Cool open Li Jing: VR market matures early, first 2B and then 2C, do a good job for three years without profit

After the VR virtual reality industry experienced its boom from 2016 to the trough in early 2017, what should be the next step? In the dialogue with Kejing, the general manager of Cool Open VR Division, Zero Mirror gained a lot of interesting points. Including why everyone is desperately releasing VR one this year? How to look at the "very deep water" problem in the VR+ education market, etc.

Interestingly, Skyworth Coolpad, which started as a C-side (consumer product), has clearly announced its B-side strategy for VR+ education at the press conference in early June this year. His father, Li Jing, who has one of the top three female heads in the VR industry, is also a consumer electronics industry and has 13 years of experience in mobile phones and smart hardware. What makes Cool VR turn from good C to B? Our first question is when we talk about the popularity of C in the VR.

Coco Li Jing, General Manager of Coocaa's VR Division, graduated from Xi'an Jiaotong University with a major in computer information management. He has 13 years of experience in the mobile phone and intelligent hardware industry. He has been involved in many leadership positions such as product, R&D, supply chain, marketing, and sales. The electronics industry status and development trends have in-depth understanding.

Why did Cool Open choose the B-side market?

Zero mirror network: After experiencing the change from hot to cold in the VR industry, what process did the team you led experienced?

Coco: In fact, at the beginning, we had a clear understanding of the market. The VR consumer market needs at least three years of incubation period. The capital investment only accelerates the speed of technology, market, and content eco-innovation. However, from the hardware, software, user experience, content ecology, and consumer awareness have not yet reached the conditions for the rise of the C-terminal. Therefore, we decided to cut into the B-side market first, and to temper the team and reserve the technology during the commercialization of the product. If we had seen the first press conference of Cool VR in May last year, we will see that at that time we looked at several target applications: living room entertainment, education, tourism, and real estate. In fact, we have been following this year. The layout of the floor to go.

Zero mirror network: What do you think are the conditions for VR popularity? Or what are the signs?

Coco: The popularity of new things is very much the same. We use a computer as an example. Early computers mainly served companies and companies, and very few enthusiasts began to study personal computers (PCs). Then some very simple PC games began to appear, then the application gradually enriched, the number of players gradually increased until the emergence of multimedia, PC began to enter the public view. The development experience of VR is very similar to that of PC, but it is faster to develop. As for the specific time when I can spread, I am not sure. If there is a group of geek users on the VR market who can continue to use VR devices for 2-3 hours per day, then the market will soon come.

Zero mirror network: Cool open This conference will place special emphasis on the layout of VR in the field of education. Does it mean that Cool VR has shifted from consumption to B-side market?

Coco: It can't be understood this way. Cool open backed by Skyworth, and Skyworth started as a consumer electronics market, so the goal of Cool Open is to enter millions of households. But that may be the goal of five years or even ten years. Now that the education market has been laid out, as previously mentioned, it is hoped that the 2B market will be used to sharpen the team, reserve technologies, and use the actual market to judge the technical direction and technological level.

What advantages does Skyworth Cool Open have in the VR+ education market?

Zero mirror network: At present Skyworth Cool open VR education solutions are mainly for what age? What is the specific product?

Coco: Our focus is on K12, which is from elementary school to high school. Content mainly includes the following categories:

The first category is the VR experience course combined with the syllabus, using VR to help students understand and memorize the abstract knowledge points in natural, geography, biology and other courses; the second category is quality education, mainly to cultivate children's creativity, awareness and hands-on The third category is safety education, such as fire drills, earthquake drills, and transportation drills, to allow students to experience the on-site situation at the time of disaster and guide and train students to make correct self-help responses. Really achieve the purpose of the exercise.

Zero mirror network: At present, there are many companies that do VR+ education in China, and there is a mixed bag of good and bad in the market. What are the advantages of Skyworth Cool VR+ education products?

Coco: No matter what you say, many customers just told us that they have seen a lot of improvised and shoddy content. Many of them are actually obsolete 3D in the concept of VR/AR, and even downloaded from the Internet directly. video. So when we go to introduce products to our customers, they will ask to experience a full set of solutions and see all the more than 100 sessions of the class before continuing to talk about business.

The advantages of Skyworth Coockey opener is to provide the overall solution, including hardware and software, school deployment, teacher training, and after-sales service. Followed by the education industry, the most in line with the products, Skyworth Cool open VR one machine at the beginning of the design took into account the characteristics of the student group, made anti-blue light, anti-myopia, small pupil distance to adapt and other intimate design, and took the lead through The international authoritative certification body German TV's anti-Blu-ray certification has become the world's first VR product to pass Blu-ray certification. Thirdly, the curriculum is rich in content and conforms to the syllabus. The curriculum is jointly developed by education experts from the United Nations Home Appliances and Education Center, Capital Normal University and Beijing Normal University. The course content is professionally protected. Fourth, we also opened a teaching management platform specifically for teaching, and a teacher cloud control platform to facilitate teaching and management.

How to persuade parents to let their children use VR?

Zero mirror network: Just as you mentioned anti-blue and anti-myopia, it is true that parents are generally concerned about VR's vision for children. Skyworth Cool VR is the industry's first anti-blue VR education product. So what is the effect on the visual acuity of the human eye?

