion of industries, Deloitte believes that the development of the metaverse depends on the existing industry base to design and integrate from the top down, and it is difficult to create a complete top-down system. down by integration. Standard. Therefore, in the first stage of metaverse development, it is expected that a decentralized and multi-centric metaverse micro-ecosystem will be developed in various industries, and a similar micro-ecosystem will slowly open the file and model for the complete. The metaverse of similar levels of integration, integration and development is also full of uncertainties.

Deloitte believes that the metaverse has four stages: budding stage, early stage, maturing stage, and final stage.Many of the digital and clever ideas that have emerged in the industry can be said to be the start of the metaverse, and it is expected to enter the early stages of development as technology is affected. next 5 to 10 years..

The first phase is between 2016 and 2020. Although the concept of metaverse has not yet emerged, many industries are trying to digitize and virtualize an online technology concept, which can be considered as a metaverse model.

The metaverse line of business is mainly used for digital and online design and the creation of certain what-if scenarios. For example, Boston-based physician training company Osso VR has developed software protocols that allow physicians to create virtual labs to safely perform additional surgical procedures. . ., ltd. As a carrier, you design simulation validation models for various logistics system solutions.

The Consumer Metaverse section focuses on creating virtual reality experiences in a 2D presentation. For example, the "Pokémon GO" mobile game, co-developed by Nintendo, the Pokémon Company, and Niantic Labs, uses AR technology on your smartphone to detect, capture, and run virtual images of Pokemon in the real world. The cutting-edge technology company that combines AR with stepper bikes, integrates electric screens and offers physical training for athletes by integrating virtual and physical 2D graphics and improving user experience.

The first phase is from 2021 to 2030. Its objective is to understand the different applications and technologies released online, digitalization and virtualization in different industries, and all the freedoms of the metaverse as a consequence of a business, and to create a distribution and a metaverse. Industry level, multi-body micro ecology. Deloitte believes that at this point, the importance of cutting-edge technology is the need to be aware of the development of platform processes and key connectivity tools such as XR tools. In some popular industries.

In the metaverse industry, he only knew the application of advanced technology, and penetrated deep into the industry vertical to create the whole industry chain and the whole industry virtualization card application . For example, NVIDIA frequently uses technologies such as virtual 3D simulation and execution and applies them to industrial design applications. Currently, the virtual collaboration platform that can be developed from Universal Scene Description technology is used in real-time digital interaction and simulation scenarios, laying the foundation for advanced metaverse technology in the future business.

In the user metaverse, often to realize the deepening of virtual knowledge of various independent IP addresses, continue to improve and upgrade the hardware that connects the physical and virtual world, increase the actual experience of virtual knowledge, and build gradually a virtual social system. For example, the player who is the creator of the metaverse game "Roblox" can learn about real money exchange of the virtual and physical world by exchanging game benefits and real money, and provide users with a variety of relationships to provide users. multi-faceted immersive experience - access to the terminal and users allowing long online chats and social interactions provides pioneering ideas.

Core improvements in 2031. The key is for metaverses from different independent industries to gradually open up data and models to accomplish similar milestones. Deloitte believes that during the development phase, the Metaverse will have cross-platform and cross-industry green interoperability and integration, gradually creating two large-scale Metaverse ecosystems that are integrated and revolved around a dual industrial and private center in a decentralized and multi . -industry. I believe. Center small ecological integration. . At this point, Deloitte believes that data sharing, payment processes and self-certification are the keys to improving onboarding.

In the metaverse industry, independent metaverses of similar industries can gradually open up data and business models, and realize the integration of multiple market shares and co-working. For example, Internet companies in different industries can gradually integrate and share data models to create a metaverse enterprise, for example, smart communities, smart homes and smart transportation will gradually integrate and integrate design data so that smart can create a metaverse city.

In metaverse users, the virtual knowledge of multiple independent IP addresses does not appear in a broken form, and many situations and details of virtual personal life can be related to the life scene and content of virtualization, and multiple platforms can be virtualized. The distribution and sharing of treasures and materials such as Marvel Hero, Sun Wukong, and virtual Korean girl concerts can happen in the same virtual space and time.

元宇宙的未来在哪里?

Extended Reality is the gateway to Metaverse Research: Extra Powerful Extensions (XR) is an important metaverse tool that connects virtual and real life. Support for the technology content that must be done in the first phase of the metaverse is found in the construction and repair of buildings and equipment, of which the XR is the main product of the phase, as well as the product design and the implementation of simple operations. must be completed.

Like the July of Meteverse proposed by Jon Radoff, the use of the Metaverse requires seven stages of development, from technology transfer to ecological application. Tool layout realization, decentralization, and spatial computing are the processes of tool development, industrial design, discovery and prior experience or equipment configuration, and operational ecology.

Combining the four stages of metaverse development, Deloitte believes:At the initial stage, the installation will focus on two main areas: the construction of buildings and equipment and construction equipment.. In particular, in terms of infrastructure and equipment, the basic technical framework and key tools for the ecological development of the metaverse have been developed.

From a technology perspective, the development of XR devices related to the use of technology should meet the needs of the current development of the metaverse.

