"Video Tour" will become a new direction for the future development of VR content?

On August 19, 2016, the Chongqing VR/AR industry theme event co-organized by the Chongqing Internet + Club and Tencent Dayu Network was held as scheduled at 14pm on the same day. Event invitations include VR/AR industry-related teams such as Storm Technology VR Chongqing team, Hualong VR/AR team, Sichuan Academy of Fine Arts, and media, investors, and industrial companies interested in VR/AR.

During the event, Yang Yang, Head of Technical Technology at Microcosm, Shen Li, CEO of Guanghui City, Zhou Wang, VR Operations Director of Dreamer, and Tao Qi, Founder of Virtual Reality Co., Ltd. made use of VR/AR technology and the status and future of VR industry. Specific elaboration.

It is understood that major VR brands will release consumer products in 2016, and the content production field is rapidly following up. Related technologies can be widely used in games, entertainment, medical care, industry, aerospace, defense, education, and many others. In these fields, more and more developers are committed to the development of hardware and software in virtual reality technology. In Chongqing, as a center of innovation and entrepreneurship in the western part of China, outstanding talents and teams in the VR/AR industry have emerged in recent years. It is understood that this event will combine several local VR/AR technologies and content teams in Beijing and Chongqing to discuss VR/AR industry development opportunities and strive to raise the level of domestic VR/AR industry innovation and cooperation to a new level. .

During the event, Zhou Wang, the chief operating officer of the dream VR project department of Beijing Jiahe Film and Television Culture Media Co., Ltd., shared a speech entitled “Present and Future of VR Content Production”. Zhou Wang preached, "In the future, pure panorama or VR video will become less and less attractive to viewers. The trend of VR movies may be that the viewers themselves dominate the plot, and simple interactions based on motion recognition appear, according to The anchor interaction technology choice and decision-making of the story will only make VR movies more interesting." With the advancement of VR technology, the distinction between VR movies and VR games will become more and more blurred. Based on this theory, the Dreamer VR team proposes a new concept of “video game integration”. A VR product that integrates cinematic arts and gaming entertainment. It is not a traditional movie category, nor can it be attributed to a pure game field. The core of the product is to let users avatars enter the movie scene and to personally participate in the experience of the movie bridge. The game leads the overall storyline and combines the unique interactive features of virtual reality technology. Give the user and the player never tried immersive experience. With the help of “Integration of video games”, the integration of video games and games will enable maximum liberation and extension of high-quality IP and creative thinking, which will surely promote the development of pan-entertainment in the entire cultural industry. Zhou Wang also believes that VR content should be interactive and operable, and content is no longer just content, but applications, from content creation to application platform mutual definition, mutual cooperation.

It is reported that at the just-concluded Shanghai CHINAJOY exhibition, the Dreamer VR team brought the first live-action interactive VR video game "Challenge Invaders Awakening" demo work in China, which has attracted the attention of the industry. Its self-sustaining IP-based virtual love-making game "Peach Blossoms" will also immediately meet with users.

During the event, the domestic elite VR/AR technology and content team will share the cutting-edge results of the global VR/AR industry with everyone, discuss the development opportunities of the domestic VR/AR industry, and explore the infinite possibilities of VR+AR+MR. The event promoted the integration and exchange within the domestic VR industry and was intended to help the domestic VR/AR industry develop more actively.

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