Global <span style='color:red'>VR</span> Device Shipments at 6 Million Units in 2019, with Oculus’s Price Cut Boosting Sales
TrendForce expects the global shipments of VR devices to reach 4.65 million units in 2018, and 6 million units in 2019, a YoY growth of 29%. Oculus’s strategy of price cut has successfully boosted sales since the release of Oculus Quest at the beginning of this year.“Sony is expected to ship 2.2 million units of PlayStation VR, as the series’ new products have not yet been released,” says TrendForce analyst Jason Tsai, “HTC’s VR shipments are expected to reach 800,000 units”. As for Oculus, it has witnessed the largest shipment growth among the three major VR makers, with momentum from Oculus Rift, Oculus Go, and Oculus Quest, which drives the company’s total shipments to 1.7 million units.Tsai points out that Oculus Quest is the main product of the company, while Facebook will continue to provide more applications for standalone VR devices. Rather than making profits from hardware devices, Facebook would put more focus on promoting its platform and content services. Therefore, Oculus offers attractive prices to increase the penetration of standalone VR devices. Retaining its pricing strategy, Oculus has a chance to offer low-priced Oculus Rift in the future.As for Oculus’s rivals, they have other priorities. Sony will continue to focus on console-based VR market and to develop the next-generation PlayStation. HTC will retain its market positioning of high performance and outstanding user experience. HTC may offer promotions to deal with the pressure from competitors, but boosting shipments will not be the main target for the company.Looking back to the global VR market for 2018, Sony, Oculus, and HTC have their respective market objectives and plans, which moderated the competition between them. However, as Oculus continues its aggressive strategy to expand the market share and introduce more software and applications, competition in the global VR market may grow tense.
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Release time:2018-12-12 00:00 reading:1197 Continue reading>>
<span style='color:red'>VR</span> Market Shipments at 4.65 Million Units in 2018; Competition Between Oculus and HTC Would Intensify
According to the latest research by TrendForce, the global VR market sees marginal growth this year, and will remain inactive till the year-end due to the conservative attitude of most manufacturers and lack of new products. TrendForce expects major manufacturers to schedule their new product launching at the end of the year to leverage the market in 2019. As for the rest of this year, the competition between Oculus and HTC in the Chinese market would be a focus for global VR market. TrendForce reveals that global shipments of VR devices, including PC-based VR, console-based VR and standalone VR, recorded 3.65 million units in 2017, and will reach 4.65 million units in 2018, a YoY growth of 27.4%. “Sony's strategy this year continues to focus on console-based VR market, with the shipments estimated at 2 million units thanks to loyal users of PS4 and the Christmas sales,” says Jason Tsai, an analyst of TrendForce. On the other hand, Oculus has not released its high-end standalone VR device--Santa Cruz, but has entered the Chinese market with Oculus Go via cooperation with Xiaomi. For the whole year of 2018, TrendForce estimates that the shipments of Oculus will come to 900,000 units. With regard to HTC, who has launched Vive Focus and Vive Pro successively, its shipment is estimated at around 600,000 units. The brand will only have limited growth due to competition with Xiaomi in the Chinese market. The shipment of another VR device, Windows Mixed Reality Headset, may decline to 150,000 units while most of its partners have turned a conservative attitude towards the VR market.  When Sony continues to exclusively focus on the console-based VR for gaming market, Oculus and HTC have emerged to be major players in VR market. HTC launched new products ahead of Oculus to take the lead in market, but Oculus Go then allowed Oculus to catch up, especially after Oculus’s cooperation with Xiaomi. The products are now branded with Xiaomi, produced by Xiaomi, and connected to the platform of Xiaomi, who has been actively assisting Oculus in increasing the shares in the Chinese market. In addition, other Chinese branded companies may follow suit and join the camp of Oculus like Xiaomi. This would bring greater pressure to HTC, and make it easier for Oculus to go through the development of its high-end model--Santa Cruz. Tsai believes that Oculus would schedule the launch of Santa Cruz at the end of this year or even early next year, further pushing the company's shipments to 1.3 million units in 2019. 