According to the integration of the distribution of ICT technology development curve in all countries announced by Garnter in 2021 and the "6-metaverse technology support" applied by "Metaverse Token", a Chinese translation and marketing company, and 4 stages of metaverse development, Deloitte a We believe that the stages of metaverse development can support demand and supply in the early stages of the metaverse.

The XR device is considered an important nexus in the metaverse ecosystem due to its unique cellular characteristics, such as three-dimensionalization, natural interactions, and spatial computation. . Now, the composition of the metaverse is still two-dimensional, and it is far from true three-dimensional realization. At the same time, the XR tool will provide a gateway for virtual and physical connections for metaverse use and become an important part of user reach. In this article, taking XR tools as the beginning of the Metaverse series, we categorize and describe the development of the XR tools market.

元宇宙的未来在哪里?

元宇宙的未来在哪里?

XR - virtual and real intersection in the metaverse

XR is about creating a virtual environment for human-machine interaction through the integration of the real and the virtual by a computer.

元宇宙的未来在哪里?

Although virtual reality and augmented reality are both XR concepts that bring experiences through the virtual world, the path to real-world technology is very different. Virtual reality is the use of tools to simulate the virtual world and the use of computers to create simulated places. , while closing and enabling the experience of the virtual world by addressing the user's real-time interaction with the virtual world, augmented reality uses computer graphics technology and visual output technology to create virtual objects which do not exist in the real world and are "virtual". ." on a better environment with a good understanding.

元宇宙的未来在哪里?

Overall, the growth of AR technology is lagging slightly behind virtual reality. On the other hand, AR faces the same development as VR, including realism, virtual scene rendering, and the performance of hearing aids and interactive devices, and the devices really come face to face with the challenge. sharing with the real world. Currently, many VR headsets and glasses have been developed in the market and have gained some recognition in the C end-consumer market, but AR glasses still have a lot of impact to overcome. .

In today's market, VR devices account for almost half of the market, AR accounts for about a third, and MR accounts for the rest.

Advances in 5G technology and 5G networks have led to increased demand, driven by the integration of AI technology and vision applications, driven by new capabilities from industry players, and VR technologies and applications, AR also have the distinction of being integrated and integrated. , MR, RX, etc. An idea arises. From the perspective of the end user's understanding, virtual reality and augmented reality provide a virtual experience to the user. This report will discuss XR industry capital and capital gaps based on industry needs and growth.

The following terms provide a general overview of XR or Virtual Reality and do not highlight the differences between concepts such as VR, AR, and MR.

Consider the XR Vision app

"Human counting can only reach its full potential when we live in a world of interaction and reality, not to mention interacting with the virtual world of ports. Flat, which is all about AR and VR will be the second wave, augmented reality and virtual reality, like a personal computer, is the future, unless it turns out that it's nearly impossible for us to create good enough virtual reality experiences ... ”

- "Inventing the future",Chief Scientist of Oculus

michael abrassi

Only a few years ago we could imagine that in our daily lives we would carry our computer hardware with us almost 24 hours a day, almost as if we were dressed up, distracted with them all the time, anywhere, typing fingers, or using them. Voice control Everything about social activities, leisure, work and life. We all know that these Chinese devices are smartphones, integrating the mobile Internet era. In the 2D world, we can interact with the virtual world anytime, anywhere from our smartphones.

If we are in the present, we can imagine that in the near future, our daily life will have more powerful Chinese appliances 24 hours a day. When you wave your hand, flick your finger or turn your head, the information desired appear in the direction you are looking and your decision is made. It understands your purpose and does the following: in many cases, no specific information is required, and it frequently selects information and helps make decisions based on environmental awareness and intelligence algorithms. It's a whole new world, a new experience that XR will bring.

XR will create a world of mixed virtual and real things. ; It encourages you to spend space, call in items and supplies on demand, and expand your thinking, memory, and experience to a superhuman level. It will destroy the human-computer relationship. Complete the skies and everything as needed for the location, and while there are some interactions you might not think of, you can complete anytime, anywhere.

Sixty years ago, psychiatrist Joseph Licklider spoke of the vision of computers, the future world where people could interact directly with computers to liberate themselves and enhance their abilities. For 60 years, we've loved Ethernet, the Internet, personal computers, smartphones, and the ability to interact with the virtual 2D world anytime, anywhere. Sixty years later, and looking to the future, XR will bring a world of virtual and real mixing.

Mark Zuckerberg believes that XR is a continuous technology computer and will continue to invest in XR for the long term, as he sees XR as key to Facebook's strategy over the next ten years. XR is called the next generation interview because XR can not only bring into the new world, but also work to integrate the important technology of the times. In addition to the needs of today's technological devices such as intelligence, blockchain and big data, there is a strong demand for computing power, algorithms and data golden triangles, and other software features and hardware must now be upgraded. To do. And more familiar models. As hardware supports need to be integrated daily at the consumer level, XR equipment is more reliable and broad for all levels of technology capabilities, for example, reliability, accuracy, real-time, user-friendly operation and a lower cost.

