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Some people says that if there's any new opportunity to start a new business, that must be VR/AR. However, what is VR/AR? What's the difference between them? How can we distinguish VR/AR technology and common technology in vison imagining? What experience and inspirations have entrepreneurs, investors and medium of this industry undergone? In this salon, we invited VR/AR manufacturers, investors, and relevant technological medium to explain VR/AR, share experience, and provide suggestions and directions for business and investment from a view of technology, products, and industry.

VR, namely Virtual Reality, a technology that use computer to simulate a 3D virtual world for sensory simulation, thus making users to observe things like immersing in the scene without restrictions of time and geographical boundaries.

The VR technology aims at integrating our consciousness, vision, hearing, feeling, smelling, tasting, and even the extrasensory perception to a virtual world.

AR, namely Augmented Reality, means overlaying images of virtual objects that we are observing. This technology was introduced by Paul Milgram in the 80s of last century. It's a new type of human-machine interaction.

Theme: VR/AR reality: technology, products and industry

Date and time: 14:00-16:30, 28th May, 2016

Speakers and guests:   

1. HiScene Information Technology Ltd—CTO Lun Wu

2. Himyhome—Co-starter Ming Xin Chen

3. Guangzi Hudong Technology Ltd—Starter/CEO Yuhang Dang

4. 7tin—Starter Ying Wang

5. Huatai Innovation Investment Ltd—VP Jing Yan

6. Zhongsou Investments—VP Huan Wang



PKU Incubator

Beijing News



Speech 1: Lun Wu: Challenges of enhancing AR technology

There's 5 core technologies in AR, display and tracking technologies are of the most importance. AR, whose technology is not so mature jet, is still in the technology dividend period, thus bringing a good chance to underlying technology companies.

Speech 2: Mingxin Chen: VR, a real scene simulation technology, difficult to realize

The speaker introduced VR in 4 aspects, appraised content production with 4 standards, and evaluated Oculus VR contents production with 3 criterions. Besides, he also explained the difficulties of content production with the example of VR film production.

Speech 3: Ying Wang: How should we rationally react to the VR hit

The expansion of VR industry needs 5 essential elements: technological reserve, market promotion, major company participation, consumption price and commercial value.

Speech 4: Huan Wang: Reflection on VR investment

Development of new things will all undergo strict and severe selection, and the cooling of capital will fasten this process. Currently, domestic VR competition is still in the application level, which is the most realistic and accordant part for Chinese market that can exempt us from worrying overheated investment.

Speech 5: Hangyu Dang: VR contents interaction

VR experience is a hot topic that has been discussed by many people. While making a content, technologists should consider users' expectations, and capture their attention, thereby coordinate users' experience with voice and vision. As integral interaction system and vision system are not mature enough yet, thus experience should go before fabricating story structures at this stage.

Speech 6: Jing Yan: Tendencies of VR industry

2016 marks the beginning of VR. Notwithstanding, hardwires, applications and manipulation systems of VR are in the process of maturity, and industry standards and markets of VR are underway of gradual unification. Meanwhile, for the VR startup companies, the contents and industry applications are the 2 major "gold mines" of the future VR industry.

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