<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: 亚洲制服丝袜系列AV无码| 亚洲AV毛片无码成人区httP| av亚洲一区二区在线| 国产精品午夜福利资源| 久久婷婷五月综合鬼色| 国内不卡一区二区三区| 无码中文字幕乱在线观看| 坐盗市亚洲综合一二三区| 一级片免费网站| 天美传媒xxxxhd videos3| 国产一区二区三区导航| 国产成a人亚洲精v品无码| 成人午夜福利精品一区二区| 国产欧美精品一区aⅴ影院| 国产精品久久久久久福利69堂| 久久久久无码精品国产AV| 国产人妻无码一区二区三区免费 | 欧美色欧美亚洲高清在线视频 | 亚洲国产成人久久综合三区| 女人高潮抽搐喷液30分钟视频| 羞羞影院午夜男女爽爽免费视频| 久久精品无码专区免费青青| 精品久久人人做爽综合| 欧洲美熟女乱又伦av| 国产成人精品国产成人亚洲| 国产免费久久精品44| 综合激情网一区二区三区| 国产精品XXXX国产喷水| 美女又黄又免费的视频| 老司机久久99久久精品播放免费| 欧美熟妇乱子伦XX视频| 精品无码久久久久成人漫画| 色综合久久久无码中文字幕波多| 亚洲熟妇精品一区二区| 中文字幕乱码一区二区免费| 国产首页一区二区不卡| 日日夜夜噜噜视频| 极品粉嫩小泬无遮挡20p| 最新国产麻豆aⅴ精品无码| 久久精品道一区二区三区| 国产精品免费视频网站|