Electronic enthusiasts eight o'clock: Compared with 2016, the topical components are mostly. In 2017, VR/AR manufacturers moved to the level of implementation, from game applications to travel, work, logistics, drone video connection and other fields.

According to the latest survey by TrendForce's Takumi Industry Research Institute, VR/AR continues to attract global attention at CES 2017. Compared with 2016, the topical components are mostly. In 2017, manufacturers moved to the level of implementation, extending from game applications to tourism. Work, logistics, drone video connection and other fields. Tuoba estimates that the global shipment of VR devices will reach 5.1 million units in 2017, and is expected to climb to 8.2 million units in 2018.

Takuya wearable device analyst Cai Zhuoyu said that the VR/AR issue at CES this year is not as good as 2016. The main reason is that the novelty has passed, and the manufacturers have found that the actual recovery is limited, and only the relevant big factories and new ventures that really enter the industry. Vendors continue to roll out related products and applications, shifting VR/AR from topical to implementation.

Cai Zhuoyu pointed out that AR applications have attracted more attention than VR at this CES show, such as ODG using Qualcomm chips, Vuzix supported by Intel, Epson, Kopin, etc. The development of glasses and show more application services between virtual and real. In the VR segment, although global manufacturers continue to invest in the development of VR devices, because the leading manufacturers Sony, Oculus, and HTC are focusing on the update of accessories at this stage, the new generation of VR products will not be officially released until 2018, making this year's VR market. The heat is cooled.

Tuoba estimates that global VR device shipments will reach 5.1 million units in 2017 and are expected to increase to 8.2 million units by 2018. In 2017, PS VR shipments are still leading, with an estimated shipment of 2.5 million units, while HTC and Oculus' VR device shipments will continue to grow, reaching 600,000 units and 1.2 million units respectively. Then it increased to 800,000 units.

Cai Zhuoyu further said that in addition to the common VR game applications, this year's CES manufacturers also try to develop more VR / AR applications, including tourism, work, warehousing logistics management, drone video connection, etc., these areas will become the basis of industrial growth Rather than a seemingly similar hardware product from various vendors. Tuoba estimates that the output value of VR hardware and software will reach 3.4 billion US dollars in 2017. It is estimated that the VR software and hardware production value will explode in 2020, which is 22.4 billion US dollars.

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