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Chris Dixon, a partner at Andreessen Horowitz, helped the company invest in Magic Leap early. He believes that VR will follow the "flywheel effect" (flywheel effect): In order to rotate a stationary flywheel, you must start with a lot of effort. Pushing it around and over again, every turn is very laborious, but every time Efforts in one circle will not be wasted, and after reaching a certain critical point, the gravity and momentum of the flywheel will become part of the driving force.At this time, you will not need to spend any more effort and the flywheel will continue to rotate quickly and keep turning. The beginning is very slow, but it is overwhelming after reaching a certain critical point slowly. Chris Dixon said that once users experience high-end VR, they will want it. By 2020, it will be the era of VR, but in the next five years, there will be a low period after the hype cycle is burst.
When the flywheel starts to rotate slowly, friction will hinder its rotation, but these friction points should be regarded as new opportunities and many innovations will be born. The following are the five pain points of VR, which may contain great opportunities for entrepreneurship:
1, wearing VR head looks very silly
This is an obvious fact. Every person wearing a head looks silly. In fact, this is not human. The failure of Google Glass is largely the reason for this. Do you still remember standing balance car Segway? You can experience their latest models, great. Even so, this kind of balance car has not become mainstream transportation, partly because people feel funny when they ride it. Well, VR/MR has a long way to go in this area until it is accepted by mainstream culture.
2, security
Oculus warned the user to keep sitting. Users can see the real environment in mixed reality and can reduce accidents, but they cannot completely eliminate this risk. There are many other risks that we don’t know yet, and we are known to have dizziness. Bailenson's study found that about one in three people would get dizzy, but what other problems would arise if thousands of hours were used?
3, bad UI user interface
At this moment, VR is like the early PC using the command line input stage. There is no intuitive tool to easily create VR content, and the entire VR space is waiting for an innovative invention like Doug Engelbart's invention of a mouse. Without a user interface that helps anyone easily create content, VR content can only rely on specialized authoring.
Almost all non-movie VR applications currently use computer game engines, including Unity or Unreal, so all current VR applications look more like games. All first-generation VR applications are implemented using 2D tools such as screens, windows, and mice. This spring, Unity and Unreal both released VR demos that allow users to "Make VR in VR." But for the sake of smooth transitions, the VR versions of both engines refer to 2D metaphors (such as menus), which is equivalent to introducing command lines into VR. This still does not take full advantage of VR features to deal with the complexity of VR, not a breakthrough idea.
In fact, VR is not only an authoring tool, but also a consumer tool. For a long time no one believed that ordinary people could shoot their own videos. Now you can use the phone to shoot some scenes of the movie. Therefore, VR also needs to break some creative obstacles.
Looking forward to geniuses, design an elegant user interface for VR authoring. This tool will use simple gestures, voice commands and gaze to manipulate 3D space. You only need to raise your hand, turn your head and talk to complete your creation. Future skilled VR creators work in VR as carpenters or as a person. A unified VR user interface unlocks unprecedented creativity.
4, narrow vision
The current view of mixed reality devices is too narrow, and Meta 2's field of vision is currently the widest, but its coverage is still insufficient. Virtual objects appear directly in front of you, but if you look away, they disappear immediately. This will interrupt the establishment of a sense of presence chain. A closed VR system does not have the above problems. But as soon as you turn, the object disappears with the background.
There is also a second challenge for MR heads-up display: Ideally, the virtual cups you see should have the same light and shade as the real-life coffee table. To do this requires the camera and software to dynamically calculate the room's light in real time. At present, there is no MR product that can do this, and the mismatch of light is also one of the factors that easily breaks the chain of sense of the field. This difference will obviously feel the difference between artificial reality and real objects.
5, battery problem
The benefits of this scenario are obvious when wearing a lightweight head-mounted display without dragging a cable that connects to a computer. Worried about being tripped over the cable, it sometimes broke some immersion. The screen and processor will be smaller and smaller, even small enough to be in contact lenses. However, the battery is the biggest problem. The VR has a large amount of calculations, and it requires a very high level of battery power. This may be a problem that will take a long time to resolve. In the future, if one day, the battery can be compressed to the spectacle frame. Magic Leap is now wired to a battery in your pocket.