The International Virtual Reality Innovation Conference opens.

The International Virtual Reality Innovation Conference is being held in full swing at the Qingdao International Convention and Exhibition Center. The VR Net Editor has also been invited to the exhibition site to bring you first-hand information.

Virtual Reality Content Application Forum, comprehensive interpretation of VR+ development

The Virtual Reality Content Application Forum is one of the most popular forums of the conference. Qixin Yiwei Sales Director Liu Jing, 51 Grammar CEO Alvin Lee, Epic Games Senior Technical Engineer Wang Hao, Secret Location Vice President Eric Shamlin and others From different perspectives, explore the development of VR+.

17 years is the period of rapid development of content in the VR industry. The application of VR to the industry is slowly extending from games and entertainment experiences to aviation, medical care, and education. The application of VR medical is also becoming more and more widespread, and eye tracking technology is a key content of VR medical. Qi Xin Yi Wei, sales director Liu Jing said that eye tracking technology has been applied to vertigo, schizophrenia, autism, strabismus, amblyopia and other aspects of correction, while in VR medical teaching through eye tracking technology to provide medical education evaluation Real results,

VR education is one of the more familiar applications in VR+. Education itself is an important existence. All education-related technologies are favored by the general public. At the same time, national policies and the environment also contribute to the development of VR education. Based on the current situation, 51 MBA CEO Alvin Lee believes that the essence of education is to communicate information (knowledge) through interaction (human, teacher, and man-machine). The point of traditional education and VR new technology is that VR can realistically simulate the environment under ideal conditions and guide students to actively explore. More and more developers choose to use VR for education because doing education through VR can enhance learning efficiency, reduce learning costs, and bring a new learning experience.

Jiang Hai, the co-founder/director of Jueji, introduced the VR production requested by TVC. Jiang Hai stated that if the highest level of production of video art is movie, TVC is only second to movie, and TVC has a world-wide production flow. . Whether it is the automobile or other industries, VR can use three forms of production: panoramic real shot, video CGI technology, and interaction.

After talking about VR medical, VR education, and VR cars, the VR movie is not mentioned. The founder of Sandman Studio Lou Yanyi, Vice President of Secret Location Eric Shamlin, and deputy general manager of Shanghai Hema Culture & Technology Co., Ltd. & CTO Lu China discussed the VR film and television production related market.

Sandyman Studio founder Yanyan Yan said that VR is not designed specifically for narrative, it should add more characters or factors to present a better experience, and does not need to be exactly the same as reality. For the current VR film and television development, deputy general manager of the Shanghai Hema Culture & Technology Co., Ltd. & CTO Lu Hua said that VR film and television does not have movie theaters and iQIYI, Tencent and other online broadcast channels, can be put through and quickly gain. At present, the profitability environment of VR film and television is not very healthy. Developers' works are hard to do. For the development of VR theaters in the United States, Eric Shamlin, vice president of Secret Location, believes that VR theaters are not particularly popular in the United States, but allowing viewers to experience narrative in such a way is also very challenging for VR.

Wang Jing, senior technical engineer of Epic Games, introduced the issues related to AR content production. Wang Xi stated that it is an important part of the AR for special cameras, locating planes, and lighting environment information. For the lighting environment information, whether it is ARCore or ARKit, there will be an estimate of the light, which can use 3D rendering scenes and content to better match the lighting conditions of the background. Like AR and VR, the requirement for the number of frames is high, and the low number of frames immediately becomes unrealistic. In most cases, content can be optimized by rendering, but there are some real lighting that blends in with the environment and it is very difficult to keep the number of frames.

Whether it is VR or AR, it includes all games and movie products. As long as it is maintained, it can produce interactions. The interactions in the virtual world are all models. Yan Meizi, chief technical arts/community manager for ALLEGORITHMIC Asia Pacific, said that Substance is making its textures for these models. For improving the quality of fine arts, drawing lessons from some AAA game production experiences and related software is a good solution. Regarding Substance PBR real-time rendering and software, Yan Meizi said that real-time rendering is still part of the pre-rendering, so there will be a difference.

Abelab Product/Interaction Design Maria Beltran made a speech on “VR narrative and interaction” Maria Beltran said that if you want to achieve interactivity, as a developer you have to know how to code, and increase efficiency through a simplistic process. By using some tools to cover almost all the pipelines.

Regarding how to interact with the virtual world, Maria Beltran thinks that every system is based on objects. Objects in each scene can become interactive objects. This interactive positive area, such as 2D or 3D, can understand different areas. Use different actions.

VR games have always been one of the most widely used industries for VR applications. Wu Yaguang, CEO of Smelly River Studio, explained issues related to VR game production in combination with Code51 development practices. From the game's mobile, VR dizziness, VR connection, VR performance, VR game clarity. With respect to VR dizziness, Wu Yaguang suggested that the dazzling sensation can be reduced by the following means: the parallax control UI should be arranged in a reasonable position, hide the game acceleration, avoid expression acceleration, and provide a fixed reference for the cockpit, giving the player a sense of security in VR vertigo.

87870VR media editor Wang Lei, Illusion Ranger game producer/product manager Zhang Chuanrui, Shanghai Xingwei chess founder & CEO Hui Xiumo, Funomena Aaron Grommesh, Another World VR co-founder & CEO Ioulia Isserlis shared the story about VR indie games. At the beginning of the forum, distinguished guests discussed the differences in game design concepts between China and Europe and the United States and how to treat the issues between gaming and commercialization. Loulia Lsserlis said that VR will become a leading industry, and that one or two years later will see the prosperity of VR.