Coco: This problem is very good. We have done a lot of work in this area while we are developing products. Specifically, it can be elaborated from four aspects:

First of all, the proportion of students wearing glasses is very high. Some people have different left and right eyesight, and some even have amblyopia glasses. In order to adapt to all students, we have designed compatible glasses so that children can see with their glasses. VR.

Second, the interpupillary distance of the child is smaller than that of an adult. We have increased the adjustable range of interpupillary distance, and the small interpupillary distance is also applicable.

Again, it is anti-blue light. Studies have found that blue light at a wavelength of 415-455 nm can cause eye damage, causing macular degeneration, and this lesion is irreversible, that is, incurable. The traditional way of anti-blue light is through lens coating and software correction, but it will cause color cast. Cool open VR one machine is from the light source itself, through the hardware way, the maximum extent of this spectrum was filtered out.

Finally, it is against myopia. When reading a book, it is recommended to be separated by more than 30cm. Although VR glasses are very close to the human eye, after the professional optical imaging design of Skyworth Cool VR machine is used, the actual imaging distance is 0.75 meters, far more than reading books. In addition, the impact of the lenses in the VR glasses on vision is also very important, just as we have glasses to professional organizations to choose professional lenses, we also have to high standards of VR glasses lens strict requirements, many VR products on the market use poor quality Lens, cool open in this regard is very cautious, the world-class lens supplier cooperation, the use of high precision machining, stability and strong professional optical lens, of course, the cost is more than 10 times the ordinary lens.

How to look at the "deep water" problem in the education market?

Zero mirror network: People who have come into contact with the education industry say "the water is very deep". How do you think about this issue? In the process of advancing VR+ education, what are the specific measures?

Coco: The education industry presents a fragmented market. Different regions and schools have different needs for educational products. Differences in teaching objectives and standards make it difficult to use relatively standardized products to meet the needs of all schools. This has caused almost all VR+ education products to be customized. In addition, from the understanding of the needs of schools to the production of adaptable products, it is not always easy to implement them at the end. This is probably the reason why "water is deep". However, the fragmented market also allows more companies to survive, and the products will also be differentiated and diversified.

Skyworth Coolopen cooperates with a large number of powerful distributors and integrators with educational system resources. With its accumulated experience in the education industry for 16 years, Skyworth Coolpad will bring VR+ educational products to this market.

But no matter VR + any industry, you need to understand technology and understand the industry. So we let professional people do professional things, let the school teacher to study what the curriculum should be made, and then communicate with the actual teaching teachers, testing to see if there are errors, to ensure the quality and accuracy of teaching. Just as the popularity of multi-media teaching, the use of VR teaching habits, the trend will also be irreversible.

How does this one hundred million yuan strategic investment for cool open?

Zero mirror network: Cool open VR 100 million strategic investment plan for investment which aspects? How do startup companies apply to join this plan? How will you screen and evaluate these companies again?

Coco: We are more interested in two directions: On the one hand, taking into account the current technological reserves, technical barriers may be the biggest bottleneck. Gesture control, eye control, SLAM, and future AR will all be applied to graphics algorithms. There are voice controls, AI and more. Therefore, some algorithm companies that have formed technical barriers or unique insights will be cast. On the other hand, Cool Open has the advantage of hardware and business closed loop, and hopes to use VR to enter education and broadcasting, and it needs content. After the formation of the C-side market, the content will also be a bottleneck, so we will pay attention to content production companies with core competitive advantages. However, we do not rule out other directions, nor do we impose restrictions on specific investment methods. Welcome everyone to contact BP (business plan) and open a professional strategic investment department to communicate. In addition, Kukai will also join the Skyworth Group's investment management department to promote these outstanding teams and companies to develop.

Why is the all-in-one machine the main form of VR?

Zero mirror network: In recent days, many manufacturers have introduced VR all-in-one machines. Skyworth Cool Open has always been adhering to the development of all-in-one machines. How do you view PC VR, all-in-one and VR boxes?

Coco: We chose the all-in-one machine and we think it will become the mainstream product form. Now that the bulk of the direction has been turned, it also shows the trend of mobile + specialization. However, the three forms may coexist. The current form of the VR box has accelerated the development of the industry, but it is more suitable for early adopters in the industry to solve cognitive problems, but the experience is not perfect. The experience of many years of consumer electronics market tells us that a product must be a special form to become a necessity. The main purpose of a mobile phone is not VR. Although PC VR can meet the needs of heavy users, the operating cost is too high. The VR all-in-one is designed for VR and has its own unique advantages, making it a more ideal hardware solution on the market.

Zero mirror view

In the judgment of the consumer market, Skyworth may not be able to surpass consumer electronics and start to work in the VR industry. Undoubtedly, 2017 is a year for the VR industry to develop steadily. However, it is still too early to expect universal VR adoption. Everyone should adopt a more pragmatic attitude to deepen the industry market and accumulate experience and technology through the B-side market inspection team. To sum up, one sentence is: thick plot can be thin hair, the future is still a long way, there are still many opportunities.

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