Visit Shenzhen VR Industry: About half of VR companies nationwide highlight supply chain advantages in Shenzhen

Shenzhen is a gathering place for smart hardware and VR entrepreneurs are constantly emerging. Recently, the reporter found that Shenzhen Huaqiang North VR mobile phone box is no longer as popular as last year. What is the status quo of the development of the VR industry in Shenzhen? The chairman of the Shenzhen Virtual Reality Industry Association, Tan Yaoguo, said that due to the better experience of the VR-one, the market prospects for this year's all-in-one are relatively good.

Shenzhen has seen an increase in VR companies in the past two years

Shenzhen Xiaozhai Technology was established in September 2014. After three years of development, the team already has 30 employees. Now they mainly make VR mobile phone boxes and one machine. Kotaru Technology co-founder Su Jinlong told reporters that everyone was unfamiliar and fresh about VR last year and will follow this trend and feel what virtual reality is. However, due to the fact that many people wear some VR helmets on the market, the sense of experience has not been achieved, and this year's heat and attention have been reduced. Many people do not want to do well when they are doing VR, but want to make money quickly.

"VR industry technical requirements are relatively high, but also have content, even if the hardware is good, but the content is not good enough, the sense of experience is not good. To do the hardware must have the underlying technology, to do the content of the actual case." Tan Shuguo said, in the past Many people invest in VR because of the impetuous market. In fact, the development of the VR industry is not so fast.

In response to the market situation of the VR industry this year, Li Jing, the general manager of VR&AR division of Shenzhen Kukai Network Technology Co., Ltd., pointed out in an interview that the market was relatively light in the first half of this year and the market had recovered in the second half of the year.

However, it is worth mentioning that in recent years, the number of VR companies in Shenzhen has continued to climb. According to the introduction of Tan Yuguo, according to incomplete statistics, the number of domestic VR companies was only about 100 in 2015, and about 50 VR companies in Shenzhen; in 2016, VR companies grew as much as 2 times, but still less than 300, and the number of Shenzhen enterprises is 150 or so. After half a year's development in 2017, the number of VR companies nationwide has exceeded 1,000, and there are over 500 companies in Shenzhen.

Shenzhen Tanjing Technology founder and CEO Tan Jiefu told reporters that because the current real application scenarios and commercial value of VR are not reflected and did not break through the limits of hardware, it has not made people feel very comfortable. The industrial chain involved in VR is relatively long and complex, and it has to be broken in many aspects. Therefore, many people want to try. This is one of the reasons for the increasing number of VR entrepreneurs.

The supply chain has obvious advantages

In the global scope, especially in the development of basic key technologies such as eye-tracking and motion capture, Shenzhen enterprises have also appeared. For example, Softstone Technology, which manufactures gesture recognition somatosensory devices, and Ophelia, which develops front-end wide-angle cameras with eye tracking capabilities. Technology.

In fact, in addition to some startup companies doing VR, Tencent, Huawei, ZTE Microelectronics and many other well-known Shenzhen companies have also set foot in the VR industry. For example, in November 2016, Shenzhen Zhongxing Microelectronics Technology Co., Ltd. demonstrated two SoC chips for the first time, focusing on AR, VR, and large video applications. In addition, HTC cooperates with Shenzhen University. Qualcomm and Tencent have announced the establishment of a joint innovation center in Shenzhen, which will strive to promote the development of VR all-in-ones and create more VR games and entertainment content.

“Either in the middle and lower reaches of the hardware equipment or in the middle and lower reaches of the content industry chain, Shenzhen enterprises have emerged. This is an advantage of Shenzhen. It shows that Shenzhen has a wide distribution in the field of VR and has a certain industry in the field of virtual reality. Basics.” Tan Yuguo said. Apart from attracting innovative talents from all over the world, Shenzhen also has unique innovation industry support. Shenzhen is the world’s fastest and fastest electronic product cycle. Excellent industrial support and innovation atmosphere, in turn, has attracted more international high-end makers to enter Shenzhen.

Shenzhen VR industry is also facing intellectual property rights

“Shenzhen's radiation and output capabilities in the VR industry chain are leading in the country and even in the world. As VR equipment is in the initial stage of the market, most VR companies have low awareness of the supply chain platform, and Shenzhen has a complete supply chain resource and a large number of IC elements. Device suppliers and OEM resources have effectively reduced the blindness and contingency of VR companies.” However, Tan Yuguo bluntly stated that cottage products have continued to emerge, and the Shenzhen VR industry is also facing a paralysis of intellectual property rights. In the VR content, due to the rise of the VR offline experience store, the issue of copyright infringement of content has also become increasingly rampant. The experience shop's VR application cost is not high. Using the content provided by the content platform, the experience fee is charged by the number of people and the cost is quickly recovered. But this has caused huge damage to developers, which means that the original potential content users are rapidly declining and will have an adverse impact on the development of the entire virtual reality industry.

In Tan Yuguo’s view, although Shenzhen has a good environment for innovation and entrepreneurship, which attracts a large number of high-end talents to venture in Shenzhen, there is no professional talent training system and scientific research system in domestic VR technology. The overall R&D technology of VR is not yet mature. VR professionals and The relative lack of high-end talent. Tan Yuguo said that among the employees in the VR industry, the proportion of sales personnel is high, and there are fewer compound professionals, and there is a large gap in demand. The lack of high-quality talent has become the bottleneck of future development. Talent cultivation and competition will be the normal state of the domestic VR industry. Shenzhen VR products "going out" at the same time, also need VR talent "please come in."

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According to the Shenzhen Virtual Reality Industry Confederation conducted research on more than 200 VR companies in Shenzhen, it found that about 65% of the Shenzhen enterprises engaged in virtual reality technology are engaged in the production and distribution of content and application scenarios, followed by the hardware brands. Manufacturers, about 21%, followed by terminal parts and common technology, accounting for 14%.

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