www射-国产免费一级-欧美福利-亚洲成人福利-成人一区在线观看-亚州成人

US EUROPE AFRICA ASIA 中文
Business / Technology

Content building to become market entry point in VR industry

By Liu Zheng (chinadaily.com.cn) Updated: 2016-05-04 15:17

Content building to become market entry point in VR industry

A visitor experiences VR game produced by Grab Games through VR head-mounted display HTC VIVE. Photo provided to chinadaily.com.cn

Countless virtual reality (VR) headsets have appeared in the country overnight, vying for attention, while China's burgeoning market has not yet to mature when it comes to tech bottlenecks, such as resolution, refresh rate and latency of the display, and more importantly, the content.

"Content building, such as developing high-profile films based on video games, will be a proper market entry point for developing the commercialization of VR sector," said Wang Jia, CEO of The Filman (Beijing) Investing Management Ltd Co, a finance service platform backed by NCF Group that initiated venture capital investment in the VR industry.

According to Wang, by rebuilding the film scenes and adding video games elements, VR device will provide an immersive experience for users.

The company recently signed collaboration agreements with American VR producing startup Grab Games during the Beijing International Film Festival, aimed at bridging the tech cooperation between the two sides' VR sectors and promoting VR content with Chinese elements in the rapid growth market.

Anthony Borquez, founder and CEO of Grab Games, said: "We feel there is an incredible opportunity for China's virtual reality market. In addition to the large population of mobile users, technology in China is advancing and VR is poised to be the next 'big thing'".

According to Borquez, regarding distribution of VR content, one of the key channels will be location-based centers, for example theme parks and shopping centers. China will be a key territory to take advantage of this early distribution model.

"In 2016, our goals with Filman will be to identify which VR content created by Grab Games will be best for the China market," said Borquez. "Additionally, we will be looking at China IP that we can adapt our VR technology and collocate on joint development projects."

Currently, the company is working with Filman on bringing their "Knockout" VR boxing games to China with a local recognizable boxing athlete named Zou Shiming.

According to Borquez, game design and mechanics will need to be modified in order for VR content to be consumed on both mobile, PC and Console platforms. In some instances, certain experiences will not translate effectively across all platforms, and it will influence the VR development efforts in the country.

According to a report released by iResearch Consulting Group, 51.1 percent of 2473 users, who participated in a survey conducted by the firm, considered watching videos as their most expecting function of VR, and as of this February, there were 2700 VR videos and 800 VR games developed in China.

"Future explosion of VR movies and VR concerts will make the VR devices step into the first-line of entertainment consumer electronic products," iResearch predicted.

"A plenty of investments and human resources have flowed into the hardware development industry while the insufficiency of high profile VR content are still not meet the demand of users," said Li Jie, senior vice-president of Youku Tudou, a Chinese Netflix-like video-streaming website backed by Alibaba Group Holdings Ltd.

According to the research of the company in recent two years, among the capital that invested in the sector, 52 percent are targeted on hardware R&D, 8 percent are used for advertising and marketing, 10 percent are focused on filming and motion tracking and position sensing technology development, 20 percent are engaged on building platform and portal and only 10 percent are used for VR content building.

Li predicted that the VR content will experience three waves in the coming three years. VR live broadcasting and maximum 15 minutes panoramic view short videos will become popular in game and entertainment industry since 2016. The next will comes from the one-hour documentary and micro-film, and finally, after two and half years' development, the real movie and television series that contributed by VR technology will hit the market.

Li Dai, head of LeVR, Chinese internet firm LeEco's subsidiary company, said: "Currently some of the enterprises are using VR as their marketing or advertising strategy while barely seen innovative ideas or companies that implement the tech in developing high profile content. "

By utilizing VR technology, the company is working on providing live VR broadcast for concert or celebrities and fans meet-ups events to give a chance for audiences to interactive with their idols "face to face".

In addition, LeVR is reportedly to launch a VR version of the upcoming documentary -- Great Wall, directed by Zhang Yimou in the end of this year.

Hot Topics

Editor's Picks
...
主站蜘蛛池模板: 国产成人在线播放视频 | 欧美一级在线全免费 | 国产v精品成人免费视频400条 | 国产美女一级视频 | 久久精品视频在线观看榴莲视频 | a毛片免费看 | 久久五月女厕所一区二区 | 国产成人咱精品视频免费网站 | 黄色香蕉视频 | 亚洲精品一区二区三区中文字幕 | 成人精品视频一区二区三区 | 日韩免费一级毛片欧美一级日韩片 | 国产观看在线 | aaaa级毛片欧美的 | 99久久精品免费看国产免费 | 最新精品亚洲成a人在线观看 | 久久99九九精品免费 | 国产乱码精品一区二区三区四川人 | 亚洲午夜片子大全精品 | 国产成人三级经典中文 | 亚洲福利影视 | 精品色综合| 在线免费精品视频 | 日本免费特黄aa毛片 | 成人精品一区二区久久 | 日本一级特黄在线播放 | 国产成人精品在视频 | 久久精品国产一区 | 成年人免费在线观看网站 | 在线免费观看亚洲 | 午夜国产精品久久久久 | 亚洲第一男人天堂 | 成人午夜天 | 国内精品久久久久久久久蜜桃 | 农村寡妇野外情一级毛片 | 九色国产在线 | 成人三级在线视频 | 成年人毛片 | 狠狠色综合色综合网站久久 | 欧美黄网站免费观看 | 亚洲一区二区天海翼 |