Current location - Education and Training Encyclopedia - Graduation thesis - Metacosmic Illustration-What is the market prospect of ——VR Panorama?
Metacosmic Illustration-What is the market prospect of ——VR Panorama?
It is the best journey for civil law majors to enter the meta-universe industry in a way that suits them.

Communication engineering, electronic information engineering, optical information science and technology, computer soft direction, and interactive design related to interactive technology are undoubtedly popular majors in the field of "meta-universe": science and engineering schools have interactive processes and forms that pay more attention to human-computer interaction, and study more interactions with physical products and machines. The interactive design of art design colleges focuses on interface interaction and interface layout, and how to use patterns, words and sounds to prompt users to complete operations in a limited interface space.

In the concept of "meta-universe", artistic talents are more like "generalists" than technical talents. Enriching virtual scenes and characters requires a large number of artists, most of whom are game design professionals and animation professionals. Talents who focus on games and animation companies may flow to more industries related to the meta-universe in the future. Art professionals such as digital media art, interactive design and visual communication design can directly create NFT illustrators, IP designers, meta-visual architects, three-dimensional scenes, character modelers and even meta-visual photographers. No matter the design of interactive pages, they need a certain aesthetic foundation.

Marketing major and art management major are also fragrance majors. They are good at integrating NFT projects and platforms, and even proficient in operation, planning and packaging. After all, no one can tell stories better than them.

Generally speaking, the development of technology is ahead of the law, and obeying the law has become the biggest challenge for NFT. Need to be alert to legal risks with the help of legal professionals. Most of the time, the problems faced by NFT technology and even the wider application of blockchain are not only technical, but cognitive and regulatory.

The generalized voucher economy, non-enjoyment economy, mainly refers to a new economic model based on strangers and temporary transfer of commodity use rights, with the main purpose of obtaining certain remuneration. NFT projects will increasingly rely on economic experts to effectively design new certificates. Therefore, economics majors will be in great demand if they get some talents with professional knowledge of sociology.

I want to study the hyperuniverse in the future. What major should I choose?

After 00, students played NFT, experienced the roller coaster of getting rich and losing money, and decided to enter the industry to earn money back.

Where is the original painting training institution? There are still many original painting training institutions. At present, the original painting training courses on the market recommend:

1, light class: light class is a popular learning platform for sketching in China. The main courses are Japanese illustration, original game painting, antique illustration, cartoons and so on. The special class of devil painting for light classes is popular on the Internet, and the mode of customs clearance promotion and devil supervision is very popular among students, attracting a large number of netizens to challenge their services of "devil training" and "devil supervision"!

2. Touching the station: Touching the station is the most popular painting platform in China. Based on a large number of well-known painters in Touching the Station, there are various well-known painters' courses on touching the station, including online courses such as illustration, animation, comics, original paintings and commercial illustration. A large number of artists have settled in the touch station, and more than 10,000 works are updated every day. It is a platform for painters to take orders and accumulate popularity, and it is also a website for painting lovers to look at pictures, find pictures and learn painting.

3. Painting with Touch: Painting with Touch is an online learning school focusing on CG painting. The main mode of paying monthly and not receiving full payment makes many students shout "conscience", which greatly reduces the learning pressure of students!

4. Yang Ke. Com: Yang Ke. Com is a free illustration learning website, which contains a large number of CG illustration, board painting, Japanese secondary painting, original game painting and other learning courses, mainly to provide a free learning platform for interest-oriented learning.

5. Art Plus: Art Plus Online School is a learning platform from interest art, art test art to professional illustration, with online learning courses of interest art, art test art, hand-drawing and illustration.

Teaching mode The illustration training classes in the market all adopt the large class system (40-60 people/class). Online courses are similar to offline courses. Looking for that kind of small class or one-on-one class, there is no one at present, and dozens of them will definitely cost a lot of money.

However, it is not a simple thing to learn painting well. We should not only lay a good foundation before learning, but also learn innovative thinking design and commercial application elements to make our paintings more innovative and improve commercial value. Therefore, if you want to learn illustration well, it will be better to be a qualified illustrator, especially a small partner who aims at employment, or go to a professional training institution to study.