The important step reveals the real world to world virtual. VR header can re-recovery the world model, then decorating, improvement, improvement and sensors. Virtual photos can mix with the real world to improve the real world, and virtualization of the true world, sports can tell these places. Ar connect the virtual virtual virtual virtual in the real world and create special knowledge. To find a walk on the road, you can take the place where you can eat, and put the storage center environment and the restaurants. You can give a trail in real time. You can clearly fill the business business. See all detailed lessons. Indicate the production process, raw material and supplies, also improve data gathering. Art Device No more from home from home safety, and the road will not have a label, and the procedure, logo, logo, logo and etc. . No. The world does not have to be available for music, and everything rounds of the environment is open and maintained a real update.

AR and VR together create a great platform that impacts every aspect of life in XR form.. While there's no consensus on XR's end user interface, there's a lot of talk about how it will interact with XR in the future. In virtual reality situations, user interactions give the user insight and experience, while in augmented reality situations, users can interact with reality in any defined situation without letting go. Gesture manipulation, eye tracking and immersive sound fields, which are currently being explored, have their own advantages, but no one type can meet all requirements, the main challenges are models that will switch seamlessly between scenes, how to make different formats converge, etc. . is created The user is free to decide whether to modify it or not. Neural sensing and brain-computer interaction could be the ultimate solution for XR scenarios. The technology remains immature, but what is happening today proves that the future is reaching reality.

the future has come

The vision is promising, but the XR's improvement in authenticity has also had its ups and downs. Throughout the development of the XR, it can be divided into four stages: the technology improvement period, the potential frenzy period, the low and trough period, and the recovery period.

technological development period

The concept of virtual reality was born in the last century. During the 1920s and the first decade of the 21st century, all sectors of society continued to experiment with virtual reality technology and other applications, but high-tech products were not born because technology was born. is not yet mature. The launch of the Oculus Rift in 2012 gave the public the first taste of virtual reality, and the launch of Google Glass the same year also sparked a wave in the AR space. These two iconic events take the industry to the next level of improvement.

Peev's frenzy

In 2014, when Facebook acquired Oculus for $3 billion, there was a lot of controversy in the market and it received a lot of attention from business and community capital. As a new form of consumer electronic entertainment terminal, the XR craze is fast approaching. According to IDC data, global XR shipments in 2016 were 9.04 million units, up 383% year-on-year, while China's VR industry shipped 204,000 units in 2016, up 367.9% month-on-month. Global gold investment has rapidly gained momentum in the XR market, in 2015 there were 152 XR financial events globally and 64 XR financial events occurred in mainland China.

côte

In early 2017, the industry saw signs of capital overheating, and from 2016 to 2017 alone, more than 3,000 enterprise groups were formed in China each year, and the number of virtual reality-related applications increased. tenfold. However, the technology and ecology of the time could not support the rapid growth of the market. Due to factors such as hardware, software and network environment, XR terminal equipment on the market does not keep up with wear and user experience and sales dissatisfaction. . As eyewear sales fell from 450,000 units to 260,000 units, the XR market entered a slump.

period of industrial re-gestation

In the next two years, more and more XR players are entering the market, and the impactful companies have been working hard on hardware upgrades and content upgrades, which is definitely not enough, and the industry is seeing signs of recovery. Since 2019, the deployment of 5G high-speed networks has reduced vertigo by slowing down, and hardware devices have introduced Fresnel lenses, high-speed LCDs and VR chips only to improve performance and adjust clarity tools. The many users help to further improve the market for XR products. Following this, since the beginning of 2020, the rapid and continuous spread of new diseases has caused consumers to delay staying at home, increasingly wanting to have fun in a remote office. 2021 will also help the XR industry emerge, which will accelerate growth over the next five years.

元宇宙的未来在哪里?

Moreover, the industry generally expects Apple to launch AR glasses for hardware devices around 2023, which could also crack the end-consumer market C in the era of XR and smartphones in the era of mobile Internet.

Compared to the growth of smartphones, reaching the inflection point of rapid growth

If you consider the development history of XR and smartphones, there are many similarities between the two. In 2007, Apple launched the first generation iPhone, which combines smartphone design, and the industry has gone through a period of innovation. At an inflection point, smartphone shipments experienced a burst of growth, with the head slowly appearing, eventually creating the "Apple Huami OV" model. We are also looking for new material.

As hardware devices continue to evolve, the development of the XR is similar to the impact that smartphones entered a period of rapid development. While hardware products with recommendations have been released, the market is poised for rapid growth. It looks at three dimensions: operating system, device hardware, and type of interaction.

元宇宙的未来在哪里?

In terms of operating systems, there are many systems vying for supremacy in the early smartphone OS market. For the moment, IOS and Android have not yet developed a monopoly on the market, while Symbian, Microsoft WM, Nokia Meego and BlackBerry BB OS are competing for market share. The Symbian system, developed by leading mobile phone maker Nokia, also accounted for 63.5% of the global smartphone operating system market share in 2007. Samsung's smartphone series is growing in popularity, up to grab business. Apple, which will become the queen of next-generation phones, launched its own IOS in 2007 and expanded its business as the first generation iPhone. Meanwhile, in the XR market, the root system still dominates and the rest of the market share is occupied by several proprietary platforms such as Microsoft's WMR and Sony's PS. It is not yet known which is the root operating system platform.

