Look at Google "DayDream" from industry, consumers and technology

I think it needs to look at the following three aspects:

From an industrial perspective

To talk about Google's DayDream, we must start with its Cardboard.

Google released Cardboard a month after Facebook acquired Oculus. Why is Google so nervous? Consumers react poorly to Cardboard. Uncomfortable, super dizzy, wrong distance, no immersion in light leakage... However, Cardboard has won millions of sales a year with super cheap price and ultra-low entry threshold. A Cardboard is priced at $20 in the US, so you can play VR by putting your phone in your pocket. Such low-priced and inferior products are not the consistent practice of Google, which affects the company's reputation! If you think so, then you are very wrong, that is a small step in Google's long-term strategy.

What is the relationship between Google and Facebook? enemy. As the boss of the search engine, encountering a new competitor like Facebook, it is also a tremor.

Everyone knows that when the Internet was born, there was no Google. Everyone's information acquisition channels were all major portals. Companies like Yahoo were the "prehistoric Tyrannosaurus" of the Internet. I think Yahoo’s search service was provided by a small company called “Google”. Later, the times have changed, people are no longer satisfied with passively receiving the "Overlord TV program" provided by "Treason". People need to search for information of interest. So Google, which has only one search bar and search button on the front page, became the dominant player of today.

However, the good times will not be too long. "Thirty years of Hedong, thirty years of Hexi." Today's Google is also facing the challenge of Facebook. Because Facebook has hundreds of millions of users around the world, these users have freely told their friends and friends about Facebook, so the information is no longer the user's initiative to search, but by the new era of smart "primate" companies, Tailored for the user, personalized push. So when Facebook acquires Oculus and enters the VR industry with extremely high potential, can Google be indifferent?

Cardboard is a magic weapon for Google to enter the VR industry and accumulate users and experience quietly. Although VR has been explored and applied in the academic and military fields for a long time, it is still the time for ordinary people to see Oculus paying for DK1 on Kickstarter. Therefore, the public does not understand what VR is. Google's Cardboard is even more ugly, it also plays a role in educating the white users, so that people have a preliminary understanding of VR. These people not only include ordinary players, but also a large number of developers. The feedback from the public provides Google with a lot of VR information, such as technical traps, what developers need, what players need, what the mobile phone company needs, and so on. All of this information is put together to provide big data protection for Google's excellent DayDream.

Look at Google's "Daydream" from the perspectives of industry, consumers and technology

DayDream will help Google fight a turn.

In the VR industry, Oculus, HTC and Sony are "the trend of the three countries." What they have in common is that the arithmetic unit is on the table and requires a thick and heavy cable to the helmet. Such devices are not easy to popularize on a large scale, because all users must have a computer or game console, so those light players and non-game players are screened out, which is the big part of the world's total population.

If you have a VR device, you don't need to connect it. Just wear it on your head and you can see it. Isn't that better? Of course, it is undeniable that the computing power of mobile phones may always have a big gap compared with computers. But it doesn't take long to get the rendering effects that can only be made on a mobile phone. In the mobile phone's operating system, the largest number of users now is Google's Android. So DayDream can help Google realize the dream of popularizing VR into a group of light and non-game players.

Now look at Gear VR, the former Gear VR with its technical advantages, enabling users to achieve a quality VR experience on the phone. However, the good times did not last long, and the technical advantages gradually became smoothed over time. After the initial technical advantage was smoothed, closed hardware binding (which must use several models of Samsung's mobile phones) became the biggest obstacle to popularization. The emergence of DayDream has completely eliminated this technical advantage. When a mobile phone in one person can provide a good VR experience, will he still go to buy a specific Samsung mobile phone?

There are also rumors that Samsung will have its own VR machine. In fact, in the big environment of DayDream, Oculus and Google don’t care whether Samsung will really do this. DayDream has completely eliminated the technical advantages of Gear VR and has become a burden. Game engine companies need to develop game engines for this customized technology, and developers need to develop specialized games for this customized technology. So there is no way to share games between DayDream and Gear VR. Gear VR is equivalent to “game console”, while mobile phones that support DayDream are equivalent to “personal computers”. Is Oculus ready to be a "VR game console"?

