Today's virtual VR gives the author a feeling, just like wearables two years ago. It is also expected to be the next traffic entry, which is also considered to be subversive. The future of VR is a bit embarrassing compared to the reality of skinny.

Today's VR is just a virtual fire, talk about subverting everything, for the fashion early truth

Today's virtual VR is a virtual fire. This is an industry in which capital hormones are poured. It is full of imagination and impulse of capital, and it is still far from its actual use. I don't deny that VR will bring a lot of changes, but I must be vigilant and talk about the topic of "VR subvert everything" today. "VR subverts everything" may be a bit far away.

The essence of VR fiery is the new concept of capital in speculation

Why is the current virtual VR now wearable two years ago?

This has to return to the scene of wearable red two years ago. Two years ago, the concept of wearable devices was a hit. A large number of manufacturers have invested huge amounts of manpower, material resources and financial resources to carry out research and development and think about the future. Various consulting reports have even been discussed until today, and wearable devices will replace smartphones, called the next computing center and traffic portal.

However, wearable devices are well known today. Even Apple, which has changed the world, can only make wearables such disappointing products as Apple Watch.

I have worked with a number of practitioners in the wearable industry through issues related to wearable products and virtual VR. When asked whether the virtual VR affects the wearable concept at the capital level, several entrepreneurs of smart wearables are frank and have a lot of impact. However, they are also not optimistic about the concept of virtual VR, that virtual VR is currently a virtual fire, just like the wearable concept two years ago.

Also seen as the next computing center, also seen as the next traffic portal, also known as the subversion of smartphones, virtual VR seems to be overdone today, too optimistic.

In essence, the reason why today's virtual VR is so hot is that the capital has been overheated in the O2O and intelligent hardware industries in the past two years, and the development of smart phones has encountered bottlenecks. Capital needs to find new concepts to brew, hype, and hate new things, and take the opportunity to complete the impulse to plant and operate.

The concept of science and technology is clustered, capital is active, market volatility is large, and fleeting thoughts are wave after wave. As a former senior reporter said, the mobile phone industry has slowed down, and many industrial resources are unsustainable. If there is such an export, it will form a disguised dyke in the shortest time, and a wave of dumping will be carried out. Parts are sold. It can be asserted that the e-commerce VR situation at this stage will not have any good effect, and it is only the price of the stock. VR and the like are just a supplement to the service. If the hype is overdone, the gap will be great.

VR helmets don't take yourself as an electronic product

Last Friday, in the titanium media "Titanium White" open class (see the titanium media previously reported "about the five core issues of VR, look at the investors, practitioners how to say", "Titanium confession" past dry goods Look here), some people have asked, the human visual system is the result of billions of years of evolution, with helmets and glasses to watch, will it affect the physiology? Or, occasionally look at it. But will it be a serious consequence if the belt is worn for a few hours a day?

At that time, the sharing guests did not answer this question positively, but this question has actually been questioned a lot. From a point of view, the world is still physical, it still has to respect human intuition and more independent choices. It is unrealistic to let people wear virtual reality helmets for eight hours a day and live in the virtual reality world.

Therefore, the senior reporter mentioned in the previous article said that you should think that wearing a big helmet can change the world is very funny. This is as arrogant as Google Glass, and it will definitely become a non-negative, tasteless product. VR, you should never regard it as an electronic product. Regardless of the future integration of the helmet, if it is still physical, a pair of eyes is the biggest obstacle.

In fact, I have experienced VR games at the T-Edge Summit of Titanium Media and Huawei headquarters. Frankly speaking, the feeling of walking with a big helmet is really bad. The picture in front of the picture is stuck, slow, and ambiguous. Even in the next few years, there are breakthroughs in various key points such as refreshing the frame rate and screen resolution, and it is difficult to truly break through the physiological bottleneck of people.

Most people's eyes and brain are highly sensitive to motion. When a screen is attached to the front of the eye, the consciousness of the brain will be blurred. In this case, various sensory organs will have more uncomfortable conditions, plus VR pictures. The high-frequency flickering and high-intensity conversion of the picture in the picture can not be tolerated by the human eye, and may even cause severe dizziness. These are not to say that conventional practices such as increasing resolution can be solved.

If there is no way to make a breakthrough in these issues, virtual VR will be very difficult to replace the smart phone, let people really immerse themselves and enjoy a revolutionary experience.

The application scenario of VR will be the market of to B

Some people in the open class of titanium media "Titanium White" questioned that everyone is too concerned about VR? VR is indeed a small industry, but its content is only suitable for games, sports, sex, and large sports fight scenes. Most human cultural content does not require the stereo effect of VR.

Indeed, VR is valuable, but it is only a supplement. Especially for those who have a field trial to try on or build a scene of goods or services. In life, most of the goods and services that will still be standardized will be judged before you buy.

Therefore, VR is just a supplement to a service.

However, the application scenario of VR will be the market of To B. From the perspective of TO B, VR is infinitely widely used. It is no exaggeration to say that it can meet the needs of several industries. For example, communication, display, training, can be achieved through VR, so its market is very large.

In the words of the guests in the open class of titanium media “Titanium White”, the demand for herbal cultivation, machinery manufacturing, clothing, and energy, the core of the demand, is actually how to give users a better experience, whether it is terminal sales or showroom. Or the experience hall, then from the perspective of experience, VR can bring the content that could not be experienced to the customer's eyes, this is the VR to solve the problem.

The Greenlight VR report draws the blueprint for the VR ecosystem in the next 10 years. It points out that the global VR helmet sales will reach 2 million units by the end of 2016, and the sales volume will increase to 36.9 million units by the end of 2020. However, the VR industry is rapidly developing and the growth rate reaches the critical point. It takes 6 to 8 years.

The author believes that this time may be difficult to evaluate, because the concept of VR is promising, but it may also be fleeting and rapidly decaying into history under the circumstance of capital.

So, today's VR is just a virtual fire. It is too early to talk about subverting everything.

Outdoor Emergency Portable Power Station

The off-grid segment is expected to be the fastest-growing market segment in the portable power station market, by application, during the forecast period.

The portable power station market is segmented by application into emergency power, off-grid power, and automotive. The off-gird power segment is projected to grow at the highest rate during the forecast period. The demand to power modern electronic equipment such as laptops, smartphones, etc., is driving the portable power station market for the off-grid segment. The growth of this segment is also driven by the increase of camping and outdoor recreational activities, and the growing use of smart electronic devices in regions such as North America, Europe, and Asia Pacific.


North America is expected to account for the largest market size during the forecast period.

The market is segmented by region into North America, South America, Europe, Asia Pacific, and Middle East & Africa. Of these, North America is the largest portable power station market in the world, predominantly due to the US, and the trend is expected to be the same during the forecast period. The market in the region is driven by the growing emphasis on camping and outdoor recreational activities, and the increasing use of smart electronic devices, and the subsequent need for connectivity, which requires power.

Portable Battery Station,Portable Battery Pack For Camping,Portable Battery Bank For Laptop,Portable Power For Camping

Shenzhen Zhifu New Energy Co., Ltd. , https://www.sunbeambattery.com