Hardware, the first smartphones, the first smartphones, also meets the language of the business. First, harder screens, large screens, there is a tournament of electricity and more electronically (800 * 400), non-limiting data, not Working, starting work on the chip does not apply for smaller items and inches lower. On the support of the support, the first 3G has less minimum in China. The number of communications communication begins in parking and terminal is not yet developed, and the information of the 3G network is only using the sound, and use the Internet. Transport is not supported. Best photos. Now, the XR industry is an explosion of levels, but still there is a constant difference in quality. For example, for example, VR content is also available on PC computers, or VR all environmental environments voluntarily encounter this growth. In addition, mobile device storage space, battery technology, media heat is not known but hot failed, prohibited the use of the VR.

At the level of interaction, smartphones are now flooding every aspect of life, but the early ways in which human-computer interaction was also restricted due to hardware, applications, infrastructure and any issues. In its early days, smartphones only used traditional recording functions such as sending and receiving emails, memos, hourly alerts and entertainment, but the personalized version is far from it. subversive. The situation XR faces today is similar. Taking VR as an example, the "6 6" interaction with head-to-head (internal output 6DOF) and holding (6DOF) interaction is also a solution to the problems, but it is still a bit difficult to manage the head-steering . - tip.. The mounted display unit and also the easy touch provide users with an "immersive" experience. In terms of understanding and interaction, many companies have focused on research in high-tech areas such as spatial scanning modeling, spatial localization, full body motion capture, eye tracking, tracking hands, etc.

In installing smartphones, IPhonei out has a crash of rich application and combination of humanity, and other air. First, iPhone 4 offers the front camera and 5 megapixel cameras, and the camera works in the past that is the most important camera Health products. Second, the retinal vegetables with a high score affect large-scale use of iPhone 4. "big screen the number users instead of phone transfer mobile devices. The repository is continuing to continue continuous membrabes of ecosystem on the phone. More Assistance is placed in the computer series terminal communication and rich software contained in the form of application. Mobile phone is universal in communication devices. Tools scene. Information and business information such as GPS, NFC and other safety and clothing and work of the work of the phone hand.

Indeed, the great success of the iPhone 4 proves that smartphones have entered a period of explosive growth. The smartphone rate is over 80%. In the field of XR, Apple launched a very early development in terms of hardware, software, content ecology, etc., and extended the XR ecology into a quality mobile phone ecology. Apple's AR head-mounted display device, which is expected to be released in 2023, is expected to replace the iPhone, and the XR is expected to enter a booming development similar to the then-next generation.

Tech companies have referenced the XR industry one after another and submitted it to the next generation for an interview.

In August 2021, VR (virtual reality) launched Pico announcing that the company had been acquired by ByteDance. In the past, ByteDance has been a long-term R&D investor in VR/AR and has achieved a wide range of achievements in understanding the interactive environment and environment. Meanwhile, the massive acquisition of ByteDance has sparked controversy in the market, revealing its desire to enter the XR arena and also fueling the company's tech output. This move brings the XR industry into the eyes of the public. Apple, Facebook (meta), Microsoft, Google, Huawei, Tencent, ByteDance, etc. are all developing the XR ecosystem one after another and strategically positioning the "next-generation computing platform". In the XR industry ecology setup, different technology technologies have different ways to enter the market from different angles according to their own characteristics and make a difference on the XR ecology map.

Apple: The entire XR ecosystem is made up of phones, and AR hardware could explode into C-end consumer products.

Apple has announced a line of related products in the era of personal computers and smartphones. In addition to XR hardware, the market generally expects Apple's AR glasses hardware to expand around 2023 to support the success of the entire XR industry. In fact, Apple has already implemented the XR ecosystem, gradually introducing AR knowledge and services to consumers based on their phones.

In 2010, Apple introduced a variety of technology applications such as facial recognition, indoor tracking, motion capture, MicroLED display, etc. Since 2015, it has completed the XR field process and acquired various software and hardware. Enterprises with AR and AI technology, and in the future, have gradually begun to acquire enterprise content.

Apple has created a critical technology moat through its own research and acquisition, which is an important guarantee for Apple to enter the XR market. , more than 330 citizens have XR core patents.

Additionally, Apple continues to expand its ecosystem integration in AR, developing new technologies and technologies through hardware and software, creating a closed loop.

Today, Apple has a comprehensive portfolio of its operating system, a company-leading AR Kit software platform, and a hardware and software content ecosystem that includes 1 billion of users worldwide. . AR/VR Consumer Products Market..

元宇宙的未来在哪里?

