[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"site-settings":3,"news-detail-149":11,"news-headlines":20,"site-navigation":433,"seo-news_detail":505},{"site_name":4,"site_phone":5,"site_mobile":6,"site_address":7,"site_email":8,"smtp_host":9,"smtp_port":10,"smtp_user":9,"smtp_pass":9,"smtp_to":9},"顾诚智能科技","0769-88993721","13922304039 \u002F 肖先生","广东省东莞市南城区","info@513dvr.com","","465",{"id":12,"title":13,"content":14,"author":15,"category":16,"image_url":17,"status":18,"created_at":19},149,"VR虚拟实景系列分析 : 行业历史及下游应用","\u003Cp style=\"text-align:left;\">\u003Cfont size=\"6\" face=\"黑体\">VR虚拟实景系列分析 : 行业历史及下游应用\u003C\u002Ffont>\u003C\u002Fp>\u003Cp style=\"text-align:left;\">\u003Cbr>\u003C\u002Fp>\u003Cp style=\"text-align:left;\">\u003Cbr>　　元宇宙是指一个持久化和去中xin化的在线三维虚拟环境。此虚拟环境将可以通过VR眼镜、AR眼镜、手机、个人计算机和电子游戏机进入人造的虚拟空间。元宇宙尚处于早期发展阶段，科技公司们的一举一动既是为自身行业地位添砖加瓦，同时也是在共同塑造着元宇宙的zui终形态。\u003Cbr>　　为了达到zui终的元宇宙，其第yi步首先是提供元宇宙体验的硬件入口（VR\u002FAR\u002FMR\u002F脑机接口），其次是支持元宇宙平稳运行的基础设施（5G\u002F算力与算法\u002F云计算\u002F边缘计算）与底层技术（引擎\u002F开发工具\u002F数字孪生\u002F区块链），再次是元宇宙中的人工智能，zui终呈现为百花齐放的内容，以及元宇宙中涌现的大量提供技术与服务的合作方。\u003Cbr>\u003Cbr>　　VR装置为元宇宙第yi步的硬件入口，是进入三维虚拟环境的重要基石，VR体验主要由视觉体验、声音xiao果及触觉信息(也叫作强制反馈)所组成，VR虚拟现实技术遮挡了所有视线，创造了完quan的虚拟环境，通过VR头显可以体验3D虚拟沉浸感。目前VR装置还很难形成一个高逼真的虚拟现实环境，这主要是技术上的限制造成的，这些限制来自计算机处理能力，图像分辨率和通信带宽。然而，随着时间的推移，处理器、图象和数据通讯技术变得更加强大，并具有成本效益，这些限制将zui终被克服。\u003C\u002Fp>\u003Cp style=\"text-align:left;\">\u003Cbr>\u003Cb>一. VR行业历史：\u003C\u002Fb>\u003Cbr>　　(1). 1950年1960年: 早期研究\u003Cbr>　　上个世纪50年代中期，爱折腾的美国摄影师 Morton Heilig 发明了第yi台VR设备：Sensorama （1962年提交专利）。这台设备被一些人认为是 VR 设备的鼻祖。它fei常庞大（如下图），屏幕固定，拥有 3D立体声、3D显示、震动座椅、风扇（模拟风吹）以及气味生成器。可见，在早期，人们对虚拟现实的理解，就已经不jinxian于视觉。\u003C\u002Fp>\u003Cp style=\"text-align:left;\">\u003Cbr>\u003Cbr>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;\u003Cimg src=\"https:\u002F\u002Fwww.513dvr.com\u002Fgcweb\u002Fnews\u002F25293145-9961-40d9-9efa-926b3ce4e9d6.jpg\" style=\"max-width:100%;\" width=\"50%\">\u003Cbr>\u003Cbr>(2). 1990年: 第yi次VR热潮\u003Cbr>　　到了90年代，随着市场的热捧，VR眼镜迎来了第yi次热潮。这种高科技玩具的产品化，引起了媒体和行业人士的极大兴趣，各大游戏机公司将其视为游戏业的一次变革机会，争先恐后地推出自己的VR眼镜产品。\u003Cbr>\u003Cbr>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;\u003Cimg src=\"https:\u002F\u002Fwww.513dvr.com\u002Fgcweb\u002Fnews\u002Fd210ec43-797f-4b35-a630-8acf1b783c3f.jpg\" style=\"max-width:100%;\" width=\"50%\">\u003C\u002Fp>\u003Cp style=\"text-align:left;\">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;\u003Cimg src=\"https:\u002F\u002Fwww.513dvr.com\u002Fgcweb\u002Fnews\u002Fb688b2b3-0ce5-4709-ad61-1b1d0c6ac6a3.jpg\" style=\"max-width:100%;\" width=\"50%\">\u003Cbr>\u003C\u002Fp>\u003Cp style=\"text-align:left;\">\u003Cbr>　　上述产品，虽然外观跟我们今天看到的VR并没区别，但是90年代的显示器技术、3D渲染技术和动作识别技术并不成熟。