What is the market prospect of VR panorama? VR technology began to break out, with bright development prospects and tortuous road ahead. VR is the abbreviation of virtual reality technology, and it is an emerging technology that has just developed in recent two years. It can be said that the VR market has a very good prospect.

As a composite technology, it integrates core technologies such as sensors, data visualization, graphics and images, and human-computer interaction, and has been widely used in entertainment, film and television, tourism and other fields. On the other hand, the VR industry is also a new growth point for 5G development. There is indeed a close relationship between 5G and VR/AR. The establishment of 5G standard plays an important role in the further development of VR/AR, and can better support delay-sensitive AR applications. At the same time, the Ministry of Industry and Information Technology has recently issued licenses to China Telecom, China Mobile and China Unicom for the use of low and medium frequency test frequencies in 5G systems, and the time is ripe to accelerate the maturity and development of China's 5G industrial chain. Below, I will analyze it from three aspects:

First of all, from a global perspective,

In the next five years, VR hardware will be a concentrated outbreak period, and the compound annual growth rate of helmet equipment alone will reach 99%. By 2020, the global shipment of virtual reality helmets will reach 25 million units. In recent years, Google, Facebook, Sony and Valve have successively entered this battlefield, and the market competition continues to be fierce. In 20 19, the VR market is expected to exceed the scale of15.9 billion USD. International giants such as Facebook, Sony and HTC already have related products, and giants such as Google and Apple are also conducting research and development, all of which are interested in becoming industry standard setters for hardware+software platforms. By 2020, AR is expected to reach a market scale of $654.38+02 billion, of which the global output value of virtual reality software and hardware will reach $67 billion. By 2020, the market size of VR market including games, hardware, movies and theme parks will be about 30 billion US dollars, of which the market size of VR games will account for nearly 50%, followed by VR hardware and VR video content.

Second, from the domestic point of view.

The sales scale of China VR market is 5.7 billion yuan in 20 16, and will exceed 70 billion yuan in 20 17-2022; From 20 15 to 20 17, there were more than 800 VR enterprises in China. China's new format based on VR+ is entering a high-speed growth period, and some progress has been made in the fields of artificial intelligence, 5G communication, high-end chips and emerging displays. Through collaborative innovation in these fields, virtual reality can promote the cross-border integration of different fields, and then define new standards and technologies, and even split up subversive new products and markets.

Third, from the perspective of industrial nature.

The VR industry should avoid the changes that the industry will bring to society, as predicted by experts and institutions. The industrial chain of VR includes hardware, software platform and content. In 2020 alone, the market of $6543.8+020 billion = cake is enough to tempt major companies. The popularity of smart phones will inevitably make VR hardware enter a period of high-speed popularization in 20 19. Once the industry standard is formed, the VR content industry will explode in an all-round way. A new report from IDC shows that the VR market showed a recovery trend in the third quarter of 20 18. Among them, the sales volume of VR/AR equipment increased by 9.4% year-on-year, and the global shipments of VR head-mounted displays reached 6.5438+0.9 million units in this quarter. The scale of potential VR users in China has reached 286 million, and young men, otaku and otaku, technology experts, online games and e-sports have become the most important labels for heavy VR users. VR live broadcast benefits from the era of social interaction for all, and the business models of four sub-sectors of games, live broadcast, film and television, and industry+application have emerged.

To sum up:

The development of any emerging industry is inseparable from continuous key technological breakthroughs and scientific and technological innovation support, from the strong support of various VR talents, and from the enduring market demand. The possible subversion of virtual reality technology in the future and its influence on human society determine that all countries should seize this market, and the development of VR has become an inevitable trend of the times. There are still many uncertain factors affecting the sustainable development of VR industry. It can be said that the development prospect is bright and the road ahead is very tortuous.

At this week's Google Autumn Product Launch Conference, in addition to the Pixel4 series of mobile phones, there are a series of new hardware products such as PixelBuds2 wireless earplugs, PixelbookGoChromebook computers, GoogleNestMini smart speakers, NestWifi smart router lights, etc. However, it seems that in order to prove the correctness of "the old will not go, the new will not come", Google announced the end of one of its own products while launching a large number of new hardware products.