Facebook: The XR Industry's Leading Broadcaster, Holding the Relationship Throne in the XR Era

Developed by social media, Facebook is the main social media platform on the XR site. XR is a "next generation computing platform", and most of the terms XR stands for "second wave counting" originated from Facebook. After the acquisition of Oculus in 2014, we no longer have the will to supply the entire XR ecosystem in terms of hardware, software, content and applications. Today, Oculus has become a premier VR headset product due to its technological advancements, and it has formed a solid foundation for Facebook's next setup in the XR arena. In addition, Facebook announced the virtual reality social platform "Facebook Horizon" at the OC6 conference in 2019, five years after the acquisition of Oculus, and announced it in 2020, and it is assessed as a important step towards the metaverse. At Horizon, users can create characters, hang out with friends, have fun, and everyone can create their own unique themes, making Facebook the next generation social platform for unleashing great ideas.

Huawei: As a cross-integration of technology, XR is one of the key technologies in Huawei's storage strategy. In terms of hardware, it released its first "HUAWEI VR" VR glasses in 2016, and in 2017 also released the Huawei VR2 headset, which supports mobile phones, computers and VR cloud platform 3 terminals. Based on product performance in 2020, HUAWEI VR with 6 levels of independence will be launched. Additionally, HiSilicon announced a high-end XR chip with a high-performance GPU called Rokid Vision that supports 8K HD resolution and AR glasses. In terms of software, Huawei unveiled the general AR engine "Huawei AR Engine" at the 2018 Huawei Developer Conference and launched a new AR content development tool, Reality Studio. With regard to ecological development, a global online and offline conference on 5G AR will be held, and international staff and partners will work together to promote the prosperity and development of 5G AR by the ecology of third-party applications. and lead the development of the industry.

Tencent: In the 2020 issue of "We Watch", we offer the "Full True Internet" built around the Internet reality, and put the effort into an easy platform for product developers, including hardware, software and content. In February 2020, Tencent joined Roblox's 150 million Series G funding, which is "the first stake in Metaverse", and is the sole distributor of Roblox products in China. In April 2021, gaming company Epic, which owns 48.4% of Tencent's capital, received $1 billion in new funding, primarily for Metaverse growth. Partial stake in UK simulation technology maker Ultraleap. From Tencent's stock series, we can see that the era of mobile Internet will pass, and the next generation of the Internet will be a virtual world close to "metaverse".

In addition, Ali and Baidu also develop their affected ecosystems in the XR field to be different. Now Ali's entry into the XR is about the future of shopping. From the 2020 "Buy" campaign announcement for Ali "God's Creation", Magic Leap investment and future VR payments, we can see that Ali has set the number one. Application scenarios for XR. Baidu revamped the Baidu VR browser launched in 2018, renamed it Baidu VR, added a technology advertising platform, VR advertising platform, VR industry solutions, etc., and expanded by an APP application for the ecological cluster of Baidu's VR project.

In addition, many hardware companies are also working hard to design, improve and create content for rapid business development. HTC announced the VIVEPORT VR content store a few years ago, the world's first virtual content to provide subscription services, complete the VR content platform business model, and introduce a variety of content for meet the needs of end users. . continued. The new VIVE business platform, announced by HTC in May 2021, enables enterprises to evolve their VR business model by offering mixed hardware, software and service solutions. As the driving force of the chain industry, Xiaomi has acquired the XR industry as an integral part of the Xiaomi ecology by developing cost-effective VR all-in-one devices combined with the ecology of in-store apps. and AI intelligent system. chain. In the implementation of XR Core chips, Xiaomi, Oppo and Vivo have also invested heavily in R&D and achieved excellent scores in a wide range of smartphones. It shows how 100 ideologies struggle and grow together.

The XR industry ecosystem is getting richer and richer.

Constant innovations in technology contribute to improving material and ecological knowledge.

As a combination of many advanced technologies, the development of XR technology is now limited by the use of advanced technologies. Industry XR includes five technologies: close-up application technology, communication technology knowledge, communication technology, computing technology, numbers, and cloud content created and exported. Each technology type is a combination of multiple technologies, or multiple technologies needed to meet the requirements of different applications, especially users with C-side experience.

元宇宙的未来在哪里?

Five technology outputs of the XR can be seen in clouds, pipeline and ultimate architectures.The "end" generally includes the development of near-field technology and the understanding of interconnected technology. Improving short-circuit equipment and understanding the interaction between terminal equipment can solve the problems of key characteristics such as image imbalance and current equipment sharpness, low visibility and dizziness, and bring a better terminal. . immersive experience.

Short-term equipment advancement is driven by improvements in optical systems and equipment. In terms of optical technology, optical waveguides are considered today as the best optical solutions. Although there are major manufacturing problems at present, many domestic and foreign companies are doing R&D work, and the equipment should be matured in 2-3 years. In terms of displays, Micro LED technology is a powerful imaging technology, which can solve the drawbacks of waveguide illumination, and is now seeking success in production. MicroLED optical waveguides are now considered the best match.

Currently, the main focus of optical technology includes optical systems that allow the visualization of terminal equipment and screens that are constantly improving, new solutions and new costs to reduce energy consumption. Optical waveguides are the most widely used optical devices today. The mirror shows the best performance, but difficult to manufacture in very large size; The current production cost of microLEDs is also very high. In the future, upstream semiconductor manufacturers and downstream equipment manufacturers will further cooperate to improve R&D services and efficiency by utilizing upstream and downstream supply chains.