On the other hand, Google's DayDream is equivalent to the "Windows" operating system in "Personal Computer." Its openness will also attract countless game engine companies and developers, and even must include the old game companies that have been watching these years, without thinking, you will know that the future will ushered in the tide of VR applications into DayDream. If Samsung is out of its own all-in-one, it will only use DayDream. I don't think it's stupid to come out with a VR version of TIzen. Not to mention that other mobile phone companies will definitely join the DayDream with a lot of content.

The birth of DayDream is exactly what the VR industry needs to meet a unified standard. Although it is only a standard for mobile platforms, it does not affect the VR industry based on its prosperity. So far, the "four major factions" of the VR industry have been formed. Among the desktop products are Sony's PlayStaTIon4, HTC Vive and Oculus' CV1; mobile products include Google's DayDream and Oculus' Gear VR. Why is it the "four major factions"? Because every faction has its own hardware, content, and social package. Sony has PlayStaTIon Store and PlayStaTIon Network; HTC has Steam; Oculus has Oculus Home and Facebook; Google has DayDream and a wide range of social networking companies (don't mention Google Plus, which can be ignored).

Look at Google's "Daydream" from the perspectives of industry, consumers and technology

DayDream defines the structure and appearance of the reference VR phone box, and mobile phone manufacturers can use this reference to launch a box that fits their mobile phone. So the living space of many mobile phone box companies will be squeezed. Of course, it will not be put to death, because the universal mobile phone box still has room for survival, and mobile phone manufacturers do not expect mobile phone boxes to make big money, and the standard is not necessarily the best.

The end of a large number of all-in-one companies that only brag will come, because the cows they used to blow will be punctured. A large number of all-in-one machine companies appeared in the market some time ago, claiming that their products are good and the technology is more cattle. But wearing it, I still use the LCD screen. There is no optimization of the Timewarp algorithm (explained later). The delay and tailing are very serious. Even the trained person can't stick to it for a long time. There is also a group of head-mounted display products that can't be touched by VR. They don't have sensor technology, and it's impossible to play VR immersion inside.

DayDream explained to investors what kind of hardware is VR hardware, what kind of content is VR content, and the overall VR industry investment environment will be more rational. The time when the VR industry is getting hot is over. The era of arrogance or arrogance on paper has passed. It is time to calm down and think about doing something practical.

Google’s DayDream doesn’t seem to have real hardware, just a set of standards and certifications. Presumably, Google learned from the acquisition of Motorola and the launch of its own Nexus phone: the hardware is not so good. The same is true, the price of the two major game consoles: PlayStation and XBox are not proportional to the performance. Because they didn't expect to earn much by selling hardware, but relying on the content inside to get the commission. More importantly, this content can attract a large number of users. These two major game consoles also bind users through social functions, which in turn generates a large amount of profits, and ultimately earns users money.

Look at Google's "Daydream" from the perspectives of industry, consumers and technology

DayDream lowers the threshold for developing VR content, which means lower development costs.

If you want to get the same experience and invest less, then the price will drop. In the past two years, the VR Experience Hall has been filled with 4D, 5D and even wonderful 10D virtual reality experience halls. The price of experience ranges from 30 to 100 RMB. The significance of these experience halls in the burgeoning stage of the VR industry is very positive. It is their hard work, educating the broad masses of people, telling the public what VR is, laying the foundation for the future growth of VR. However, the VR Experience Hall can only be likened to a candle, burning itself and illuminating others.

Of course, the VR Experience Museum will not disappear, it will always exist, moving towards a more high-end, professional direction, and even become another form of cinema. The VR Experience Center is responsible for the high-end VR experience of a small number of user groups. Let DayDream meet the VR experience of the average consumer.

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