观看体验远远达不到“可用”的标准。比如其中比较有名的 Virtual Boy （任天堂出品），只支持红黑两色显示，单眼分辨率只有384x224，颗粒感严重。\u003C\u002Fp>\u003Cp style=\"text-align:left;\">\u003Cbr>\u003C\u002Fp>\u003Cp style=\"text-align:left;\">（3）. 2012: VR热潮重启\u003Cbr>　　2012 年 Oculus Rift 问世，这是一款在 Kickstarter 上筹 250万美元 的VR眼镜设备，它将人们的视野重新拉回到了 VR 领域，创始人本身是一个VR收集控，他用遍了上个世纪的各种VR，体验都不尽人意，于是决定自己动手，于是便有了 Oculus Rift。通过 Oculus Rift，人们惊讶的发现，VR所需要的技术，近年来已经默默的产生了重大的突破。公众对VR的兴趣重新被燃起。也让企业看到了新的发展机遇。&nbsp;\u003C\u002Fp>\u003Cp style=\"text-align:left;\">\u003Cbr>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;\u003Cimg src=\"https:\u002F\u002Fwww.513dvr.com\u002Fgcweb\u002Fnews\u002F05b35a51-2bf4-413d-8d01-ec7ecf596a4d.jpg\" style=\"max-width:100%;\">\u003Cbr>\u003Cbr>　　2014 年，开源界的老大哥 Google 发布了其VR体验版解决方案：CardBoard。使得人们能以极低的价格，体验到新一代的VR的xiao果。2015年，HTC vive 在 MWC2015 上正式发布，次年，索尼公布PSVR，随后大量的厂家开始研发自己的VR设备，VR新元年正式开始。\u003C\u002Fp>\u003Cp style=\"text-align:left;\">\u003Cbr>（4）. 2020: 5G通信技术的发展元年\u003Cbr>　　随着VR硬件和内容不断发展成熟，指数级tisheng的数据量和实时的交互体验引发了对通信网络更多、更快的传输需求，网络传输能力也成为限制VR发展的重要瓶颈，5G高带宽、低时延的特性正是对症良药。\u003C\u002Fp>\u003Cp style=\"text-align:left;\">\u003Cbr>（5）. 2021: 出货量达1000万台\u003Cbr>　　在高通举行的投资者日线上直播中，高通公司CEO安蒙表示Oculus Quest 2出货量已经达到1000万台。Facebook的Zuckerberg认为，在一个平台上需要有约1000万人使用和购买VR内容才能使开发人员持续研发以及获利；而一旦超过这个门槛，内容和生态系统将会实现跨越式发展。现在1000万的奇点已zhi，而VR内容和生态系统有望出现跨越式发展，带动全球VR产业链业态重构。\u003C\u002Fp>\u003Cp style=\"text-align:left;\">\u003Cbr>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;\u003Cimg src=\"https:\u002F\u002Fwww.513dvr.com\u002Fgcweb\u002Fnews\u002Fd81c1e17-72ed-4c39-b26b-3d2af1904b39.jpg\" style=\"max-width:100%;\">\u003Cbr>\u003Cbr>　　VR技术的发展很起伏跌宕。大部分新技术，从概念出现到zui终普及，都会经历一个起伏的阶段，被称为技术成熟度曲线。在VR发展史上，可以对应到前面的几个年代时期。而现在VR技术位于技术成熟，在软硬件上均出现爆发式增长的时代。\u003C\u002Fp>\u003Cp style=\"text-align:left;\">\u003Cbr>　　\u003C\u002Fp>\u003Cp style=\"text-align:left;\">\u003Cb>二. VR下游应用\u003C\u002Fb>\u003C\u002Fp>\u003Cp style=\"text-align:left;\">\u003Cbr>　　在游戏领域，根据Steam平台公布的数据统计，2021年10月SteamVR活跃玩家占Steam总玩家数量的1.85%。按照Steam平台2020年全年活跃人数1.2亿来计算，估计10月份VR活跃用户约222万人。而今年有大量于PC游戏上取得佳绩的品牌开始部局VR领域，如辐射4，上古卷轴5:天际，星球大战，assassin's creed，HitMan等，VR模式的玩法能大大增加游戏的投入感，吸引不少玩家的兴趣。