2016 was known as the first year of VR. Today, 2017 is nearing the end. After two years of development, it will be a flash in the pan, and it will continue to grow and develop.
The path taken by VR and AR can be described as ups and downs. At times, capital has flocked, and the bankruptcy and layoffs have been overwhelming. In fact, after experiencing great ups and downs in 2016, the 2017 VR and AR markets gradually returned to rationality, and giants' advantages began to show. HTC and other big companies gradually became industry leaders.
IDC's First VR Device Shipment Report
The game is still focused
HTC, Sony, Samsung, etc. all released their hardware devices based on VR games. Even Apple could not release ARKit. Although AR is widely used, Apple still uses games as a showcase on 2017 WWDC. The game scene is still visible. The main application, the highest degree of acceptance of the public.
The game is still the most widely used application scenario
Application scenario extension
Success in the game field has helped it expand in other directions. The founder of SurgicalTheater, a VR startup company in the medical field, once stated that “Our PrecisionVR platform and nordicBrainEx can complement each other, allowing living imaging capabilities and value data technology to enter neurosurgery clinics. And in the operating room, the immersion vision will become the key to surgical preparation and navigation, and it is also a powerful tool in the field of interaction with patients. In addition, Bentley Motors uses VR technology provided by Nvidia to train assembly line employees.
Optimistic outlook in the medical field
Where do you go from here?
According to Goldman Sachs, the market size of VR and AR will reach 80 billion U.S. dollars by 2025. However, in view of the current actual market conditions, public perception of VR/AR is still more playing games.
The enthusiasm of 2016 promoted the development of technology. When the bottlenecks brought about by the application scene began to become prominent, the industry returned to a seemingly depressed state. However, it is undeniable that the actual needs of VR and AR exist, perhaps the scenario. Perhaps the threshold raised by technology, perhaps capital, is gradually increasing. It has cast off the initial madness. In fact, it is also a good thing for the development of the industry. It is now obvious that VR and AR have returned to a period of calm savings, and there is reason to believe that At some point in the future, VR and AR will return to the public to bring more surprises.
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