Lei feng's network (search for "Lei feng's network", public interest) by the writer Chen lianglong, Sting technology co-founder (app Dragon-plum).
Technical realisation
Any technology are some of the discontented genius or visionary entrepreneurs bring, can be a great product whether it's up to each and every user is attracted to pay for it.
There are many technologies for decades, but has been at best game no one played the awkward, is not found in the same way. The author had reviewed 20 years of smart home (20 years, it's a way to look at the smart home), is a typical representative of the industry.
Realisation of the premise is to form a closed loop of consumption, or more direct experience to form a closed loop, or will only be a minority party.
Take iPod as example, we assume that the jobs at the press conference and other makers such as Walkman announced the birth of a new product, and tells consumers how cool the product is, how many innovative technologies, iPod, could never succeed. IPod before the birth, Walkman, the biggest problem is not the product itself does not look good, but less downloads of the song, the song difficult, that this experience is not closed-loop, also can't set off a market. Turn iPod, download songs and quite easy to manage your songs, and supports up to 1000 songs, which let users have a good experience of closed-loop, access to the user is necessary. X-DORIA iWatch Case
Birth to the term virtual reality for almost 30 years now, whether we're going to analyze the VR technology – experiences closed-loop variable is now? VR experiences closed-loop should have three core conditions: Virtualization content, environments immersed and consumption than (my term for analysis: attraction/cost).
Content virtualization
Virtualization content became the bottleneck of VR, now there are also many users complain about buying equipment, but really attracted too few, leading to VR equipment use frequency is not high.
Virtualization content from digital to reality (XX video is typical) and computers and virtual content (as a typical representative of the game), really good content must be close to reality.
Now two sources are a problem: not enough realistic.
Mainly lack of reality of environmental quality data acquisition equipment, computer-generated and endearingly natural. Therefore all participants engaged in a night race, used the same strategy--rich content and then optimize content. Therefore have reason to believe that the virtual content of the conditions will soon be met, want to be VR, early layouts for content strategy.
Environmental immersion
Environmental immersion, mean that people can really integrate into the virtual world and perception as reality.
Environmental immersion is actually the real bottleneck in the VR broke out. To pass information through the virtual world of computer technology into the body and stimulate the senses have a real response. Simple says is one of vision, hearing, smell, taste and touch.
Can only do now VR Visual and auditory, and little sense of touch. In terms of vision, why 2016 can be VR the first year? Is actually a smart phone development.
Handsets that competition brings high performance, high resolution screen, and makes it cheap to screen. Advances in processor also can deal with high resolution images. Apple used in the iPhone's accelerometer technology, on the role of acting as a touch. Most important is a sense of touch, this needs to be based on the limited space layouts of different virtual scene of touch base. Like when you're in a virtual world while bungee jumping, in reality to create a weightless environment.
Consumption ratio
Than not much introduction, any technology into products, and be accepted by the user, depends on each user's consumption ratio that is attractive to users, and users have to pay the costs of. VR environment dipped this end already consumption is very low, such as the VR helmet, 3 blocks to the tens of thousands of product has, if you look at the article to try and pay may cost 3 bucks, then you most likely will take immediate action.
Cash, is to make the user experience into a closed loop.
VR to be liquidated, they should find a way to meet these three conditions, and form a closed-loop experience, taking note of experience will have a far higher priority than closed-loop size.
VR consumer centre
Zero Latency。 Located in Australia Melbourne VR Gaming Center, 2016 official Facebook showed 578 people to experience, and reviews are out. From the virtual content, chose to focus on the shooting game, their own technical team, and game makers.
Here are key points, shooting games is that they only do this kind of product, so in this area, it is easy to focus on the content, you can do better.
In terms of environmental immersion, not only by Oculus helmet, and developed a backpack-type host, and laser guns. This is actually very important, many companies trying to game it's hard to find a good model because the VR game is not as easy to buy as a 2D game products, advertisements, and users in their own home it's hard to have a complete experience, you need enough space to support.
What they do is transform rented warehouse, such a space can have a variety of scenarios. Prices are not expensive, the price of less than 100 Yuan, likely to be accepted. Done in three areas as a whole, the user experience is closed-loop, and is a very good experience, from the Facebook comments. X-DORIA iWatch frame
That entrepreneurs need to be VR, it is not possible to go to the already competitive equipment sales, I believe that at this stage in VR, the device itself up to how good are unlikely to get a better return, VR, it should form a closed loop experience, select a suitable area to do closed-loop, VR consumer Center.
Games can do, can do the training (virtual training projects such as firemen, soldiers, doctors, manufacturing, early childhood education), no matter which direction you choose, should meet the three conditions, so you are more likely to succeed.
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