Alipay pushes VR Pay: Expected to go online at the end of September

VR payments are getting closer and closer to real life, and it's not just for cool.

At the Taobao Creation Festival held not long ago, VR Shopping Buy+ officially debuted, allowing users to experience the thrill of online shopping in virtual stores. eBay has just announced the joint venture with Australian retailer Myer to build the world's first virtual reality department store. However, after immersive selection, try-on, and order placement, the user still needs to take off the VR helmet and complete the payment on the payment page that jumps to the mobile phone.

On August 7th, according to the first financial reporter's exclusive interest rate from Ant Financial, a VR payment technology VR Pay, which is expected to land at the end of September, can complete the payment in the 3D scene in the application, and form a closed loop. The professionals who developed the technology said that the difficulty lies in the payment of virtual shopping scenarios in a simple interactive form, while ensuring the underlying security of the same level of Alipay mobile phones.

Alipay has positioned this technology as an open platform for future Docking of various third-party apps through a unified SDK interface. However, as a payment technology, its development depends on the richness of virtual application scenarios and the willingness of upstream and downstream software and hardware vendors.

Immersive trading closed loop

After the user places an order in the merchant store that has accessed VR Pay, the VR interface will pop up a 3D Alipay checkout counter. The user logs in through the gaze, nod, gesture, etc. according to the operating characteristics of the VR hardware device worn. Alipay account and enter your password to complete the transaction. This is a technology developed by Alipay for half a year.

At the beginning of this year, Ant Jinfu set up a team of about 7 people, named F Studio, F for future, specializing in the development of virtual reality payment. The background of these 7 people is technology, products, interactions, etc. The lead person is a senior technical expert in the original Alibaba B2B department. Compared with the department that has been known by the outside world to develop biometrics such as face landing, F Studio is a younger and mysterious team.

In the currently publicly displayed VR consumer experience scenario, the user wears a VR helmet or glasses to browse the virtual store, but the payment link after the order is still going back to reality, using the traditional mobile payment method to complete the transaction, which makes the previous immersive The shopping experience is aborted. What VR Pay wants to solve is to complete the payment link in the virtual scene and let the virtual purchase experience connect before and after.

Among them, VR hardware that uses gaze control or nod control to interact does not require additional external devices. In the VR payment link, the user's visual focus looks to somewhere and stays for a few seconds, which means confirmation. The nod control is to use the mobile gyroscope trajectory combined with a special algorithm to identify the nodding action. Gesture control requires the user to give the VR helmet an external handle or gesture sensor.

In an interview with the First Financial News reporter, F Studio said that there are many kinds of VR hardware on the market, and the operation methods are different, but the interaction mode at the abstract level is the same, which ensures the adaptability of VR Pay. The biggest difficulty before the developers is to simplify the operation of the virtual payment interface as much as possible. At present, VR Pay has reached the security of mobile phone Alipay transactions, and VR Pay will be used in conjunction with biometric technology in the future.

Australian retailer Myer, on the other side of the equator, is working with eBay to move its 12,000 items to virtual space for display and sale. Currently, eBay's virtual reality department store app is already available for download on Australia's iOS and Android systems. But payment is still the traditional online payment method in the process.

It is not difficult to judge that the popularity of VR shopping methods in the future will weaken the advantages accumulated by offline stores in the experience. The role positioning of traditional stores and the distribution of online and offline commercial resources will be overwhelmed.

Upstream and downstream helpers and stumbling blocks

VR Pay is expected to be launched as soon as the end of September, as to whether the underlying features will have a front-end entry on the Alipay app, which is under discussion. But as a payment technology, it is only one part of the buying experience. There are too many factors in the upstream and downstream to determine whether this new payment method is leading the future or cool. Virtual trading scenarios, hardware and software vendors, merchant virtual store building, VR vertigo, etc. may all be aroused on the lake where VR payments.

From the inside of Alibaba, VR Pay is working with Buy+, which is trying to get merchants to convert real-life items for sale into virtual items. However, it is still in the experience stage and has not entered the actual sales process. The richness of the virtual commodity library determines the use of VR payments, depending on the attitude of the merchant. In addition to online stores, VR live video, VR games and other online application scenarios also have virtual gifts, recharge, buy cards and other consumption, to achieve in-app VR payment, means to talk with third parties to open, SKD interface. In its infancy, VR Pay focused on virtual shopping scenarios and relied on the most convenient Taobao e-commerce resources.

Alipay internally locates VR Pay in the way of future payment of various third-party apps, just as Alipay does now. Since the start of e-commerce online trading, it has extended to take-away scenes of take-out, catering, business, and travel. However, the extent to which VR payments can be circulated depends on how well these scenes match virtual reality. For example, it is difficult to think about the VR part when taking a taxi or eating.

For hardware docking, VR Pay takes a phased docking process. F Studio told reporters that the various VR "boxes" on the market that are plugged into mobile phones are the first consideration. The user finds the virtual store channel in the mobile phone and then inserts it into the box for virtual shopping. Samsung's Gear VR, Google's Cardboard, and most domestic VR head-mounted devices like Virglass are all targeted by VR Pay.

But HTC Vive, Sony PS VR and Oculus, which are several times more expensive than the above hardware and need to connect to high-end PCs or PS4 consoles, are relatively hard to break into for VR payments. For example, the Sony PS VR, which will be released globally on October 13, is the main game of the game. It provides content by paying for downloading or selling game discs, and has its own relatively closed content ecosystem.

Another problem facing VR shopping is the vertigo that may be caused by wearing for a long time, which is one of the factors that restrict the development of VR games. "From ordinary computer applications to VR computer applications, the speed requirement for graphics processors is basically 7 times higher." Zhang Jianzhong, global vice president of Nvidia and general manager of China, said at the recent ChinaJoy that ordinary game computer rendering At 60 Hz, at 60 frames per second, the game experience will be smooth; but in VR games, 90 Hz is a starting point, and if you don't meet this standard, people will easily feel dizzy.

Compared to games, VR shopping is a more static visual scene, but it can still cause dizziness if you wear the helmet for a long time. Ronnie Abewitz, CEO of American AR company Magic Leap, who made his debut to the Chinese media at the Taobao Creation Festival not long ago, revealed that his ideal goal is to develop a device that allows users to wear it from morning to night, and even in the future. Replace mobile phones as the next generation of interactive tools. It seems that regardless of VR, AR, the wearer's comfort experience still depends on technological innovation to improve.

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