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The cost of arvr glasses
How much does a VR device cost?

5-6000 yuan.

Alibaba VR team allows experiencers to enter the virtual shopping scene through HTCVive, which can realize 360-degree viewing of goods and interact with shopping guide robots. Although it is full of freshness, the pixel and clarity can't meet the actual needs.

Not to mention the price of HTCVive is as high as 6888 yuan. Simply saying that the bulky shape is not enough for consumers to meet the needs of shopping anytime and anywhere. Alibaba's adoption of VR devices is nothing more than the pursuit of visual immersion, but it is not only VR technology that has this experience, and intelligent 3D can also meet this demand.

"Intelligent 3D is an innovative addition of artificial intelligence and AR technology on the basis of the original naked-eye 3D. The interpretation of users by artificial intelligence and AR is interesting and fun, so ivvi focuses on bringing innovative interactive experience and visual experience to users. "

The innovation of experience brings the feeling beyond a single VR-the intelligent 3D mobile phone ivviK5 released in April not only allows users to observe the model 360 degrees, but also brings excellent immersive experience to consumers. Compared with HTCVive, it is small, portable, versatile and completely cost-effective.

Because most glasses on the market are for consumption, they are suitable for ordinary users to watch movies and play games. Compared with real industrial AR eyes, there is a big performance gap, so there will be a big diving phenomenon.

For most people, in their spare time, they will choose to watch movies or play games with the other half, which will improve the progress of emotional technology and let us see more wonderful things. Igniting enthusiasm in the primitive universe is of great benefit to science and technology lovers. Wearing glasses can shuttle back and forth in the virtual world, and you can also enjoy diving with big screen projection anytime and anywhere, so it is getting closer and closer to ordinary people.

The hyperuniverse is one step closer to ordinary people.

Hyperuniverse is a combination of virtual and real technology. For ordinary people, they can swim in the universe through data connection in their lives. Of course, they also need a certain carrier, whether it is AR glasses or VR headsets. This is a principle. At present, the weight of consumer-grade AR glasses is less than100g, which is similar to ordinary sunglasses. In addition, when the glasses are opened, you can also see the external environment, so you can take them outdoors to watch videos and play games in closed mobile environments such as airplanes and cars. It has brought more convenience to people's lives, but there is still a certain distance for ordinary consumers.

Why did the price of AR glasses plummet?

There is still a certain gap between AR glasses and the universe in a sense. For most ordinary people, when using AR glasses, they will feel that the screen is very clear in front of them. However, in practical sense, it is more about the context of landing diving with screen projection function, which has a certain relationship with the usage scene. The pain point of current consumer-grade AR glasses lies in the contradiction between performance requirements such as high computing power, high power consumption and high-end display and the form of thin and light products. Only by learning to adapt to the market and making market changes in time with the development of science and technology can we better enhance the value of products.

Is the virtual fitting mirror expensive? How much _?

Because the virtual fitting mirror is realized by AR/VR, artificial intelligence, big data and other technologies, the development cost is high, so the virtual fitting mirror is a little more expensive than the ordinary mirror in the fitting shop.

Like buying a magic mirror, it is probably between 1 10,000 and 25,000, but it has high function and value. It can not only intelligently recommend clothes for customers, but also let customers try them on virtually.

How much does it cost to open a VR virtual experience hall?

The price of VR equipment is generally between 300,000-65438+04,000 yuan, including 400,000-500,000 yuan for venue fees and publicity.

1, the rental fee is invested. The VR Experience Hall franchise store needs a good house. The annual demand for 65,438+000 square meters of real estate is about 80,000 in first-tier cities and 60,000 in second-and third-tier cities. The rent in urban areas is basically around 40 thousand, and the rent in large commercial areas is generally more expensive.

2. The equipment cost is 65,438+000 square meters. The VR Experience Hall can be divided into three areas. All the equipment is in accordance with the three levels of A, B and C, and it takes about 25W, 34W and 45W.

3. Design cost and cost planning effect The design cost is generally expensive, and the average price of each province is within the range of 40- 120 yuan/square meter; The construction drawing per square meter is within the range of 40- 120 yuan.

Many decoration companies usually design all the drawings for investors free of charge in order to obtain the project construction right, but it will increase the cost of later decoration. The design of renderings is definitely not as reasonable as that designed by the design team (for example, the layout and functional area, in other respects, the design cost of a 1 000 square house ranges from 60,000 to 200,000.

4. According to the average level, the decoration expenses of provinces and cities in the three regions may be different from 15000.

The budget for investing in VR experience store franchisees needs to be investigated and analyzed according to local market conditions. Of course, there are many factors that affect the joining budget of VR experience stores, such as building area distribution, rent, design style, room type, material price, decoration workers' salary and so on.

Extended data:

The high price of VR experience is also one of the reasons that restrict its expansion. In the domestic market, the price of VR glasses is generally above 3,000 yuan. Of course, this is not a problem that can be solved in a short time. If users want to experience high-end visual enjoyment, they must pay a high price for their higher-end computers.

