Huawei Industrial Development Department Yan Xing: The VR industry has crossed the rift and entered a period of steady development

Recently, the International Virtual Reality Innovation Conference was officially opened at the Laoshan District Convention and Exhibition Center in Qingdao. The VR website (WeChat public number: VR platform) was present as a specially invited media. The forum invited Yan Xing, Director of Industry Development Department of Huawei Technologies Co., Ltd., to bring us the keynote speech “Virtual Reality Opens the Big Video Era”. The following is a summary of the speech content: Ladies and gentlemen, leaders, good morning! I belong to Huawei Group. The mobile phone is one of our company's business. I must focus on sharing or discussing with you today or on the Internet. This morning, many leaders have already talked about the expectation of 5G and expectations of the communications pipeline. . Whether it is traditional video or VR, a new generation of video, it requires a transmission technology, this transmission technology is critical to the consumer experience. The theme of my speech today is "The new era of virtual reality opening up operators' big video." Take a short look at the current state of industrial development. Several leading experts have already conducted detailed analyses this morning. Of course, on VR, everyone is an industry insider. We also have people outside the industry watching VR. Everyone has a different voice on VR. Everyone thinks that some people including our company’s leaders are saying that last year VR was hot and this year it’s AI again. Very hot, many people say that VR is not without a future? Our view is that VR industry has crossed this rift and entered a steady period of development. We look at some indicators, such as applications, such as headline shipments. We have determined that the industry has indeed entered a period of steady development. This page may still have different opinions on how big the future of virtual reality is. I heard many experts and leaders explain this morning. I feel even more excited because I see that from the perspective of the development of the industry, the industrial space for future virtual reality may far exceed the predictions of these consulting companies by 2021. Annual output value reached 200 billion US dollars. VR's output value scale is formed by which industries, which industries are driving the rapid growth of this output value? This morning, many experts shared their views from many industries in education and medical care, and these things indeed have very great potential. However, it may take some time. Whether it is a helmet or a platform, or the development of an application, we now see that there are several types of applications that can be applied quickly, or that they are already in use. We think it is More promising. One is VR video, which includes live events such as Faye Wong's concerts, including the British and North American sports events we have seen overseas. We have been doing VR live broadcasts for major sports events, including VR games. This is already a rapidly growing industry. These industries, especially VR video, are in fact a relatively smooth evolution with our existing technologies, and industrial support is relatively good. From the point of view of business evolution, whether it is on-demand or live broadcast, it is relatively easy for consumers to accept, but also easier to fall. No matter what you do, everyone must ultimately look at commercial interests. With commercial interests, this industry can develop steadily and healthily. In the industry of VR, everyone has been talking about a core contradiction or the problem of focus is the experience of VR. Only the VR experience allows consumers to accept, consumers are willing to pay, this industry can develop better and healthier, so I would like to discuss with you more about VR experience protection issues. The VR experience guarantee should be an end-to-end process. There are many colleagues discussing this issue. We are on the content side or the game side, and it is the issue of the experience guarantee on the left side. Whether it is the upgrade or reconstruction of the camera or the progress of writing code technology. , or the improvement of the helmet on the right, to protect the user's experience. The middle part is an online experience. You may talk less, but everyone has a high expectation. I have heard several expert leaders this morning to raise expectations and demands for network experience. We can see that in the middle of us, in the future we will have edge clouds and edge network nodes to further guarantee the user experience. This is from the perspective of network architecture. There will be special network technology behind how to protect the user's experience. On this page, we need to guarantee the experience. What is the requirement of this experience for the network? Jiang has always talked about the trend of the evolution and development of VR from the point of view of the terminal. I am here from the perspective of the evolution of the network and from the perspective of the terminal. However, the perspective is slightly different. We pay more attention to the demand for network bandwidth. We say that the resolution of VR screens will continue to increase, because at present, many of our terminal resolutions are not enough, whether it is from 2K screens to the current 4K screens, the future 8K or 16K screens, and there are more requirements in terms of interaction. Our requirement for bandwidth, this evolution is a natural trend. After reading the evolutionary trend of the network, we look at how to ensure the support of data and the support of experience from the perspective of the network. The figure in the lower left corner is from the perspective of network technology. Whether it is a wireless network technology, a fixed network technology, or a WiFi network technology, we can see that even with the 4.5G of the year, it can provide 20-50 megabits of bandwidth to meet The current early experience. Everyone discusses more 5G and can support an average of 100Mbps in the future. This can support both entry-level and advanced-stage experiences. From a fixed network, our home-access broadband network now has 10G technology and 100G in the future to support our various VR applications in home scenarios. Of course, with the data in the lower right corner, we see the current situation, which is not optimistic from the actual network experience. This is a data released by the Broadband Alliance in October of this year. We can see the average speed bandwidth of the network. The fixed network and mobile network all have a bandwidth of more than 10 megabytes. This bandwidth is really not very good in protecting the VR experience. We also saw that many VR live broadcast experiences were not very good from the end of last year to the beginning of this year. This is related to the actual situation of our current network. From this perspective, it is indeed not good to run various VR applications and experiences on the