Google recently said that the Pixel4 series will no longer support the virtual reality platform Daydream, and will no longer sell devices such as DaydreamView in the future. Obviously, although the existing products can still run on the old models and will be maintained in the future, there is no doubt that Google has given up its dream platform. In fact, the failure of dreams has long been an inevitable result, and it may be a more unexpected result that this project can "linger" today.

Of course, we say this not because the name of daydream is unlucky, but because Daydream was already a "zombie" project before that. Google has not updated the DaydreamVR device for more than a year, nor has it made a meaningful update to the system, and there is no new content in the store.

Coincidentally, in the Samsung GalaxyNote 10 series in August this year, the official also announced that it is no longer compatible with GearVR, and no longer provides compatible adapters. GearVR is a VR head display device launched by Facebook Oculus and Samsung. In this regard, JohnCarmack, chief technology officer of Oculus, explained that Facebook invested a lot of energy to restore the market position of GearVR, but finally decided to shift its focus to the VR all-in-one machine.

From today's perspective, the project Daydream, which was born at the I/O conference in 20 16, and the cooperation between Oculus and Samsung since then are obviously the stress reactions of Google, Samsung and Facebook to the VR craze at that time. But unfortunately, all three of them caught up with the late episode, so in the I/O conference for three consecutive years, Dream was marginalized. Besides Android and ai, VR seems to have been forgotten by Chai Ge. GearVR has also been happily replaced by OculusGO.

As for the reasons why Google and Facebook gave up mobile VR, the current mainstream views in the industry are screen, battery and performance reasons. As the cheapest VR product, this kind of VR box that needs a mobile phone to connect to the head display needs the screen of the mobile phone itself to present an immersive experience. The mobile phone screen with the resolution of 1080P is really enough for daily use, but when the line of sight is greatly compressed, it will bring extremely serious graininess when it is enlarged several times.

If the look and feel is generally tolerable, then the rendering of VR screen output will squeeze the performance of the mobile phone and bring high fever in a short time. High fever will reduce the main control frequency and performance of the mobile phone. Coupled with the limited battery capacity of smart phones, both of them also limit the actual use time of such products. Therefore, it is reasonable that such a product with average experience and limited use time is shelved by consumers. Google's idea of educating users to join the VR ecosystem by combining the most popular mobile devices and smartphones can only end in bankruptcy due to objective conditions.

Of course, as many people said when VR was hot, the mission of this mobile phone VR box is to provide consumers with a low threshold as a cheap version of the product. Following this logical extension, in the eyes of some people, the decline of mobile phone VR is only a sign that VR is beginning to mature. Users are no longer satisfied with the simple experience provided by mobile phone VR, but instead need equipment such as VR all-in-one machine with finer picture, larger vision and higher performance.

But are the facts really so optimistic? Of course not. At present, JD.COM, which is famous for selling 3C digital products, is an example. Aside from the mobile phone VR box that has been sentenced to death by Google and Facebook, the VR all-in-one machines of HTC, Pico and even iQiyi add up, and the cumulative evaluation is less than one million, which is basically half of the sales of home game consoles. If the number of domestic console players is small, it is the result of historical reasons and the squeeze of PC and mobile games, but VR, as a brand-new form of entertainment, has almost no competitors in the same niche field. Such sales can only prove that VR is still a niche market at this stage.

In addition to the sluggish consumer market, FacebookCEO Zuckerberg, who is "AllInVR" like HTC, also told the truth. Recently, when accepting a question from foreign media about "When will VR/AR enter the mainstream C-end market from the niche market", it said that it will take more time to reach the level that "people are willing to expect more new products from Facebook". This day may not be in 2020, but I hope not in 2030. Even if the hardware business only has VR Facebook, there is no strong confidence in the popularity of such products.

In essence, the core problem facing VR after virtual fire is the lack of "subversion". When the British Broadcasting Corporation (BBC) dissolved its VR content team, it said that this technology failed to achieve the expected results, and they could not see the future on the smartphone-based VR, so it may take several years to achieve the expected results.

