In recent years, the concept of VR+ home has been repeatedly mentioned, and even the ecology of the entire industry has changed with the trend of the original. Ou Pai wardrobe launched VRHome experience house, Sophia layout VR home design, Shangpin home delivery based on VR research and development 720 ° design scene technology ... also in the bathroom industry, Wrigley, Dongpeng, Jiu Mu and other sanitary enterprises have also set foot in VR. Such heat seems to indicate that "VR + home" is another vent after O2O.
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? This is obviously an insurmountable obstacle, because the real VR devices are based on UE4 or unity3d game engines, and their content needs to be artificially designed using 3Dmax and other design software. Modeling, the process is not only expensive, but also very time-consuming, and it takes a long time. Just one ordinary sofa item may take 2 days to model. If it is a full house customization, it is not a month to complete. This dilemma is not only reflected in the home sector, but also in the retail industry.
In 2016, 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 in recent years, a so-called scanning automatic three-dimensional modeling technology has emerged, 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 HTC Vive 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 furniture companies are tempted by 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.
So 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 entire 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 breaking news, revealing the "truth". The hardware manufacturers in the VR industry have almost no technical foundation, basically working with several fixed upstream component 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 GFK China VR Industry Application Survey Report, more and more VR entrepreneurs are transforming from C to B, and 60% of them are concentrated in the entertainment field, followed by education, home improvement, tourism, and medical care. And other enterprise-level applications. The sluggishness of the C-end market has led many hardware companies to target the B-end market.
What is surprising is that ToB's thinking has not only lifted the survival crisis of hardware companies, but also won the favor of capital, because they are catering 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.
So, how should we 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 for the pain of VR devices. IKE Experience is a VR game. Customers can download it for free on the Steam platform. The Steam platform supports HTC Vive, so anyone with a VR device can build their real home in the virtual world.
Although this method requires high requirements for customers' equipment, not only HTC Vive 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 become 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 will inevitably extend to various fields, and e-commerce is one of them.
In general, “VR+Home†is a new trend in the development of the home furnishing industry. For sanitary ware companies, it is most rational to choose the most suitable way to introduce technology products. If it is only chasing the flow and blindly following, it will only increase. Enterprise pressure and cost burden, so the bathroom company is still cautious.
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