Internet. This is indeed the status quo. But network technology can already support, that is to say our network needs to be improved, need to improve from the network point of view, do the customization protection, can make VR experience better. The ownership and operation rights of the network are in the telecom operators. Recently, we had a closed-door VR industry high-level roundtable meeting. Some industry executives have already raised it. Operators have a vital position in securing the VR experience in the future and VR's commercial success. They said that operators Return to the center. I personally agree with this judgment. Indeed, there is no such network, there are good terminals, there is good content, and ultimately it does not reach the consumer, or that consumers do not pay for the experience is not good, and finally this Industry will not succeed. Therefore, it is true that operators may indeed return to the center of the video industry. This page is to share with you the 5G technology that is still waiting for. The 5G technology has indeed made great progress. We can see whether the peak rate can reach 10G, or whether the progress from the wireless terminal to the base station can effectively support the VR experience, whether it is delay or bandwidth. In addition, in order to ensure the VR experience, some customized protection may be required. In the 5G era, there is a new technology, which is the fragmentation technology, which can be used specifically for certain applications that have higher requirements on the experience and bandwidth. The ability to provide a piece of network, or spectrum resources, to protect such services and provide better protection for such services, such a technology can provide our VR with a so-called customized or exclusive experience in the future. We are more concerned about what time 5G will be used commercially. We are here to collect and sort out some information through open information. In the first wave, China, Japan, and South Korea are going faster. I look at the public information. 2019 Years will be a relatively large-scale experiment, and we will surely achieve commercial scale in 2020. From the scale of the base station, this is definitely a commercially available network. For our VR helmets are simple and convenient, for us to strengthen the interaction. Say, there will be very big help. In Europe and North America, I also know that they have a very aggressive 5G deployment plan, which means that the application of VR products in the future can be well protected in many major countries around the world. Everyone can enjoy it. Develop VR applications and terminals. Just now more from the bandwidth point of view, this page talks about how to guarantee the network from the delay of VR. We say that the application of VR is divided into three major categories, each of which has different requirements for latency, 10 milliseconds, 30 milliseconds, and 100 milliseconds. From the perspective of fixed networks, future network optimization will be able to support the services required for different experiences very well and accurately. Servers can be deployed at the central office, or edge clouds and edge nodes. These edge nodes have very short latency requirements. With support, it is possible to have greater computing power in the metropolitan area and wider area to support other types of services. This means that we can guarantee the application of various delay VRs from the business experience. Of course, one of the leaders of yesterday also said that if operators want to do such protection, the operator must be motivated. He must be rewarded. Operators are also considering doing VR services. Can operators achieve VR business success? We think it is still very promising. First, operators have a strong number of users. For China, China’s operators have more than two billion broadband users, and video users already have more than one billion. The one million million users have already developed video at home. Habits, VR for them, the future is a more natural user area expansion basis. In addition, after the operator upgrades his IPTV platform and set-top box, it can quickly support VR video services. The means can be wireless or wired, and it can easily bring VR to home scenarios. At present, the domestic access bandwidth has reached 100 megabits. Of course, not all users have applied for 100 megabytes of services. At least in terms of capabilities, large cities already have this capability. In home scenarios, the VR experience can be guaranteed. The service is also relatively easy to get support, so we think it is more feasible to carry out VR business in the family. Because of his sales and customer service channels, operators can also provide similar ticket services for VR live broadcasts, concerts, etc., and they can also be rewarded in business. Our partners, such as micro whale, can sell it. Tickets, they integrate the content, operators do tickets, the entire industry chain from the business also opened up. Therefore, we say that this kind of business can be opened up regardless of technology platform, terminal or business model. This business of VR brings new revenue growth points to operators. Operators have great potential for applications in various industries because of the immersive experience and revolutionary experience of VR, so we think we think of VR. It will open up a new era of big video for operators, and operators can also use this opportunity to return to the center of the video industry. Of course, this is also the view put forward by a high-level internal roundtable forum during the last meeting. The bottom right corner is what we currently see. On the global scale, especially overseas operators, we particularly share the overseas operators' attempts and exploration in VR. In October at the IBC International Video Industry Conference, we reached a cooperation with BT. We will be doing VR live together, focusing on sports, followed by concerts and so on. It can be seen here that in South Korea and in Japan, there will be large-scale operators for VR business operations. The last page would like to share with you and say so much, what practical actions Huawei has taken, and with industrial partners to promote the landing of VR, can make this industry finally achieve commercial success. We have four aspects. First, we have invested in Huawei’s own joint innovation laboratory. The joint innovation laboratory is not only Huawei's equipment. On the contrary, Huawei’s equipment is not much, mainly our partner’s equipment. We hope that through this joint innovation lab, we can open up the end-to-end experience and enable consumers to have a good experience. We also welcome players to join this joint laboratory. We have already held a number of industry forums, including white papers. We have also established VR industry organizations to jointly promote the maturation and development of this industry. The above is my speech, thank you all. This article is original by VR net, please indicate VR net and chain back.

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