Wednesday , May 18 2022

Bright places in VR market: TechCrunch


Virtual reality is one of public relations. Two years ago, the potential of virtual reality had its expectations. Many believe (and still continue to believe) that VR would transform our personal and work life, interacting and communicating the way we are.

Google Trends highlights the search trends related to real-time virtual reality; "notice" is a Google improvement Data collection system at the beginning of 2016

It's easy to understand why this excitement is placed on the head-mounted screen. There is still a limited number of experiences in experience, when you try out some terrific successes in the field, it is difficult to extrapolate a great future, since the availability of virtual reality technology is crucial.

However, there are still many problems. The cost of all the headphones in the art is still at the disposal of the mass market. Most "virtual high-quality" virtual reality experiences still require computers to access desktops. Configuration experience in machine infrastructure users speaks of friction. When going down, the holistic VR experience is not the most popular for beginners. Gartner is effectively referring to "avant-garde of disillusionment".

Gartner's "Machine-Interface Interface for the 2018" cycle of the "Human-Machine Interface" related fields related to various VRs (for example, Mixed Reality, AR, HMD, etc.) "At the forefront of disillusionment"

However, the virtual reality market has launched mass adoption, and there are tangible indicators that point to the turning point.

Towards growth growth

What you do from the virtual reality point of view does not affect your point of view in VR hardware industry. Headphone assemblies (HMDs) can be classified into three different ways:

  • View viewers: phones that turn mobile phones into a VR experience (for example, Google Glass, Samsung Gear VR …)
  • Standalone HMDs – they can independently run devices and content that are not connected to a computer (for example, Oculus Go, Lenovo Mirage Solo, etc.)
  • Tethered HMDs – Devices connected to a desktop computer to run content (for example, HTC Vive, Oculus Pro, etc.).

He has seen the depressing advances of budget budgets in 2018. It is anticipated that the global market will send 8,9M headphones in 2018, from the delivery of 8.3 million euros from 2017 to 2017, according to IDC. On the surface, the numbers do not describe a market at turning point.

However, most of the drop in growth rates are attributed to two factors. First of all, screen-viewers have seen a sharp drop in shipments since device manufacturers have been shipped from their mobile phone. In the second quarter of 2018, viewers on screen 409K sent approximately 1M of the second quarter of 2017. In the second, unlisted VR headphones also declined that manufacturers declined sales growth prices in 2017 as steroid prices.

But with HMD standalone market, there is more hope. Standalone VR headphones increased 417% thanks to Oculus Go and Xiaomi's overall utility My VR. Over time, headsets will be the VR market leader, compared to voice headphones.

The changes associated with VR headphone autofocus are significant. It is a paradigm shift in a painful ecosystem, where the developers are truly a powerful platform that allows powerful users of mobile platforms.

IDC forecasts based on the AR / VR headphone market share factor, 2018-2022

Primary market segment

There are some names that you think about the available products on the VR market: Samsung, Facebook (Oculus), HTC and Playstation. New brand products and new products for brand new brands are opening up to the new segment of the customer segment.

In recent years, the market has had two segments effectively. The first was a "massive market" segment, such as Google Wallet and Samsung Gear, which is typically selling less than $ 100 and consumers with highly-experienced experiences. The second segment was a "pro market" with some notable devices, such as HTC Vive, They demanded the use of intractable computers in a powerful way, but consumers offered compelling and plentiful experiences.

It is possible that this new segment will significantly expand the entire VR market for the new segment. This "premium" in the market market offers alternative products that are more expensive than the mass market, but their potential experiences are much more differentiated (with a much less frictional "proactive market").

Oculus Go, Xiaomi Mi VR and Lenovo There are only the most significant products in this segment. In this segment, they are fast-growing devices that will represent a new wave of products that continue to spread. When this segment starts from the first adoptions, we will become the majority of the adoption VR products curve.

Other products have also been released in 2018, which are included in this category, such as Lenovo Mirage Solo and Xiaomi's Mi VR. Even more, Oculus recently announced that Quest will send a new spring background and will sell it to $ 399 and be a powerful example of a current device. A range of price ranges ranging from $ 200-400 to $ 10 a year, these devices put a segment on consumers that have already paid (think of iPad, game consolers, etc.) and offer separate experiences for self-employed devices.

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