2019~2020年,受技术标准、内容的量与质、行业人才配套、投入与产出效益等主要因素的制约,虚拟现实的行业应用短期发展受到一定程度的影响,最大发展鸿沟在于虚拟现实(VR)没有做好商业化准备,极客硬件过早让行业有了额外的期待,但虚拟现实长期发展还是非常乐观的。国内虚拟现实的行业应用做得较好的是VR教育行业,它有效地利用了虚拟现实展示很好但交互应用不多的特点,另外,虚拟现实在艺术、文物保护、建筑与设计、电影与剧场、体育竞技等“文旅体”领域也有较好的应用。在过往众多关于虚拟现实的报告中,均提及虚拟现实潜在的千亿市场,但这些预测仅停留在估值上,而并非现实效益。随着5G与虚拟现实产业的结合,虚拟现实网联化发展,行业应用产品发展将迎来窗口期。本文重点对2019~2020年虚拟现实在“文旅体”行业的应用产品的发展进行探讨分析。
<<From 2019 to 2020,China’s virtual reality industry is mainly restricted by technical standards,the quantity and quality of content,the matching of professionals,input and output benefits. In the application of virtual reality industry,the short-term development is affected to some extent. The biggest development gap is that virtual reality (VR) is not ready for commercialization. Geek hardware gives the industry extra expectations too early,but the long-term development of virtual reality is still very optimistic. The better application of domestic virtual reality industry is the VR education industry. It effectively uses virtual reality to show good performance but has few interactive applications. Similarly,the popular application fields include art,cultural relics protection,architecture and design,movies and theatres,sports competition. Many previous reports on virtual reality have mentioned potential billions of markets. The above predictions still remain in the valuation,not the actual benefits of leading the industry development to promote domestic industrial economic output,but the combination of 5G + virtual reality industry,to achieve virtual reality network integration development,and to provide a window period for the development of industrial application products. This paper focuses on the discussion and analysis of the development of virtual reality application products in the “Culture,Tourism and Sports” industry between 2019 and 2020.
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