The International Virtual Reality Innovation Conference opens.

The International Virtual Reality Innovation Conference is in full swing at the Qingdao International Convention and Exhibition Center. The VR Net Editor has arrived on-site to provide you with real-time updates and insights from the event. At the Virtual Reality Content Application Forum, industry leaders shared their perspectives on the future of VR+. Liu Jing, Sales Director of Qi Xin Yi Wei, Alvin Lee, CEO of 51 Grammar, Wang Hao, Senior Technical Engineer at Epic Games, and Eric Shamlin, Vice President of Secret Location, discussed how VR is expanding beyond entertainment into sectors like healthcare, education, and more. VR has entered a phase of rapid content development, with applications moving from games and entertainment to fields such as aviation, medicine, and education. In medical VR, eye-tracking technology plays a crucial role. Liu Jing explained that this technology is being used for treating conditions like vertigo, schizophrenia, autism, strabismus, and amblyopia. It also enhances medical education by providing accurate evaluations through visual data. Education is one of the most promising areas within VR+. Alvin Lee from 51 Grammar emphasized that the core of education lies in information exchange through interaction. VR can simulate ideal environments, allowing students to explore actively. This not only improves learning efficiency but also reduces costs and offers an immersive experience. Jiang Hai, co-founder of Jueji, discussed VR production for TVC (Television Commercial). He noted that while movies are the highest level of video art, TVC holds a significant place in global production. VR can be applied through panoramic filming, CGI, or interactive elements. The discussion also covered VR films. Lou Yanyi of Sandman Studio and Eric Shamlin of Secret Location highlighted the challenges and opportunities in VR film and television. They pointed out that current platforms like iQIYI and Tencent lack dedicated channels for VR content, making it difficult for developers to monetize their work. Wang Jing from Epic Games spoke about AR content production, emphasizing the importance of camera calibration, lighting, and environment mapping. He stressed that maintaining high frame rates is essential for realistic experiences. Yan Meizi from ALLEGORITHMIC Asia Pacific talked about texture creation for VR models. She suggested drawing inspiration from AAA game production to enhance visual quality. Maria Beltran from Abelab discussed "VR Narrative and Interaction," highlighting the need for efficient coding and intuitive tools to create engaging experiences. She explained that objects in VR scenes can become interactive, enabling various actions based on the context. Wu Yaguang from Smelly River Studio addressed common issues in VR game development, such as motion sickness. He recommended optimizing UI placement, reducing acceleration effects, and providing stable references to improve user comfort. The forum also featured discussions on indie VR games, with speakers from across the globe sharing insights on creativity, commercialization, and market trends. In the Global Virtual Reality Developers Forum, Yang Haoyi from Microsoft presented on "Windows Mixed Reality." He described mixed reality as a space where physical and digital objects interact seamlessly. He also introduced multiple input methods supported by Microsoft's MR products. Mike Fischer from CloudGate analyzed the global distribution of VR games, emphasizing the need for innovation and unique content. Eric Shamlin discussed platform development, stressing the importance of content discovery and cost management. Karl Krantz from SVVR argued that VR is not dying but evolving. He believed that the current transitional phase allows for technological growth and market expansion. A roundtable discussion featuring Liu Pinshan, Carl White, Jesse Damiani, and Kubota explored the global state of VR development, covering market differences, funding strategies, and areas for improvement. Finally, the Key Technology Trends Forum focused on near-eye displays, perceptual interaction, rendering, network transmission, and content production. Experts like Qu Xiaojie, Bao Yidong, and Zhang Guojun provided insights into the future of VR and AR technologies. With 5G expected to drive the next wave of innovation, the conference showcased a vibrant ecosystem of ideas, technologies, and collaborations shaping the future of virtual reality.

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