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Release time:2018-07-12 00:00 reading:1154 Continue reading>>
<span style='color:red'>VR</span>, AI Help Bots Collaborate with Humans
  Robotics technologies that can help factory and warehouse workers do their jobs better, more safely, and even remotely are emerging from research labs and startups. A team at the Massachusetts Institute of Technology has developed and tested a virtual-reality system that lets workers teleoperate robots without the lag time or user side-effects that have hampered other VR-based approaches. Startups Kindred Systems and Veo Robotics, meanwhile, are using artificial intelligence (AI) to create robots that can work collaboratively alongside humans.  To let factory workers telecommute — at first glance a no-op kind of concept — MIT’s Computer Science and Artificial Intelligence Laboratory (CSAIL) has developed a system that integrates commercial VR technology with existing robotics control software to enable a virtual shop floor. The engineering team, led by CSAIL director Daniela Rus, took an approach in between two traditional methods for teleoperation via VR: the direct and cyber-physical models.  The direct model couples the user’s vision directly to the robot’s state. This limits the user’s viewpoint to only one perspective and can cause headaches and nausea when signals are delayed. In the cyber-physical model, the user interacts with a virtual copy of the robot and its environment, but the approach requires a lot more data and makes it difficult to respond to constantly changing situations.  CSAIL’s system integrates commercial VR technology with existing robotics control software. To provide the sense of collocation, the system maps the user space into the virtual space and then maps the virtual space into the robot space. Commercial VR game engines render most of the environment. Users wear a headset in a VR control room with multiple sensor displays. They use the headset’s controllers to interact with controls that appear in the virtual space to complete tasks, such as opening and closing the robot arm’s hand grippers to pick up items and stack them for assembly.  Users receive continual visual feedback from the virtual environment via stereo cameras on the robot’s head, so there’s no signal delay. Instead of extracting 2-D information from each camera, building a 3-D model of the physical environment, then processing and redisplaying the data, the CSAIL system lets the user’s brain extract 3-D information from the stereo camera images. It requires fewer resources than traditional approaches and thus lowers costs, according to MIT.  The CSAIL team developed the system using an Oculus Rift headset and Rethink Robotics’ Baxter robot, but the technology can work with the HTC Vive headset and other robot platforms. In tests, the CSAIL system was better at grasping objects 95 percent of the time, and 57 percent faster at doing tasks, than a state-of-the-art system, the team said. The developers also demonstrated that users can control the robot from hundreds of miles away.  AI assist for robotic coworkers  Startup Kindred Systems said it has begun pilot programs with several global retailers for Kindred Sort, an AI-powered robotic solution that helps retail distribution and fulfillment-center workers assemble orders from batch-picked items. Kindred’s software lets robot arms pick up, barcode scan, and sort multiple sizes and shapes of items, at a rate of 250 to 400 times an hour. Gap Inc. is one trial customer, a Fortune magazine article reports. The robot arms are made by Fanuc, workers manipulate them using videogame-like moves, and the software uses deep-learning and reinforcement-learning techniques, according to the article.  Veo Robotics said it is combining AI, advanced computer vision, and 3-D sensing to make traditional industrial robots in workcells safer for people to be around. Its first product will use “a new class of intelligent algorithms running on parallel-computing hardware and distributed 3-D sensors” to make big, powerful industrial robots capable of close collaboration with humans, according to a statement. Key vertical markets include automotive, consumer packaged-goods, and household appliance manufacturers, as well as automated distribution centers.
Release time:2017-12-19 00:00 reading:1171 Continue reading>>
Intel Brings <span style='color:red'>VR</span>, 5G to Olympics
  Intel will build new kinds of experiences for the 2018-2024 Olympic games using virtual reality, 5G cellular and drones, the chip maker announced. It becomes the thirteenth partner of the games and the fifth tech partner following Alibaba, GE, Panasonic and its closest rival, Samsung.  The events will showcase Intel’s work in a handful of emerging technologies including live streaming video with its 360-degree cameras, 5G and machine learning. As part of an event announcing the deal, Intel broadcast a video stream from its headquarters using one of its prototype 28 GHz 5G base stations.  Intel chief executive Brian Krzanich promised, “whole new ways fans and athletes can view and participate in the games…Around the world there are millions and millions of people who have never had a chance to go to the Olympics, and our goal is to bring it to anyone.  “This is not just about flops per watt in some device somewhere, it’s about changing the experience and bringing it to more people…[with] more compelling and immersive experiences,” he added.  The partnership makes sense for Intel at a time when the company is seeking an identity as a technology leader apart from the slumping PC. Krzanich has showcased the company’s work on VR, 360-degree video and drones regularly in past keynotes and professional sports events.  Burnishing the company profile is particularly strategic at a time of slowing growth and consolidation in the semiconductor industry. With the current rise in prices of memory chips, rival Samsung may surpass Intel this year for the first time as the largest chip maker in the world.  Intel’s 3D video, newly branded True VR, is one of the highlights of the deal. The company will bring the capability to 16 live and 16 on-demand games including ski jumping and figure skating at the 2018 Winter Olympics in Pyeongchang, South Korea.  VR headsets let users choose angles from which they watch an event in stereoscopic 3D. It supports live streaming and digitally computing an angle such as hovering over a favorite player.  True VR uses a network of up to 38 360-degree cameras, each using a dozen high definition 5K cameras. Mobile production units stitch the streams into 180-degree images and uploads them t a data center for live streaming.  The Olympics marks an extension of the technology for Intel. It has already offered the capability at select NCAA basketball, National Football League and Major League Baseball events in the U.S.
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Release time:2017-06-22 00:00 reading:1096 Continue reading>>

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