Gather global developer community to explore global developer ecosystem

At 10:00 pm on November 10th, the Global Virtual Reality Developers Forum began. Microsoft Senior Business Development Manager Yang Haoyi has delivered a speech on “Windows Mixed Reality”. Yang Jiong believes that mixed reality is a new environment in which physical and digital objects coexist and can interact with each other in real terms by merging the physical and digital worlds. At the same time, Mr. Yang Haojin introduced the Windows mixed reality support multiple input methods: gaze, gestures, gamepad, mouse and keyboard, language, and current Microsoft related MR products.

Next, CloudGate Chairman Mike Fischer gave a detailed analysis of the global distribution of VR games. Mike Fischer is a veteran game player who has been in the industry for more than 25 years. He has worked for many famous companies such as Digital Video, Amazon, Microsoft, and Head of US Marketing for Xbox. Mike Fisher expresses high-quality content and the market will naturally grow at a rapid rate. At the same time, properly setting the game to control fast or simple repetition can attract the player's attention. Mike Fischer believes that innovation in content production is important. At present, VR has many similar games and it should be avoided to make it unique.

Eric Shamlin, vice president of Secret Location, talks about his attempts in technology and content. In terms of platform construction, Eric Shamlin thinks the content of the platform is very important. Every day there is a huge amount of content, so how to discover the content of interest is also an important issue for platform construction. When it comes to producing content, many times need to pay attention to the issues of the market and technology, especially in the process of game development, in addition to thinking about marketing strategies, but also understand the level of their budget, through careful preparation Think about how to reduce costs in producing content.

There are many media reports that VR is "dead," and SVVR founder Karl Krantz said that VR is actually growing steadily. VR is actually in a transitional stage, there was no market before, but now there is a real market. So in the end VR is not "dead" SVVR founder Karl Krantz thinks this is a good thing for all, because the competition is not so intense, we have time to be able to catch up with other companies in terms of technology. Today's best VR is actually able to attract consumers, but it is not enough, so we need to give the market a little time to gradually increase.

The forum final VRCORE founder & CEO Liu Pinshan, VRBLN Carl White, VRScout Jesse Damiani, MoguraVR Kubota instantly conducted a roundtable forum on “Global VR Developer Status”. The forum discussed the development of VR in China, the United States, and Japan, the different financing methods of various state-based start-up companies, and the current issues that Chinese, American, and Japanese developers need to improve.

Focus on VR Technology, Virtual Reality Key Technology Trend Forum

The Forum discussed the key technology trends in virtual reality from near-eye reality, perceptual interaction, rendering processing, network transmission, and content production.

At 8:30 am, the forum started Mr. Qu Xiaojie, Director of the Consumer Electronics Division of the Department of Electronic Information of the Ministry of Industry and Information Technology. The key technology aspects of virtual reality should focus on integration and innovation, strengthen cross-domain technical reserves, and increase network transmission. The industrialization of rendering processing, content production and other fields, raising the level of VR, focusing on VR requirements such as volume quality, and focusing on the development of light effects for human eyes and binocular vision.

Bao Yidong, senior engineer at iLab Lab, Huawei Technologies Co., Ltd., proposed two key issues related to VR and networking: VR motion sickness and realism of the picture. For the ultimate Cloud VR experience, building a time-delay network requires firstly large bandwidth, extremely delayed network transmission equipment and extremely low network transmission design, and secondly, a fast and controllable new transmission protocol. Experience, transmission protocols, and network construction are all considered together to build a network.

Zhang Guojun, general manager of BOE Technology Group's innovation business unit thinks that from the perspective of the entire VR and AR applications, AR is more of a commercial market-specific market segment, and VR may be more of an ordinary consumer. Zhang Guoxuan expressed that through professional consulting agencies, it is predicted that around 2020, VR will go from the total market size to about 60 million, and AR will be about 20 million. From the perspective of the entire market size, AR's application scenario will surpass VR in 2020.

Sun Wenbo, CEO of Beijing Lanting Digital Technology Co., Ltd., mentioned in his speech that the display, the transmission of the network, and the collection of the head-end content are the key issues encountered by VR, especially the video aspect. VR video does not have some mature production tools that can be applied like VR game experience, which makes VR video encounter many bottlenecks in the development process.

Mei Yingguang, a senior developer and technical consultant with Microsoft (China) Co., Ltd., expressed his opinion on the "Microsoft Mixed Reality Platform Development" and stated that regardless of HOLOLens or immersive head-mounted device applications, any application for VR-like technology is for MR applications. It's completely practical. Both are 3D programs.

Shen Jie, Chief Operating Officer of Agilent Technologies, Inc., explained the issues relating to “Somatosensory Interaction Technology and Industrial Analysis”. Shen Hao said that real-time VR presentation, docking in the digital scene, adding some virtual attributes, objects, characters and the real world and virtual world can interact to meet these three points, is a real AR.

Yingwei Wang founder Liu Weihua explained the recent development of the virtual reality industry and analyzed and predicted the current market structure. Based on two important updates of HTC: the large space and the new motion controller, Mr. Liu Weihua said that HTC will launch the second generation on the basis of two updates. For developers, Liu Weihua suggested that developers should do the best based on mobile VR platform, including all-in-one platform content, rather than doing PC-side high-end head display.

At the end of the forum, Chen Min, deputy director of the ICT Manufacturing Research Department of the Institute of Information and Communications, China Information and Communications Research Institute, made a statement. Chen Hao said that the rendering process has two major trends. One is open source and the other is interception. Open source is optimized design. The interception is mainly optimized by some algorithms. At the same time, Chen Hao believes that in addition to the near-eye display and perceived interactions, from the perspective of industrial development, it is expected that perceptual interaction and content production will develop before 2020, and that with the launch of 5G after 2020, network transmission will be the next wave of industries. The tide.