In the case of technological progress, the resolution, refresh rate, field of vision and operability of VR devices have indeed made great progress, but the problem of motion sickness has always left manufacturers helpless. The typical performance of motion sickness is a kind of motion or position illusion caused by spatial positioning obstacle. In the field of VR, the information that VR devices tell the eyes is "You are in a speeding car", but the body is still, so the brain will "come down" because of visual deception, which is why many VR devices will remind players not to experience the time too long.

So to be precise, as long as the core problem of motion sickness is not properly solved, then VR will not become the mainstream of the market. After all, people who want to experience VR are usually for entertainment, not to make things difficult for themselves.

Since VR has not been popularized yet, it is difficult for people to see its advantages due to the lack of input cost and basic equipment. But from the appearance of VR to the present, we can see that its future is immeasurable.

At present, the most promising areas of VR application are film and television, education, tourism and games.

First of all, people can be involved in movies and TV, which is not what ordinary 3D and 4D movies can do. Wearing a pair of glasses in VR movies can bring unparalleled experience to the senses. At present, in education, a series of smart classrooms have been established in primary and secondary schools. Through VR online, students can learn all subjects in an immersive way, which can stimulate students' interest in learning and avoid potential risks in the learning process. The VR experience in tourism allows interested tourists to feel it with their own personal experience instead of blindly listening to propaganda. VR technology can not only meet the browsing needs of tourists who have never been to scenic spots, but also restore and display tourist landscapes that do not exist or will soon cease to exist; Finally, although it has not been widely practiced in the field of games, the recent movie Ready Player One is enough for us to feel its infinite prospect. With VR glasses as the medium, we can personally experience the adventures you imagine in the virtual world, plus some other wearable devices, which can bring the most authentic experience to the senses.

The future of VR in various industries will be immeasurable.

After graduating from this major, I can be a 3dmax modeler, animator, illustrator and 3dmax designer in game companies and animation companies. Can also be engaged in interior creative designers, home improvement designers, tooling designers, renderers, landscape designers and other work.

It can be seen that the intelligent hardware sector increased by 265,438+00% year-on-year, and Goer seems to have found a second profit growth point besides Apple headphones! The next day, the stock price performance was also obvious, which directly pulled the daily limit, indicating that all funds recognized Goer's half-term transcript very much. However, the enthusiasm of the market is always short-lived. After hitting a stage high of 52.25 on September 8, (the main force is obsessive-compulsive disorder, with a symmetrical price), the callback began the next day. 10 year 10 28 month, established 17 and 8 months, Facebook, a social platform with over 2 billion users worldwide, officially announced its strategic transformation, and the former thumb mark was removed and replaced. Goer also benefited from the supply of Facebook VR equipment and began to rise for about a month. During this period, countless companies chose to be close to the' meta-universe', and market funds also liked to speculate on these new things. This plate has become a casino for hot money.

The ancients said,' Success is Xiao He, and failure is me'. Meta's first financial report after its name change was less than expected, which not only led to a 26% plunge, but also ruined the fiery concept of the meta-universe.

Some time ago, Goer successfully cultivated Jiuyin Zhen Jing, and its share price has fallen to the previous low. At this time, let's take a look at vr first, and then look at Goer. Whether its investment logic has changed and whether the vr industry has stagnated.

What kind of company is Goer shares?

As can be seen from the company official website, Goer provides customers with vertically integrated products and services of precision components and intelligent hardware. Precision component business includes acoustic and optical microelectronic structural components, including speaker receiver, speaker module, tactile motor, wireless charger, antenna microphone sensor and so on. Another business is intelligent acoustics business, that is, all kinds of headphones, wired headphones, TWS headphones, or headphones; Another business is intelligent hardware business, including VR virtual reality products, AR augmented reality products, as well as some wearable device products, smart watch bracelets, smart speakers, smart homes, home electronic game consoles and so on.

Talking about the business of Goer shares is also to let everyone better understand where the driving force for Goer's performance comes from. Goer's mode is ODM mode, which is OEM. There are not only some assembly businesses, but also some design integration businesses. Some international consumer electronics brands, such as Apple's AirpodsMax headphones, are exclusively contracted by Goer.

