The trillion-dollar virtual reality market is difficult to break out. What is the reason?

According to media reports, recently, Storm Mirror and Mido Entertainment have successively laid off employees. The layoffs of the two major VR star companies quickly triggered industry shocks. Many people in the industry believe that the VR industry has been over-expanded. Nowadays, the understanding of the VR industry has become more rational. Under the two sides of policy tightening and capital withdrawal, the VR industry's knockout will be more intense. If VR manufacturers want to gain a foothold, they must strengthen technical research and innovative content products.

Two unfavorable factors pinpoint the virtual reality market

Looking into the future, many research institutions are full of expectations for the market prospects of virtual reality. According to IDC's report, the global AR/VR market size will jump from $5.2 billion in 2016 to $162 billion in 2020. Gartner said that by 2020, 100 million people will go shopping through VR. In addition, Goldman Sachs predicts that by 2025, the global VR industry will form a market size of 182 billion US dollars; it is expected that by 2020, the Chinese market will reach 8.5 billion US dollars, is expected to become the global VR market growth center.

The huge market space in the VR field attracts the competition of various capitals. According to the latest report from investment bank Digi-Capital, nearly $500 million in funds were invested in VR and AR startups in the third quarter of this year, and nearly $2.3 billion in assets have been invested in the past 12 months. Two industries. Among them, China is undoubtedly the hottest investment market for VR. According to statistics, in the first half of 2016, there were 38 investments in the VR sector with an investment scale of 1.54 billion yuan. In addition to Internet giants such as Ali and Tencent, some traditional enterprises have also entered the VR industry across the border, making the VR industry's heat continue to heat up.

However, just as the VR market in the industry ushered in explosive growth, unfavorable news came one after another. In May of this year, some media said that the CSRC suspended the listing of listed companies across the definition, involving Internet finance, games, film and television and VR industries. Although the SFC responded that there was no change in policy, a large number of companies began to re-examine the illusion of investment in the VR sector, and their investment in VR startups became more cautious. In addition, Ali, Shanda and other companies have turned their eyes to overseas, making the domestic VR investment enthusiasm further cooled.

Core technology and quality content missing test industry

The VR industry was in a short-term boom, and it was quickly hit by policy tightening and capital withdrawal. The market space of 100 billion yuan can be realized as expected by the market, and it really needs to be marked with a huge question mark. From the market feedback, consumers' willingness to purchase VR products is not so strong. According to a report released by Ai Media Consulting, consumers are not willing to purchase more than 30%. In addition, the profitability of VR manufacturers is equally worrying. The 11 VR companies listed on the New Third Board had only two profitable companies in the first half of the year, and one was flat.

In detail, the reason why the VR industry is in such a difficult situation, the industry itself is too prosperous, and the lack of "internal strength" is undoubtedly the root cause. The policy and capital shift can only be regarded as the trigger for the VR industry to move toward rationality.

On the one hand, the core technology of the domestic VR industry is lacking, which restricts the commercialization of VR products. At present, the domestic VR industry technology accumulation is relatively weak, and the gap with foreign companies is obvious. This is also a major factor in the transformation of giants such as Ali and Shanda into foreign VR industry. After all, the lack of core technology directly leads to poor user experience, and it is easy to produce dizziness after wearing for a long time. According to relevant reports, 71.3% of Chinese mobile phone netizens will not purchase related virtual reality products, mainly because the price is not equal to the current technology level.

On the other hand, the VR industry has less quality content and is hard to stick to users. Now VR's content mainly includes video, games, industry applications, etc., and most of the content is 2D resources, 3D content is less, and panoramic resources occupy a small proportion. Many users are not willing to pay for the purchase of VR products, because in the minds of consumers, VR products are more like simple assembled hardware, and the software is less attractive. At the same time, due to the wide variety of equipment and technical standards, the VR content version is diverse, and the difficulty of platform adaptation increases, which restricts the rapid propagation speed of high-quality content.

Three tricks to solve the virtual reality development problem

Nowadays, the VR industry has reached a crossroads of development. The opportunities it faces are unprecedented and the challenges are unprecedented. So, how to solve the current problems in the VR industry?

First, the state has increased the intensity of funds to encourage and guide the healthy development of the VR industry. The strategy of manufacturing a strong country has risen to a national strategy. It is imperative to seize the window of VR industry development and promote the transformation and upgrading of China's manufacturing industry. The state should improve the top-level design of the VR industry development, support VR manufacturers to strengthen technical research, and promote the VR industry to form a unified ecosystem.

Secondly, manufacturers should be calm and focus on the development of content applications to create differentiated products. The application prospects of the VR industry are broad, but due to factors such as long return on investment and unclear market prospects, many companies have fears and are reluctant to invest in content development, intentionally or unintentionally falling into the mud of competition hardware. However, in a market where product homogeneity is serious, manufacturers can only take advantage of developing innovative products. In addition, vendors can explore the development of peripheral products, enrich the form and type of content products, and maximize the commercial value of VR content.

Third, attach importance to cultivating VR technical talents and enhance the development momentum of the VR industry. The outbreak of the VR industry is inseparable from talent. At present, the VR industry is in the market cultivation period, and there is a shortage of talents in various fields such as technology and content. For the long-term development of VR, both the government and the manufacturers should pay more attention to the introduction of talents. Only the external talents and the potential of internal digging can be used to build a talent team and fully stimulate the vitality of the talents.

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