XR is known as the next generation of computer technology, compared to the current count, the improvement is mainly related to long-term and visual improvements. Motion Capture, Eye Tracking, Hand Tracking Ability to integrate advanced technologies such as tracking and face tracking which are generally reflected in experience and technology.. Improving relationship understanding can also improve "pain" and reduce vertical articulation and collision range. Now, eye tracking and related perks are hot spots for improvement.

The circumstances under which the request was made become rich.

Unlike the situation five years ago when VR was first introduced, XR has now developed a wide range of low-cost applications and continues to enter multiple scenarios. The low-cost applications with the highest XR costs in 2020 will come from 2C customers, which comprise more than half of the consolidation, including VR/AR gaming, film and TV, entertainment, and more. Grade 2B applications are primarily for manufacturing, medical, and retail applications.

There is a lot of room for market thinking on the C side. Facebook is developing the field of XR, and the idea of ​​creating a transparent ecosystem in the virtual world has led to a successful commercial song of using XR for C . - side. Additionally, the high level of understanding, privacy, and self-awareness provided by XR accommodates C-side scenario applications such as gaming, chatting, and video entertainment. Now the concept of "metaverse" has been realized "externally", and many applications have been adopted in the entertainment genre. According to the current market popular games and movies

Extracting personalized content recommendations accordingly, guiding users towards behavioral and payment goals, increasing user retention and communication, and creating popular content to grow transport is now the XR company's main model in the industry and wants to include live. Advertising, shopping, guided tours and other events.

The demand of end users B is to improve the design and performance of their products, pay attention to comprehensive cost reduction, and improve efficiency, advertising efficiency, etc. with XR, and to find personalized solutions. Application scenarios exploded. And it's very different.. As the industry enters, the future growth of the XR industry and the value of existing XR products, XR can improve health, manufacturing and retail marketing includes topics such as distance learning , leadership, management procedures and experience. preserved. It is one of the most important tools in the manufacturing industry and continues to accelerate its adoption in many situations.

According to Capgemini's 2020 Industrial-Grade XR Applications Survey, 40% of 709 industrial users surveyed said their company was involved in work performed by XR. Market performance has improved and 53% of respondents believe market security has improved. Microsoft Hololens data shows that applying HoloLens on the B side improves assembly time by approximately 30%, saves space by 50%, creates 80% uptime, total study time of 85% and a total study time of 90%. Higher costs in service and maintenance operations, 97% savings in data transfer over time, and most Fortune 500 companies have purchased Hololens AR products.

元宇宙的未来在哪里?

元宇宙的未来在哪里?

C-side application: Metaverse "out of the circle", XR drive game fun new model

On March 10, 2021, Roblox was listed as the "first part of the metaverse concept" and Roblox the world's largest social networking platform and multiplayer game creation platform for playing, working in VR. The transformation of the competitive advantage of VR games has been gradual, and players can experience VR games through a variety of terminals such as computer, mobile phone, Xbox and Oculus. Roblox's industry model is to create a metaverse world that connects the world through games, allowing everyone to explore the tens of millions of 3D games created by communities around the world, from developers to submit past experiences and web avatars. It is very important, with XR and the brain-computer interconnection, the seamless integration of the online and offline world, the real world and the simulation world to know in the future, to let the metaverse access our life daily.

Additionally, the number of XR apps in the video entertainment space has grown. In April 2020, American singer Travis Scott hosted a live online concert on the popular hit live game "Fortnite" and used XR technology to perform throughout the show, which was watched by over of 27.7 million people. As a result of this event, the mobile game 'Fortnite' attracted $44 million in April 2020, and the number of configurations increased by 6 million, and it continues its growth from the mobile game ranking 10 in the App Store. 89% compared to the previous month.

Application Side B: The application industry is deep, and the medical industry has a lot of room for reflection.

While XR may have application reliability in terms of B-side application, it depends on whether XR solutions are contextual, commercial, and reconstructive, whether it is possible to resolve the grievance rather than the desired outcome, and whether the store is favorable. Construction technology, although the space is large enough.

In industry, XR has become one of the key technologies for using digital twin as Internet of Things and IoT platforms. Taking the lead of the great PTC software, PTC delivers its product design and PLM advantages in its XR platform and leverages its open-source ecosystem software platform to deliver complete and comprehensive processes. . Solutions based on a digital map. Digital Twins help PTC create real-world-like digital glasses in virtual space. Information from manufacturing, manufacturing, marketing, and other dimensions can be written down and analyzed for use in future production. Depending on the production process, time to market and other important links.

XR is also very profitable in the medical industry. In surgical training, XR technology can allow surgeons to be trained in virtual scenes by teaching, manipulating, accidental feedback and other equipment, performing tasks, surgical and augmentation exercises, and performing real medical procedures, helping doctors diagnose and treat patterns that can be improved. At the same time, it can reduce the cost of conventional training equipment and standards. XR will also play an important role in solving inconsistencies in healthcare, such as telemedicine, improving the diagnosis and treatment of urinary tract infections.