When it comes to products, I have to mention the OculusQuest2 product of meta. At the end of 2020 10, Facebook released OculusQuest2, a new VR all-in-one product. Its performance was upgraded compared with the original generation, and the price was only $299, which was 100 lower than the original generation. Therefore, within half a year of its release, the cumulative sales of Quest2 exceeded the sum of all previous OculusVR. And the market share has greatly increased. From 2020Q4 to 202 1, Q 1 took the lead with a market share of 75%!

According to the well-known consulting firm IDC, from 202 1 to 2025, the global shipment of VR virtual reality products will increase by 4 1%, and AR will increase by 138%.

Goer has a high degree of binding to the product OculusQuest2, but it is not limited to this, including Sony abroad, pico at home and so on.

Although Goer's annual report will not reveal its true colors until March 30th, it has confidently predicted in advance in the third quarterly report that its performance in February will increase from 202 1 to 12, which belongs to net profit of about 4.244 billion yuan to 4.528 billion yuan, up 49%-59.00% year-on-year, and earnings per share is about 65.438. Just so confident! We have reason to believe that the growth rate of his quarterly report will continue this year!

Due to all kinds of negative news about the fund around the Spring Festival, including the expectation of US dollar interest rate hike, the tracking stocks and fund heavyweights suffered a big outbreak. Goer also experienced a nine-yin Zhen Jing and an ambush of 10 (ten consecutive yin).

After last week, due to the rebound of track stocks, Goer's dynamic P/E ratio PE also reached about 34 times, and the company's performance growth rate was 50%-60%. Therefore, from the perspective of PEG valuation, the valuation of Goer shares is relatively low, especially in the context of a VR industry just breaking out. In short, every decline of Goer is an opportunity to walk with the song and look forward to the future with you!

Technical aspect

At the daily level, Goer rebounded about 10% from the previous position, and saw that there was a volume at the bottom of the previous period! It shows that this wave of rise is not over yet. Judging from the rising rhythm, it is also in the trend of three waves rising (red line in the figure). At the same time, we should also see that there is a long-term transaction intensive area near 47 (pressure level, yellow line in the figure). When the stock price reaches this position, it will definitely not cross directly, or it will fluctuate here or fall back. It is a good buying point after falling back, because the closer to a quarterly report, the more likely the stock price will be surprised!

Judging from the 60-minute level, Goer shares entered a slow climbing process after going out of this year's lowest price on February 14; Before climbing, Goer shares experienced a huge decline. This round has definitely washed out a lot of high chips, and the stock price has re-entered a fundraising cycle; In the process of climbing the mountain, Goer shares have not experienced a sharp rise and fall. In this case, either the tradable shares have a certain degree of control, or the stock has entered the point where no one cares, but from the perspective of volume, the former is more likely; Considering the fundamentals of Goer shares, institutions should have the motivation to raise funds in this position, and the probability of a sharp withdrawal of the shares in combination with market positions is low. However, due to the large market value of Goer shares and the relatively high turnover rate (the average turnover rate in the last six months is above 3%), the fundraising process is bound to be long, and it is easy to get out of a small and wide fluctuation market at this stage. If you hold this ticket, it is more suitable to do T repeatedly. If you don't own this stock, you can choose to gradually open a position every time you fall. Risk warning: The views expressed in this article only represent personal views, and it is not recommended to involve the subject matter, so the transaction risk is at your own risk.

The future will be the Internet information age. The real estate app began to promote VR in large quantities, and most customers would feel more real, just like seeing a house on the spot.

The VR era is the trend of the future world.

I happen to have a friend who is doing VR, which is very famous in the industry and a company I admire very much. At the beginning of this year, I attended several classes with him and strongly answered a wave of current VR technology application scenarios:

1, shopping platform merchandise display, for example, if you want to buy a dress, you can see whether it fits by gesturing to your mobile phone, and the same is true for buying a bag.

2, the promotion of tourist attractions, the entrance of the scenic spot directly through the VR screen, you can intuitively and stereoscopically watch the entire scenic spot, immersive.

3, satellite imaging, navigation map

4. Face recognition in railway stations and airports can be used for civilian use or investigation. As long as criminals appear in railway stations and airports, they can be identified according to their posture, body proportion or body organ proportion, even if they are wearing hats, masks or moving.

. . .

Is it a special science fiction?

If not, welcome to communicate.