To popularize virtual reality technology, it is very important to ensure the stability of its content output and rate of return. The production cost and experience of the content involved determine consumers' acceptance of VR devices, and the rate of return of such high-cost content is difficult to predict. Among them, the creation of VR original content undoubtedly increases the difficulty.

Baidu Encyclopedia-Virtual Reality

What are VR, AR and MR?

VR and AR are the two hottest concepts in today's capital market. In addition to VR and AR, there is another concept called MR. VR refers to virtual reality, AR value is augmented reality, and MR value is mixed reality. In essence, whether it is VR, AR or MR, in fact, human vision has surpassed the screen and gradually surpassed the traditional perception, and gained a peak experience.

How will the three "R" s of VR, AR and MR be intertwined?

Whether it is VR, AR or MR, especially MR, it is still immature today, but it is highly expected because its essence is to leave the next generation traffic platform of mobile phones. How VR, ar or MR will develop is still unclear, but what is certain is that the three will be intertwined, cross the river by feeling the stones and gradually change the world.

What are the similarities and differences between VR, AR and MR?

VirtualReality can also be called mental environment technology or artificial environment if it is understood literally by reflection. Virtual reality is a three-dimensional virtual world generated by computer simulation, which provides users with visual, auditory, tactile and other sensory simulations, enabling users to observe things in three-dimensional space in a timely and unrestricted manner, just like personal experience. The representative product is OculusRift.

Augmented reality is also called mixed reality. It applies virtual information to the real world through computer technology, and superimposes the real environment and virtual objects on the same picture or space in real time. Typical products of augmented reality include GoogleProjectTango and Google Glass, and ordinary smartphones can actually run augmented reality images.

Mixed reality, including augmented reality and augmented virtual, refers to a new visual environment created by integrating reality and virtual world. In the new visual environment, physical and digital objects exist and interact in real time. Representative products are HoloLens and MagicLeap.

If we want to say similarities and differences, VR is more of a rendering. It needs to wear VR glasses and other products to see that VR scenes, characters and pictures are fake, and the purpose is to bring you into a fake world. AR is an optical +3D reconstructed image. Many times the naked eye can achieve the effect. Its purpose is to put the fake image into the real scene and let you feel the sense of substitution. Because MR is a picture constructed by mixing VR and AR, MR is relatively more like a combination of the two pictures.

The flood experience of VR products is not good, but it has begun to take shape.

VR can definitely be regarded as a slogan today. Compared with AR and MR, VR is far beyond an order of magnitude in terms of concept hype, capital environment and product quantity.

The reason why VR is more popular than AR and MR is the two pillars of games and entertainment. The implementation cost of VR is also relatively low. As long as you wear VR glasses, people can feel the impact of virtual reality. Moreover, the upstream and downstream industrial chain of virtual reality is relatively complete, and enterprises can probably get the corresponding parts to start production.

And for movies, games and other industries, VR is really easy to achieve. Nowadays, VR movies and VR games are everywhere. Although these games are immature, at least they can be played, and they can still attract some movie and game lovers.

VR is easy to realize, so a large number of manufacturers flock to it, hoping to make breakthroughs and progress in the wave. But frankly, the fiery degree of VR is not directly proportional to its product experience. The difference in VR experience always makes it face logical contradictions, such as VR helmets.

VR hopes to replace smart phones as the next traffic portal, but today's smart phones can be used for more than ten hours every day, precisely because smart phones are portable and visually not a heavy burden, while VR helmets are not. You can't imagine a person staying in a heavy VR helmet for more than ten hours every day, and all work and entertainment are solved on the VR helmet. Moreover, wearing a VR helmet for more than half an hour will cause a series of physiological reactions such as dizziness and nausea, which can only be broken through when the rendering speed and resolution of VR itself are improved in the future.

The real advantage of VR itself lies in the concept. As a traffic platform, when telling the story of VR to investors, the effect is very attractive, because it is not only in the entertainment fields such as games and movies, but also in a series of industries such as medical care, education and tourism. A variety of scenes can be extended. In addition, the implementation cost of VR is not high, the technical level is relatively low, and the requirements for network speed, bandwidth, sensors and computing power are not so strict, which naturally becomes today's slogan.

What is more grounded is that if VR is made into a product, it can already have a certain scale of market, application and game resources. It has a group of fans and will attract some consumers to experience and feel the fun of VR. Become a product to attract passengers. In any case, at present, the actual application and market scale of VR are relatively rough, but at least it has begun to take shape, and it only needs the continuous promotion and polishing of big manufacturers to build a big ecology.

AR has a high threshold, but it can save the country skillfully.

At least before June this year, the popularity of ar was far less than the concept of VR. Although it is often considered as a technology on an equal footing with VR, the product gives people a much more comfortable feeling than VR. However, due to the high requirements on network speed, bandwidth, sensors and computing power, entrepreneurs rarely take the initiative to touch this concept and dare not step into the unknown river AR at will.

