The VR stage is ready and the video content warm-up match is about to begin?

The VR stage is ready and the video content warm-up match is about to begin?
VR application is not a new term for industry insiders. As early as ten years ago, some people added hot spots to panoramic photos to achieve virtual browsing of scenic spots. However, due to the limitations of platforms and equipment, it has not been widely promoted.
Until three years ago, the emergence of Oculus brought VR back into people's attention after a long period of silence. Subsequently, giants entered the market one after another, and startups continued to emerge, making VR always maintain a high level of popularity among capital and the media. For a time, various devices and platforms emerged, and the explosion of VR content seemed to be on the eve of dawn.
New opportunities for VR content
Any new form of content must be based on matching hardware, and VR is no exception.
Compared with ordinary videos, VR videos require higher computing power of devices. Desktop PCs cannot meet their portability requirements. Combined with actual application scenarios, VR devices also need to have the ability to perceive movements. The emergence of basic hardware such as smartphones and gyroscopes makes all this possible. Compared with VR games, film and television content is more relaxed in terms of interactive movements, so the dizziness problem criticized by all parties is not obvious.
However, for video content provision, a well-formed production solution is also very important. Not long ago, Google launched the VR camera JUMP that can achieve 360-degree panoramic shooting, Nokia released the VR camera OZO with 8 synchronized cameras and 8 microphones, and Baofeng invested in the domestic VR solution manufacturer Upano (Beijing Jitu Technology), which brought new ideas to content production. In addition, the launch of professional aerial photography drones also helped VR real-life shooting.
With the hardware foundation of display devices and production solutions and the channel guarantee of content platforms, it can be said that VR content manufacturers are facing a brand new opportunity.
Challenges behind opportunities
In fact, the business model problem has always been a major problem for the VR industry. Even for traditional videos, this problem has not been well solved in China. This may also be one of the reasons why there are so few VR platforms that produce their own content.
A VR content provider said that before the 2B business is fully mature, it can only rely on the platform to pay. However, since the prospects of various platforms are not clear at present, some providers will choose to cooperate with different platforms using IPs of different projects. On the one hand, this is because we are now in the wild period of VR content, and platforms hope to get exclusive content support; on the other hand, in order to get the best user experience, video content needs to be matched with relevant algorithms of different infrastructures. However, whether it is the early equipment, head display lens or later player, there is no unified solution in this regard. Therefore, for providers, providing the same content to different platforms does not save much cost.
Of course, the status of content in the video field has never changed. As a new way of video presentation, VR needs good stories to open up the market even more than traditional videos.
The bright future of VR video
Today, it was reported that a "roaming" game center named "Zero Latency" was recently opened to the public in Melbourne, Australia. It can be said that this is another new attempt by people to apply VR. Not only games, the future of VR video will not be limited to watching movies.
On some VR platforms that have been launched, in addition to online cinemas, we can also download some panoramic viewing resources of scenic spots. It is also understood that VR content providers are currently producing content such as real-life adventures and live sports events. From this point of view, VR live broadcast of news reports is not impossible. This also requires the audience to have a strong enough psychological quality, especially when facing scenes such as explosions.

With hardware and platforms laying a solid foundation, some VR video production teams with keen sense of smell and strong action have begun to follow up step by step. The breakthrough in content quantity and especially quality will promote the development of the entire VR industry.

As a winner of Toutiao's Qingyun Plan and Baijiahao's Bai+ Plan, the 2019 Baidu Digital Author of the Year, the Baijiahao's Most Popular Author in the Technology Field, the 2019 Sogou Technology and Culture Author, and the 2021 Baijiahao Quarterly Influential Creator, he has won many awards, including the 2013 Sohu Best Industry Media Person, the 2015 China New Media Entrepreneurship Competition Beijing Third Place, the 2015 Guangmang Experience Award, the 2015 China New Media Entrepreneurship Competition Finals Third Place, and the 2018 Baidu Dynamic Annual Powerful Celebrity.

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