\u003Cbr>\u003Cbr>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;\u003Cimg src=\"https:\u002F\u002Fwww.513dvr.com\u002Fgcweb\u002Fnews\u002F9d153ab3-8067-4341-94d1-65657c80441c.jpg\" style=\"max-width:100%;\" width=\"50%\">\u003C\u002Fp>\u003Cp style=\"text-align:left;\">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;\u003Cimg src=\"https:\u002F\u002Fwww.513dvr.com\u002Fgcweb\u002Fnews\u002Fb0d80304-4a19-4e13-be17-89a39d56b262.jpg\" style=\"max-width:100%;\" width=\"50%\">\u003Cbr>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;\u003Cimg src=\"https:\u002F\u002Fwww.513dvr.com\u002Fgcweb\u002Fnews\u002F063b05ff-9c14-4075-a5d6-5bee01f8d54f.jpg\" style=\"max-width:100%;\" width=\"50%\">\u003Cbr>　　在商业领域，元宇宙可以用于虚拟办公平台，使用者可以在模拟办公环境的3D环境中进行虚拟协作。这方面的例子包括脸书的Horizon Workrooms和微软的Mesh。这可以进一步让员工在renhe地方进行虚拟工作，减少在城市中生活的需要。早前因疫情影响，大部分公司都实施在家工作（Work From Home)，而在家工作将会成为把工作应用在元宇宙的主要推手。\u003Cbr>\u003Cbr>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;\u003Cimg src=\"https:\u002F\u002Fwww.513dvr.com\u002Fgcweb\u002Fnews\u002F387e9c62-6263-41c3-bad1-53463bf68a57.jpg\" style=\"max-width:100%;\" width=\"50%\">\u003C\u002Fp>\u003Cp style=\"text-align:left;\">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;\u003Cbr>\u003Cbr>　　在教育领域，元宇宙可以被用来在renhe地方和renhe历史点进行实地考察。2021年，英伟达公司正在开发一个名为Omniverse的元宇宙基础设施项目，该项目将允许shijie各地的开发zhe实时合作，建立元宇宙内容创作软件。Together Labs公司也在研究创造逼真化身的技术，它将可以利用人工智能使历史人物仿似复活。\u003Cbr>　　在房地产领域，元宇宙可用于拟真的虚拟房屋参观。购房者将可以在自己家里通过元宇宙参观位于shijierenhe地方的房屋。以室内装潢为例，过去因为一般人欠缺对实际空间及家具尺寸比例上的理解，容易与设计师或家具销售业者产生沟通上的落差，但若能透过VR将人与家具同时带入同一虚空间，相信更能协助买卖双方达成共识，而台湾的数字宅妆从上述应用出发，更进一步将其沉浸式导览应用推到跨国投资或购买房地产的领域，达到jiangdi信息不对称的目的，进而达到促成不动产交易的结果。\u003Cbr>　　NFT虚拟房地产也是一个新的市场。一个例子是VR虚拟宇宙Decentraland，目前Decentraland平台上的一块虚拟土地曾创下243万美元的出售纪录。\u003Cbr>\u003Cbr>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;\u003Cimg src=\"https:\u002F\u002Fwww.513dvr.com\u002Fgcweb\u002Fnews\u002Fa6d54e4e-d503-4318-8157-8a6fcb5dd350.jpg\" style=\"max-width:100%;\">\u003C\u002Fp>\u003Cp style=\"text-align:left;\">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;\u003Cimg src=\"https:\u002F\u002Fwww.513dvr.com\u002Fgcweb\u002Fnews\u002F61f2c310-3bf9-459e-beea-0159c498b7d8.jpg\" style=\"max-width:100%;\">\u003Cbr>\u003Cbr>&nbsp; &nbsp; &nbsp; &nbsp;商家也将能够使用元宇宙。他们可以提供虚拟版的实体设施，提供更为逼真的网络购物体验。顾客可以参观虚拟购物商场，尝试与现实生活中的尺寸相称的虚拟三维物品，这可以减少网络购物时产品的不确定性。令使用者更安心购物。\u003Cbr>　　Volvo透过VR让潜在顾客体验汽车内装及模拟驾驶，希望可以tisheng其购买意愿；可口可乐则是透过VR的营销活动，让消费者透过沉浸式参与，获得不同于以往的营销活动体验；更甚者，英国的QinetiQ透过VR沉浸式仿真特定严苛作业环境，达到tisheng训练质量并jiangdi训练费用的目的。\u003Cbr>元宇宙有许多应用的可能性。理想的元宇宙将允许使用者进行renhe体验或活动，或者解决他们几乎所有的需求，所以在理想状态下，元宇宙可以应用于更多领域。而目前在虚拟现实平台上，游戏和视频是主要的两大娱乐方向。\u003C\u002Fp>\u003Cp style=\"text-align:left;\">\u003Cbr>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;\u003Cimg src=\"https:\u002F\u002Fwww.513dvr.com\u002Fgcweb\u002Fnews\u002Fff886ccb-780f-4cc1-bddd-223b84ecc578.jpg\" 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