Huawei iLab Releases "2016 VR Big Data Report" The VR era has come

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Huawei iLab Releases 2016 VR Big Data Report The VR era has come from Baidu VR

In 2016, VR entered the hot topic of high-cold-black technology. Huawei iLab released the "2016 Huawei VR Big Data Report 2016" after the 2016 series of VR research reports. Analysis shows that the VR era has come.

iLab Key Findings:

Consumption: Users wake up to meet dawn.

In 2016, as the first year of VR, the rapid spread of VR concept has formed a user base, and the search popularity has increased by 709% compared with the previous year; 75.8% of users have purchased VR to satisfy curiosity; curiosity is the primary driving force for users to buy; mobile Sex and comfort are the maximum expectations for user terminals, and 60.61% of users expect wireless HMD to be preferred. 71.6% of severe VR users use VR more than 15 minutes per day.

Production: The quality of experience is waiting to be broken

Dizziness caused by local MTP in mainstream VR terminals is no longer a bottleneck. Motion-to-Photons Latency localization is already standard; however, low-quality VR content on low-cost VR glasses may still cause dizziness. Discomfort. VR 360 Video accounts for dominance of VR media, accounting for 99.37% of VR content; however, there is still a considerable gap in quality from a good experience. The actual visual effect of 360 Video at 4K resolution is only equal to 240P on TV. Nearly half of users think that the discomfort and the narrative mode of VR new media are the main obstacles to the popularization of VR. The current VR quality cannot bring about sufficient viscosity, and the user's daily use time is still low. VR games are still dominated by local single players, requiring fewer than 20% of online games, and lack of online experience. It is expected that the quality of VR experience will increase significantly in 2017, and the viewing time and number of viewers will increase significantly.

Distribution: Local to Online Networking

The industry judged Internet streaming media, Internet downloads, and cloud rendering as the TOP3 channels for distributing commercial VR services. Among them, 75.35% chose Internet streaming media. The network requirements of VR 360 Video continue to increase with the upgrade of experience. More VR applications have evolved from stand-alone to online with network capabilities.

Scenario: Virtual Floods Bring Digital Floods

VR shopping, VR news has increased traffic consumption by up to 30 times compared to traditional online shopping and news. VR explores Google Earth VR traffic consumption even 70 times that of traditional real-world maps.

Future: VR will be a challenge for the next generation platform

The advancement of media technology will support the upgrade of sensory experience, visual enhancement to monocular 2K resolution/full-view 8K resolution, and auditory audio with stereo, proximity, and direction. The development of interactive technologies will allow VR to evolve from a weak-to-nothing, weak interaction to a strong interaction that breaks the boundaries. VR and AR are integrated with each other, and the virtual world and the real world are merged to complete the revolution of human life. As an infrastructure VR bearer network, it will face low latency and large bandwidth challenges.



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