According to IDC's latest report, global virtual reality (VR) and augmented reality (AR) revenues will reach $162 billion in four years, with a mixed annual growth rate of 181.3% from 2015 to 2020.
Perhaps this is unbelievable, but there is no doubt that VR and AR are the trend of the technology circle in the past two years, and it is also the topic that people talk about the most, thanks to the popularity of the eye-catching Pokemon game, as well as Oculus Rift and HTC. The launch of virtual wearable devices like Vive.
The report shows that with the popularity of virtual reality games, gamers will be more demanding for interactive content, and it will take time for non-gaming VR entertainment to become popular.
At the same time, Chris Chut, head of IDC's Customer Insight and Analysis Department, said that the growth of the VR / AR market is not only driven by our users, but also by the business sector.
"Over the years VR and AR have been just science fiction stuff," Chut said. “With the emergence of powerful smartphones and inexpensive virtual helmets, the consumer market is brewing new, user-created content-driven paid experiences. Recent technological developments in the medical field have shown that AR has a strong presence in the industry. In the next five years, we expect to turn previous commitments into reality in other areas such as education, logistics and manufacturing."
At present, there are many forward-thinking companies that use VR and AR technology to develop products. Such examples abound. For example, BMW recently began using the HTC Vive helmet and the Unreal 4 engine to create and test vehicle designs in VR.
Hardware and content: chicken and eggs in the VR/AR field
The high-end devices Oculus Rift and HTC Vive, which are priced at $599 and $799, are a bit out of the reach of the average consumer. In contrast, there are other less expensive options, such as mobile virtual reality devices such as Samsung Gear. VR or Google Cardboard. According to IDC data, these relatively inexpensive options will help drive the industry forward and meet the needs of developers eager to achieve more content.
“More and more companies and individuals will take the opportunity to adopt newer, cheaper hardware in VR/AR technology,†said the IDC equipment and AR/VR project leader. "But one thing won't change. What people can do with this kind of hardware depends on the quality of the application and the level of service. In the next few years, we hope that developers will inject more new experience into these devices, fundamentally Change the way many of us work."
Of course, developers are more interested in developing the most user-friendly systems, and users generally flock to the most exciting content in the system. In the past few years, the game between chickens and eggs, such as the competition between VHS and Betamax, has been one of the biggest problems facing companies like Oculus VR.
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