Now VR technology can be said to be widely used in various fields, gradually forming a scale, and the country is also vigorously supporting the development of this high-tech VR technology. G20 Summit clearly proposed to combine artificial intelligence and virtual reality technology with the existing real economy to create a new development model that is more conducive to people's production and life.

The panoramic display technology of VR+3D gives users a brand-new visual and auditory experience, which can't be touched by the previous plane vision. Both large enterprises and small enterprises can use VR technology to realize panoramic marketing, so that users have an excellent immersive experience, so the VR panoramic market has a very good prospect.

0 1 new regulations of the Ministry of Education: Virtual reality education will be used as a reform method of innovative teaching.

The 13th Five-Year Plan outlines virtual reality for the first time, and indicates that virtual reality technology will be strongly supported in the future.

The Outline of National Innovation-Driven Development Strategy lists virtual reality as an important open field for economic transformation and upgrading.

The Ministry of Industry and Information Technology and the National Development and Reform Commission incorporated VR and AR into the special action of innovation and development of intelligent hardware industry.

The Ministry of Culture encourages game and entertainment equipment manufacturers to actively introduce AR/VR technology.

The Outline of Building Informatization Development for 2065 438+06-2020 compiled by the Ministry of Housing and Urban-Rural Development encourages the use of virtual reality technology.

The Ministry of Commerce, the National Development and Reform Commission and the Ministry of Finance issued red-headed documents to encourage the import of virtual reality and other services.

The National Development and Reform Commission included AR/VR technology in the "internet plus" project.

09 "Classification of Strategic Emerging Industries (20 18)" added VR industry classification.

Of course, this is only part of the policy. Since the first year of 2065 438+07 VR, the national level and even local governments have intensively issued a number of policies to promote the rapid and diversified development of virtual reality industry. I believe that under the active guidance of the national policy environment, the prospect of virtual reality industry is very broad.

The Ministry of Industry and Information Technology issued "Guiding Opinions on Accelerating the Development of VR Industry"

On 20 18 12, the Ministry of Industry and Information Technology officially issued the Guiding Opinions on Accelerating the Development of VR Industry (hereinafter referred to as the Guiding Opinions), which is a very meaningful thing and will accelerate the development of VR for the country.

20 19 VR will have a new turning point!

The Ministry of Education has added virtual reality application technology specialty to the professional catalogue.

2019,71higher vocational colleges set up virtual reality application technology specialty for the first time. In 20 18, the Ministry of Education announced that the major of "Virtual Reality Application Technology" was added to the catalogue of higher vocational education (major) in ordinary colleges and universities. * * * 7 1 colleges and universities started from 20 19. In the long run, the new measures of the Ministry of Education have brought strong backing to the long-term development of the industry and confidence to the VR/AR industry.

The reason why this matter is very important is because the development of VR industry over the years is not professional and is outside the education catalogue.

Combined development of virtual reality and other technologies

In 20 18, VR began to combine with artificial intelligence, big data and internet of things, forming a trend of mutual integration and mutual promotion. In this context, a number of new devices such as wearable computers will be born, which will also promote industrial integration. "No matter how good the technology is, it must be combined with the product. Artificial intelligence and big data must be visually combined with VR to show it. "

The Combination Trend of Virtual Reality and 5G

Xinshiwei believes that with the maturity and popularization of 5G technology, new application climax and new product forms may be born in the future. Undoubtedly, with its low latency and high bandwidth, 5G technology can bring a better experience to VR, which will bring great changes in specific application scenarios.

The outstanding advantages of VR+ education will usher in new development.

"The development of VR in the education industry is the general trend. Although VR cannot completely replace education, VR will bring revolution and innovation to education.

Spatial situational practice of reducing educational cost.

Immersive experience can improve students' enthusiasm and learning efficiency.

Interactive teaching mode of strengthening curriculum interaction

2019,71higher vocational colleges set up virtual reality application technology specialty for the first time.

With the deepening of people's understanding of VR, coupled with the more implementation and promotion of national policies, more enterprises began to look for more diverse application scenarios. It has been widely used in education, medical care, entertainment, real estate and other fields. VR is not a novel concept for ordinary consumers, and VR panorama will definitely appear more and more around us!