Although it is still difficult for most commercial products to produce stable results, it is an important source of hematopoiesis, which breaks the status quo of old marketers. In the future, as the number of users on the C side will continue to increase and the growth of applications on the B side will increase, the improvement of XR in low-end scripts will be faster.

A good cycle content - material - ecology is created at the start.

Advances in optics and other technologies and technologies make XR hardware terminals more economical. The continued emergence of popular content and apps has led to continued growth in XR hardware shipments and more content and app companies involved in the ecosystem. . There are many signs that the XR ecosystem has entered a virtuous cycle of development.

Popular labels have boosted sales a lot. Content is a long-term part of the consumer market. Good content has always been an important part of being green, and the XR market is no exception. “Half-Life: Alyx” is a VR-only game developed by Valve (video game developer and Steam platform developer) and released in March 2020. Virtual reality, FPS (First-Human Shooter, First-Man Shooter), resolution and other games, good graphics and strong physical interaction make it a deep insight.

'Half-Life: Alyx' is VR-only, and Valve used the idea of ​​selling Valve Index headsets with pre-sales of 'Half-Life' games, which quickly became more popular in VR gear. According to data released by Nielsen for the fourth quarter of 2019, the $999 Valve Index VR device sold in 31 countries by the end of 2019 due to the "Half-Life: Alyx" pre-sale in the fourth quarter of 2019, with annual sales of 14.9%. up to. “One Life: Alyx,” announced to the Bureau on March 24, 2020, received 10,654 positive reviews per day, with more than 95% positive reviews. The number of online VR users on the Steam platform increased significantly in March 2020, mainly with "Half-Life: Alyx". The number of VR users on the platform grew 77 months in March and April to 255,800 and 452,900 respectively. %, its share of the total number of Steam platform users increased to 1.91%, more than the access of all VR game users.

By 2021, the content of multiple platforms will grow, games and applications will develop rapidly within a month, and other hit VR games such as "Resident Evil 4" and "Splinter Cell" will also be released soon . It should support real user growth. Popular apps will not only increase market demand in the short term, but also provide a solid foundation for long-term market growth. More sales have made the XR more accessible to more people, and the realization of its applications has allowed more industry participants to see business improvement opportunities and invest a lot of capital, creating a good ecological cycle.

元宇宙的未来在哪里?

Transport equipment has begun to be completed

After more than a decade of dormancy, XR shipments are set to explode in the near future. IDC data shows that for VR equipment, global VR shipments are expected to grow 72% year-over-year to reach 10,000 units by 2020, for the first time since adding the weak export link of the industry in 2017. Among them, virtual reality shipments in the United States increased 58% year-on-year to 2.84 million units, representing approximately 51% of the global market, leading to a recovery in global virtual reality needs. For AR devices, global AR shipments will be 287,000 units by 2020, with consumer and industrial AR accounting for 25.2% and 74.8% respectively.

This product, representing the release of Facebook Oculus' Quest 2 product, was finally released in October 2020 and achieved sales of 3 million units and over 10,000 units per month in the quarter of its release. Yingwei.com estimates that annual sales of the Oculus Quest 2 will reach 7 million units by 2021, narrowing the gap to the next-generation console PS5. In addition, Apple, Huawei, Sony and other technology companies have announced plans to develop new products, and high-quality content and mature products will continue to fuel the commerce industry.

Facebook founder Zuckerberg estimates that when the number of active users reaches 10 million, the VR market will reach a growth stage in which developers will continue to invest. Regarding this pattern, the XR industry is expected to enter a period of change in 2021, and the industry is expected to enter a period of prosperity and growth.

元宇宙的未来在哪里?

The XR ecology seems perfect.

In the development of the industry, XR has gradually completed the ecosystem of computing platforms, hardware vendors, content application makers, users and others. An important basis for the healthy development of

Platforms include: Apple, Google, Sony and other large companies with niche markets;

Power Supplies: Independent companies and OEMs of chips, sensors and other key components, sensory interfaces, terminal equipment and peripherals.

Product Applications: Part C is mainly for major movie and TV platforms, entertainment and social enterprises, while Part B is mainly for schools, hospitals, advertising companies, etc.

Users: End Users C and Industrial End Users B pay for XR products and application content;

Green partnerships: Typically include mobile phone users providing 5G network products or solutions, cloud service providers, and technology companies providing services. Supports such as AI and IoT.

Following milestones such as technology start-ups, R&D and innovation, access to capital, energy efficiency and new customer development, Business XR has now been developed by a handful of companies, including hardware manufacturers and application developers in the past. . Models of ecological participation are developed by participants in a multi-party coalition, partners working together to create a thriving ecological environment, and environmental parties to work together. There is integration and innovation.

元宇宙的未来在哪里?

It's time to invest in the XR industry.

The capital is heated and the exit channel is targeted.

After the market bottomed in 2018, XR's global finances have improved significantly. According to incomplete statistics, from 2018 to 2020, the combined annual growth of XR global financial consolidation and procurement increased by 31%, trade increased from 14.2 billion yuan in 2018 to 24.4 billion yuan in 2020, and the number of financial mergers and acquisitions. reached 31%. Purchases also increased, from 109 in 2018 to 166 in 2020. Signs of recovery in 2021 are even more pronounced, a measure of global trade and mergers and acquisitions in the first half of the year was 22.9 billion yuan, or a 108% increase over the first. half of 2020.