Whether the concept of AR has really been heated up is related to Nintendo's game Poké mon GO, which triggered a global craze for catching elves. Interestingly, Apple CEO Cook attached great importance to the success of Poké mon GO, talked about the potential of the AR field in the earnings conference call, and even said that Apple would invest heavily in the AR field.

Originally, in the eyes of many investors and entrepreneurs, the technical threshold of AR is much higher than that of VR. Due to the consideration of cost, complexity and battery life, the screen visual area of each product displaying augmented reality content is very small and the experience is very general. But I didn't expect these two moves to achieve such a good market effect on mobile phones, which triggered a phenomenal frenzy.

Nintendo's Poké mon GO is actually very likable. It doesn't really adopt any new technology, but directly chooses to present the elves in the form of virtual reality on the mobile phone, then awakens the player's childhood through this new bottle of old wine, and finally realizes its success through game setting.

But frankly speaking, Poké mon GO's success is quite accidental. It can't be copied by other companies. This is the result of chemical reaction of old IP under the action of new technology. If you really want to make products and technologies, you still have to come up with real products like Microsoft HoloLens or MagicLeap to solve one practical technical problem after another.

Nintendo's curve of saving the country will not be the mainstream of the market. However, it has caused different thinking about AR technology in the industry and the market. Can we achieve relatively interesting scenes in a more ingenious way in the future? Although these clever practices may not be helpful to the improvement of real technology, at least they can bring a clearer signal to the industry-AR is also the key point to make a breakthrough.

MR will be the future, but it still needs the maturity of industry and technology.

In fact, MR technology and AR are relatively close. Theoretically speaking, the semi-true and semi-false virtual image of MR technology is a better combination scheme, which can superimpose the virtual information that is difficult to experience in the real world into the real world, realize the seamless connection between virtual and reality, and can't distinguish virtual image from real existence. Will be the mainstream in the future.

However, both VR and AR are in an immature stage at present, and MR is naturally still in the mirror. In fact, HoloLens and MagicLeap have also explored in the field of MR technology, so there are not no products at present.

Moreover, at the beginning of this year, a large state-owned construction enterprise in China and foreign agents jointly established a mixed reality technology laboratory, which will realize the practicality of MR technology through HoloLens glasses. At present, MR technology has indeed tried in some vertical subdivision fields, and has shown some practical signs.

In fact, the application of MR in the construction industry has become a recognized scene in the industry, because MR technology allows engineers to "enter" the building model and feel the environment on the spot. In the concrete construction in the future, improving the level of teamwork and work efficiency can save the construction period and project management cost, and finally realize the refined management of the project.

Moreover, the pressure of MR on the human eye will be much more comfortable than the simple VR technology, which is actually a technology that truly conforms to the physiological structure of the human body. What is certain is that MR technology will definitely become the mainstream in the future. AR and VR are actually two forks in the same road today, and they will eventually go to Mr. Wang's road, because a single technology can't cope with complex application scenarios in the future.

In any case, AR, VR and MR still need to be promoted by big companies, because at present, the whole industry still lacks a clear direction and needs big companies to invest and explore together. Participants in the AR, VR and MR industries are not so much competitors as future pathfinders.

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What is the future development prospect of VR major?

The Future of Internet-Hyperuniverse

In March of 20021,Roblox, the world's first hyperuniverse concept stock, was listed on the New York Stock Exchange, which ignited the concept of hyperuniverse. Metauniverse is a collection of virtual time and space, which consists of a series of augmented reality (AR), virtual reality (VR) and Internet. The concept of hyperuniverse originated from NealStephenson 1992+0992 science fiction Avalanche. Metauniverse described in the book is a virtual world born out of the real world, parallel to the real world, interacting with each other and always online. Roblox believes that the hyperuniverse has eight key characteristics: identity, friends, immersion, low delay, diversity, landing everywhere, economic system and civilization.

According to the definition and expectation of the meta-universe in the industry, it is generally believed that the meta-universe will be the future of the Internet, which can subvert the use of the existing Internet just like the mobile Internet changes the PC Internet.

VR/AR technology is the key to the Hyperuniverse.

From the perspective of hardware technology, VR/AR technology is the best interface between reality and virtual world at present, and VR/AR technology will become an important technical component of metauniverse, and related devices can provide immersive or surreal interactive experience for metauniverse players.

The VR/AR industry will continue to benefit.

With the rise of the concept of meta-universe, the rapid development and application of VR/AR technology will push mankind towards meta-universe, and the virtual augmented reality industry ecology is about to enter an explosive period. According to the data of China ICT Institute, the shipment of virtual augmented reality (VR/AR) terminals will be about 6.3 million units in 2020 and 75 million units in 2024, with a compound annual growth rate of 86%. The market scale of virtual augmented reality (VR/AR) industry is about 90 billion yuan in 2020, and will reach 480 billion yuan in 2024, with a compound annual growth rate of 54%.

—— The above data refer to the Analysis Report on Market Demand and Investment Planning of Virtual Reality (VR) Industry in China and the Analysis Report on Development Prospect Forecast and Investment Strategic Planning of Augmented Reality (AR) Industry in China by Forward-looking Industry Research Institute.