<tt id="6hsgl"><pre id="6hsgl"><pre id="6hsgl"></pre></pre></tt>
          <nav id="6hsgl"><th id="6hsgl"></th></nav>
          国产免费网站看v片元遮挡,一亚洲一区二区中文字幕,波多野结衣一区二区免费视频,天天色综网,久久综合给合久久狠狠狠,男人的天堂av一二三区,午夜福利看片在线观看,亚洲中文字幕在线无码一区二区
          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: 国内精品视频一区二区三区| 精品伊人久久久香线蕉| 亚洲无码a∨在线视频| 精品国产午夜福利在线观看| 国产成人无码专区| 91系列在线观看| 老熟妇仑乱视频一区二区| 处破痛哭a√18成年片免费| 久久人妻无码一区二区三区av| 精品国产一区二区三区大| 国产av黄色一区二区三区| 丰满少妇被猛烈进出69影院| 无码AV无码免费一区二区| 久久国产成人午夜av影院| 国产精品尤物在线| 亚洲成在人网站av天堂| 久热99热这里只有精品| 岛国岛国免费v片在线观看 | 中文字幕成人精品久久不卡| 日本韩国一区二区精品| 亚洲乱码中文字幕综合234| 欧美裸体xxxx极品| 成人午夜激情在线观看| 国产一区二区三区韩国| 人妻另类 专区 欧美 制服| 天天摸日日添狠狠添婷婷| 亚洲日韩国产精品第一页一区| 亚洲中文字幕五月五月婷| 真实国产老熟女无套中出| 人人妻人人澡人人爽| 欧美黑人激情性久久| 国产一码二码三码区别| 亚洲中文字幕亚洲中文精| 狠狠色狠狠色综合久久蜜芽| 亚洲av永久无码精品天堂久久| 老熟女熟妇一区二区三区| 天天摸夜夜摸夜夜狠狠添| 最新的精品亚洲一区二区| 亚洲欧美日韩成人综合一区 | 色偷偷av一区二区三区| 色综合视频一区二区三区|