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“Cloud VR+”场景白皮书1
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2022-08-03
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3.4 Cloud VR Gaming: Cloud Rendering Lowers Requirements on Terminal Performance
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Cloud VR Scenario White Paper
i
Preface
Cloud VR introduces cloud computing and cloud rendering for VR services. Fast and stable
networks allow the implementation of cloud-based VR service content and content rendering
where display output and audio output are coded, compressed, and transmitted to user
terminals.
Cloud VR represents the most advanced technological development of the VR industry. Cloud
VR aggregates VR content and quickly distributes it to common users and vertical industries.
Cloud VR enables rendering on the cloud, lowering requirements on VR terminals, and
facilitating user acceptance.
This white paper was developed under the guidance of the Chinese Ministry of Industry and
Information Technology (MIIT), and released jointly by the China Academy of Information
and Communications Technology (CAICT) and Huawei according to the annual work plan of
the Virtual Reality Promotion Committee. This white paper focuses on the present context and
the potential value of Cloud VR. It also discusses the development path of its scenarios, which
are divided into the following three phases: the recently cloudified phase, the mid-term
cloudified phase, and the long-term cloudified phase. This white paper defines 17 Cloud VR
application scenarios based on the existing industrial context. The value and application
direction of each scenario is analyzed based on the service characteristics of Cloud VR,
experience and customer feedback from CAICT, Huawei iLab, and Huawei C&SI Business
Consulting Dept. This paper summarizes the service formats of Cloud VR, discusses the
business models of each service scenario, and analyzes the pace and trend of Cloud VR
business development. This white paper can be used to guide the future service development
of Cloud VR scenarios.
Cloud VR Scenario White Paper
ii
Contents
Preface .................................................................................................................................................. i
1 Cloud VR Scenario Overview..................................................................................................... 1
2 Three Phases of Cloud VR Scenario Development ................................................................ 2
3 Cloud VR Application Scenarios ............................................................................................... 4
3.1 Cloud VR IMAX: New Experience for Watching Movies ........................................................................................... 4
3.2 Cloud VR Live Broadcast: Easy to Commercialize ...................................................................................................... 5
3.3 Cloud VR 360° Video: Immersion in Videos ................................................................................................................ 8
3.4 Cloud VR Gaming: Cloud Rendering Lowers Requirements on Terminal Performance and Facilitates User Adoption
.......................................................................................................................................................................................... 11
3.5 Cloud VR Education: The New Direction of Education Innovation Facilitates the Systematic Development of VR
Education .......................................................................................................................................................................... 15
3.6 Cloud VR Marketing: New Retail Marketing Mode ................................................................................................... 18
3.7 Cloud VR eSports Arenas: Multiplayer Video Game Competitions in Vast Environments ........................................ 19
3.8 Cloud VR Fitness: Interactive and Fun Exercises ....................................................................................................... 21
3.9 Cloud VR Music: Audio-Visual Dual Immersion ....................................................................................................... 22
3.10 Cloud VR Karaoke: Karaoke in Immersive First-Person View ................................................................................ 24
3.11 Cloud VR Healthcare: Highly-Promising VR Application in Medical Training and Treatment ............................... 25
3.12 Cloud VR Tourism: New Way to Travel and Promote .............................................................................................. 26
3.13 Cloud VR Real Estate: Enhanced Visual Presentation for Real Estate ..................................................................... 28
3.14 Cloud Social VR: Next-Generation Social Network Platform .................................................................................. 29
3.15 Cloud VR Shopping: the Third Screen in the Era of 'New Retail' Enhances Consumer Experience ........................ 31
3.16 Cloud VR Military: Immersive Military Simulation to Improve Training Efficiency .............................................. 33
3.17 Cloud VR Engineering: Upgrade Industrial Manufacturing ..................................................................................... 34
3.18 Cloud VR Scenario Summary ................................................................................................................................... 35
4 Prospects of Operators Deploying Cloud VR Services ....................................................... 36
4.1 Operators Are Capable of Driving the Development of the Entire VR Industry Ecosystem ...................................... 36
4.2 Pace Hypothesis of Cloud VR Service Deployment ................................................................................................... 37
4.3 Cloud VR Business Model Hypothesis ....................................................................................................................... 38
Cloud VR Scenario White Paper
1
1 Cloud VR Scenario Overview
Cloud VR
Cloud Virtual Reality (Cloud VR) introduces cloud computing and cloud rendering for VR
services. Fast and stable networks allow the implementation of cloud-based VR service
content and content rendering, where display output and audio output are coded, compressed,
and transmitted to user terminals from the cloud.
Cloud VR application scenarios
Cloud VR can be applied to many scenarios, and has a lot of market potential. Its widespread
adoption will revolutionize people's lives and production methods. CAICT, Huawei iLab, and
Huawei C&SI Business Consulting Dept have divided the 17 Cloud VR scenarios into Cloud
VR 2C scenarios and Cloud VR 2B scenarios based on research and industry insights both
inside and outside China.
Cloud VR 2C Application Scenarios
Cloud VR 2B Application Scenarios
Cloud VR IMAX
Cloud VR live broadcast
Cloud VR 360° videos
Cloud VR gaming
Cloud VR music
Cloud VR fitness
Cloud VR karaoke
Cloud social VR
Cloud VR shopping
Cloud VR education
Cloud VR eSports arena
Cloud VR marketing
Cloud VR healthcare
Cloud VR tourism
Cloud VR real estate
Cloud VR military
Cloud VR engineering
Cloud VR Scenario White Paper
2
2 Three Phases of Cloud VR Scenario
Development
The development of everything is a gradual process of progression, and Cloud VR application
scenarios are no exceptions (including both indoor and outdoor scenarios). Cloud VR
development can be divided into the following three phases based on the user base, usage
frequency, content maturity, user experience, cloudification progress, and industry maturity:
the recently cloudified, the mid-term cloudified, and the long-term cloudified.
Recently cloudified phase (Current support for cloudification)
Scenarios have already implemented wireless terminals, cloud-based content, and cloud-based
real-time rendering and computing. The industry is mature, with frequent usage and a large
user base. Various types of terminals are available on the market. Traditional content is
provided through a new experience, and new content, such as Cloud VR live broadcast and
videos, is also available, providing highly immersive experiences. Scenarios in this phase can
be regarded as an extension of video, and cultivate the VR habits of users.
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