From the perspective of the industrial zone, capital is invested overseas, bringing the world back. From 2018 to 2020, household finances are still experiencing a slight decline. In 2019, the industry was supported by 100 million yuan in funding from Liangfengtai, Sandbox, Digital Domain and iQiyi Intelligence. In 2020, 21 Only 100 million and Muan. , a decrease of 58% compared to last year. Affected by the global economic downturn, China's financial XR will also see a comeback in 2021. Whether it's iQiyi VR's hundreds of millions of yuan financing or tens of millions of yuan financing by Lipai Optical, Crystal, both show the industry is recovering.

元宇宙的未来在哪里?

From an investment perspective, international investment currently focuses on two interconnected industries: hardware and consumer. On the hardware side, capital focuses on AR glasses and optics, while applications focus on education and training, medical. Health and problem solving.

元宇宙的未来在哪里?

Funding and integration of VR / AR hardware and purchases in 2020 are mainly based on AR glasses and optics.

AR glasses are considered the next generation of industrial target, but at this point there is no real high-end equipment, and the investment is still in this direction.

Optics also attracted the capital to focus on AR glasses to become a consumer device.

By 2020, finance and integration and acquisitions in the VR/AR application will focus on education and training, processing and solutions.

AR/VR education and training is currently the most important B-side landing site.

In medicine and healthcare, augmented reality/virtual reality can help clinicians improve triage therapy and help patients recover.

Scope has come to the fore: When it comes to the XR 2020 Global Financial Cycle, in addition to capital-driven investments such as Seed Rounds and A-Rounds,Good investments, joint ventures and acquisitions are the main types of business ventures in the investment industry.. Of the 220 financial events that occurred in 2020, positive investment was 54 and M&A was 38, representing 41.8% of the total financial situation. Taking Google as an example, Google has made several joint ventures and acquisitions (M&As) in the XR space, including the acquisition of North Canadian AR glasses for $180 million by 2020, and a 5% investment in 2019. Hello TeamSolar develops output augmented reality technology and 13% stake in micro LED maker Glo by investing $15 million end of June 2017. Systems across the industry chain. In a business environment where business chains are gaining ground and big companies are operating one after another, startups need to get more investment or M&A opportunities from big companies. Additionally, the completion of Roblox in 2021 provides classic examples of the industry's exit from XR investing.

元宇宙的未来在哪里?

Investments have been made for the entire business chain of hardware, software, content and applications.

Industry XR includes four main industry links: hardware, software, content and applications, each of which includes several links. There are multiple connections throughout the chain, and each link is intertwined with each other. For the overall growth and prosperity of the XR industry, a harmonious growth of various interconnected industries and ecosystems is necessary.

Through the investment of the viewpoint, the rise of the business ecosystem has provided more opportunities for industrial chains to thrive. In addition to the investment that mainly affects low-end hardware and applications such as head-mounted display mirrors, various hardware, software, content and ecology industries, there are many ways to invest in a good layout and a good space.

Use, for example, the key components of your hardware, including optics, displays, processors, storage, cameras, batteries, etc. If we break down the cost model of the Oculus VR headset, we see that the optical and display components, which account for about 40% of the hardware cost, are the main components. The chip is also an important component, with processes and savings accounting for 30% and 15% of the cost respectively. Qualcomm has a larger share in this space, but it is battling for big foreign giant Apple, Google, Microsoft and Facebook. , Sony, etc are all kinds of home-made chips, and home-based companies including Huawei have also invested in chip production.

On the software side, operating and development engines are also important layout details, and their ability to help create an efficient developer ecosystem is a profitable business experience. Improved content creation and content creation efficiency The green ability to create active content is also central to the business layout.

元宇宙的未来在哪里?

元宇宙的未来在哪里?

Global investment in technology essentially makes up for the shortfall.

Investing in XR has been seen around the world, helping businesses thrive while building on China's own strengths, learning from others' strengths, and reaping the benefits of investment. .

Although China is a world leader in the use of technology, there is still a gap between China and the best in the world in future research, especially in key technologies such as understanding discussion, mathematics and the design and distribution of concepts.

With regard to the use of technology and the understanding and interaction of technology, foreign companies such as Google, Facebook, Apple and other technologies have begun to prepare in advance personal research, merger and acquisitions and alternative approaches. the difference.

In terms of content creation and distribution in the cloud, the impact of national brands such as Insta 360 in the area of ​​the three levels of independence, which are low production of interactive and linguistic content, increases in a day, when the 6 degree of independence is strong. also. The field of producing interactive content with a high degree of independence is also found in domestic and foreign markets.

In the use of technology in the short term, all the differences between the domestic first class and the foreign first class have been reduced due to the strength of internal manufacturers such as BOE, but some The future use of technology does not is not yet available.

元宇宙的未来在哪里?

元宇宙的未来在哪里?

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