As VR technology continues to mature, it quickly enters the home industry and uses the technology as a means to capture market share. VR technology is the best tool to attract consumers by creating virtual display shopping scenarios, even new traffic portals. So when home furnishing companies are involved in VR technology, how should door and window companies borrow virtual reality? What kind of pain can VR solve in home business? As is known to all, as a traditional manufacturing industry, most home furnishing enterprises can not get rid of the title of heavy assets. In addition to factories and equipment, the construction of model houses is an unavoidable pain. In order to provide end consumers with real furniture displays and different furniture combination solutions, home furnishing companies have to gradually expand their terminal stores and build model houses, which is becoming more and more expensive. However, the introduction of VR equipment can perfectly solve the needs of product display, furniture combination and configuration style. Customers only need to wear VR equipment to see the future scenes in stereo, and further improve the scheme through communication and design. Especially in the field of custom homes, companies that attach great importance to design services want to use VR technology to seize market share. Among them, Sofia has planned to use VR technology to recruit franchisees and sink the sales network to fourth- and fifth-tier cities. In addition to solving the high pain points, everyone must have imagined that virtual reality technology allows us to see the future home in advance. The customer only needs to input the unit type into the design software, and immediately see the realistic effect after arranging the home in the VR device through the space design and 3D modeling technology. As a consumer, it is possible to maximize personalization and space design, and it is also possible to effectively avoid the disappointing problem that the purchased furniture does not match the actual size of the home. For the enterprise side, this feature makes VR a best tool for attracting new users, even a new traffic portal. What are the pain points of VR itself? However, when it comes to VR's own pain points, everyone will think of the shortcomings of lack of content. Even in the field of home games born of video games, VR devices are not popular because of the small amount of game content, and the PSVR sales are very popular. Gradually falling is a powerful demonstration. So, will VR devices refer to other areas to change this dilemma? Obviously an insurmountable obstacle, because real VR devices are based on UE4 or unity3d game engines, and their content needs to be built manually using 3Dmax and other design software. Model, the process is not only high in price, poor in accuracy, but also very time consuming. It may take 2 days for a single sofa to be modeled. If it is a full house customization, is it not necessary to complete it in 1 month? This dilemma is not only reflected in the home sector, but also in the retail industry. Not long ago, Ma Yun proposed the Taobao Buy+ program for VR shopping. Because the three-dimensional modeling project of hundreds of millions of products will cost huge financial and human resources, it is called the “failure†plan by the industry. It can be seen that the lack of content is a common problem in various fields of VR technology, and there is still a long way to go to subvert the traditional shopping methods in the retail or home field. However, it is worth mentioning that a so-called scanning automatic three-dimensional modeling technology has recently appeared, and its accuracy, time-consuming, cost and other issues need further verification. In addition to content, the second biggest pain point for VR is hardware costs. Take the game device HTCVive as an example. A simple VR device is 8,000 yuan, plus a high-end configuration computer 10,000 yuan, and then buy a few games nearly 20,000 yuan. Today's home furnishing companies have thousands of stores. If each store is equipped with two sets of up to 40 million yuan, plus matching high-end supporting equipment and maintenance services, the cost will be further increased. In addition, a poor experience will further increase the threshold of VR devices. Dizziness is a fatal injury to the VR experience. If you don't aim at the focal length, you will get dizziness in half a minute. It is conceivable that if VR devices are used in terminal sales, it will inevitably affect the volume. So at present we can see that most of the VR equipment is in the exhibition center, it is still too early to really use it in the store. Why are many home furnishing companies involved in VR? So why are the VR devices sold in the market around 1000? Why are there many home companies involved in the situation where VR is not optimistic? All questions can be found on domestic VR devices. As mentioned above, the real VR device is a game engine, and its content needs to build a huge 3D modeling project as a support, but most of the domestic VR (non-game, many domestic hardware companies produce game VR are Samsung) Galaxy S6 configuration) adopts the method of panorama roaming, which is to splicing the pictures of the whole space into a 720° panorama, and adopting flash technology to realize false scene interaction. Although the technology is convenient to spread on the network, compared with the VR device based on UE4, there is no feeling of scene experience, let alone the value of channel shopping brings drainage. Not long ago, "Financial Weekly" exposed a VR practitioner's broke, revealing that the "truth" VR industry hardware manufacturers have almost no technical foundation, basically working with several fixed upstream parts suppliers, almost all The industry is waiting for the upgrade of Qualcomm Snapdragon chips. Moreover, its company's shipments in the past year are actually less than 2,000 units, and the return rate is as high as 40%. It can be seen that the so-called "VR first year" of domestic hardware vendors is just self-deception, and VR equipment is becoming more and more bleak in the C-end market. The biggest factor besides high cost is that a large number of domestic pseudo-VR devices overdraft the market credit. According to the "China VR Industry Application Survey Report" released by GFK, more and more VR entrepreneurs are transforming from C to B, of which 60% are concentrated in the entertainment field, followed by education, home improvement, tourism, medical care, etc. Enterprise application areas. The sluggishness of the C-end market has led many hardware companies to target the B-end market. Surprisingly, ToB's thinking not only lifted the survival crisis of hardware companies, but also got the favor of capital, because they catered to the needs of home buyers and home improvement companies. At a time when technological innovation is increasingly favored, all companies want to wear a hat of high-tech industry for themselves, and VR technology happens to have black technology and marketing gimmicks, which is naturally the best element introduced by enterprises. In addition, VR heat can help the company's brand awareness, especially in the mobile Internet wave to taste the sweetness of the business, such as Qijia.com, Tubal, etc. naturally will not miss the wave of VR. How to borrow the virtual reality? At the end of the article, we may wish to take a look at IKEA's understanding and application of VR+ home. When others introduced high-profile VR hardware devices, IKEA developed a virtual reality application based on the content of VR devices. IKEA VRExperience, the application is like a VR game, customers can download it for free on the Steam platform, due to Steam The platform supports HTCVive, so as long as users with VR devices can build their real home in the virtual world. Although this method requires high requirements for customers' equipment, not only HTCVive but also a high-end computer, but the idea is as GM IKEA General Manager Gaspar Broton said, "Virtual reality is developing rapidly, the future Five to ten years will be a part of people's lives." It is foreseeable that this way of IKEA will be very popular in the future, and this kind of scene-based shopping method will inevitably extend to various fields, and e-commerce is one of them. It can be seen that it is the development of door and window enterprises that does not blindly follow and choose the technology that suits them. Especially for those small home furnishing enterprises, the concept of premature introduction of VR concept or follow-up speculation shopping concept will only be The burden of increasing costs will not fly even if it is at the vent, but it will miss other development opportunities. 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