Shantou or speculation storm VR TV questioned


Storm releases VR TV

The blueprint has been drawing for more than a year. Storm VR products have been introduced. In May, the company released a new concept - VR TV. Combining TV with VR is the first time in the industry.

At the same time, the voice of questioning continues. Is this a breakthrough in technology and innovative exploration, or is it just an opportunity to market?

Technical breakthrough or hot speculation?

Storms declared that the release of the Storm Super TV 2 VR TV (hereinafter referred to as "Storm VR TV") is the industry's first and subvert the entire television industry. It supports VR panorama content, TV and VR head interconnection, as long as the remote control can achieve 720 video viewing, you can also use VR head control.

In short, the original user needs to embed the mobile phone in the storm mirror and wear it on his head. When watching the video, he needs to twist the neck up and down to the left and right. In order to feel the panoramic experience, he only needs to adjust the viewing angle through the remote controller. , you can experience.

Is this a technological innovation? In the eyes of people in the industry, this so-called VR TV has "innate" and "acquired" deficiencies.

First of all, VR (virtual reality) technology is a computer simulation system that can create and experience a virtual world. It uses a computer to create a simulation environment that allows users to immerse themselves in the environment and give the user a sense of immersion.

Liang Zhenpeng, an analyst in the home appliance industry, told the “China Business” reporter that “according to the current technology, to achieve the viewing effect of VR, we must first wear VR equipment, followed by VR film and TV drama content, games, etc. Naked eye 3D, not only do not wear glasses, you can also achieve 3D viewing effects, there are some manufacturers doing naked eye 3D TV, but so far it is still a non-mainstream technology, because of its effect and wear 3D glasses viewing effect of poor Farther away, the same applies to VR TVs."

Lv Shengbo, head of the Storm Technology TV team, responded to reporters by saying that “VR has two aspects: One is to provide panoramic video, and the other is immersive. VR TV can solve panoramic video, and through the connection with VR equipment, You can also realize an immersive experience.TV is a family-sharing product.You can shake it with a single button and you can go to the mobile phone. The TV and the mobile phone are in sync. You can put on a helmet to feel immersive. The family can feel through the big screen. The same picture can be shared."

Second, the hardware is only the basis, and the content is the driving force behind the sustainable development of the industry. However, the current lack of VR content, so even if the purchase of a VR device, the actual use is actually not much.

Liang Zhenpeng pointed out that “3 to 5 years ago, TVs all claimed to have 3D capabilities, but few manufacturers have said so now, even with 3D capabilities, but everyone said that this is a smart TV, you can order TV dramas, play games In addition to not achieving the ideal viewing effect, there are very few 3D sources, and the source of VR is almost non-existent. To put it bluntly, buying home is useless."

In fact, 3D TVs are mentioned by fewer and fewer people nowadays, and even new products are rarely available. The technology has not been substantially improved and has been completely marginalized. According to foreign media reports, the world’s top two panel makers are also major TV makers South Korea’s Samsung and LG have already begun the work of retiring 3D TVs, and they completely withdrew completely.

For this storm technology launch VR TV, questioned the voice continues to think that more is just selling speculation, because VR technology is still immature.

Lu Shengbo said, “Every technology is mature and mature. If we wait until the technology matures, we will not do anything for the development of technology. This is wrong. We bring a new experience to consumers. Maybe there is a gap between this experience and the ultimate, but our hardware and software can be upgraded, and there are better things that can be continuously iteratively upgraded."

“As an Internet company, if you want to enter the color TV industry and want to come from behind, you must rely on product strength. Then you must also have advantages in other areas. For example, LeTV has LeTV. Xiaomi spends 10 billion yuan to produce content, including the editor in chief of Sina.com. Come to vice president, responsible for content, etc. In the hardware, software, content resources, and platformization, always make their own unique advantages.” Liang Zhenpeng said.

According to its claim, the current video industry, Youku potatoes, iQIYI, Tencent video belongs to the first-line video site, LeTV, PPTV belong to the second line, then the storm video only belongs to the third line, how many video resources and first-line, second-line website to compete it? However, we learned from the storm science and technology that what they have to do is an open platform. At present, we have already found the cooperation content of iQiyi and we will not rule out cooperating with more companies in the future.

Talking about the early return period

As we all know, the VR industry's current popularity, from the performance of the recent stock market, all the stocks involved in the concept of virtual reality has ushered in a continuous daily limit, and is expected to continue to stage the daily limit of the drama, a previous 3D printing, big data, Conceptual stocks such as smart hardware.

From Internet giants such as Google and Facebook to hardware giants such as HTC and Sony, they have invested heavily in VR. According to statistics, in 2015, the total amount of domestic VR project financing has reached as much as 1 billion yuan. Even a vertical portal named 87870 is claimed to have raised 30 million U.S. dollars, which is enough to see the degree of VR favored by capital.

However, it is worth noting that there has not yet been a million-star product. It is understood that in early 2016, Oculus, the world's most popular VR product, has just started selling. Although it has been looted, the absolute number is not high. Some agencies predict Oculus sales in 2016 will reach a million, Facebook is also on the acquisition of Oculus high expectations, looking forward to its sales running 100 million units away, and Facebook CEO Zuckerberg also claimed 2025 Oculus Sales will reach 500 million levels.

In China, more is the VR primary product for mobile phone support. Compared to the PC-side VR that has been occupied by the international giants with hardware headroom advantage, the “manpowered” and low-cost mobile VR has become the driving force for domestic small and medium-sized entrepreneurs.

The storm technology at the front of this outlet has also launched storm mirrors and other products. How does the market react to this? In 2015, the company's annual net profit was as high as 170 million yuan, an increase of 313.23% over the same period of last year. It seems that there is another apple-style myth. appear. However, if the company splits the company’s profits for the fourth quarter, it will lose RMB 3.21 million in the first quarter, RMB 9.91 million in the second quarter, and RMB 17.17 million in the third quarter. To the fourth quarter, suddenly guaranteed to 149 million yuan.

Is this the fruit of market donations? The annual report shows that Stormwind Technology has 156 million yuan worth of purchase fees for TVs and accessories. In related-party transactions, Storm Technologies sold 104 million yuan worth of goods to Sunrisun Shunjia Trading Co., Ltd. At the same time, StormTech has transferred its equity to its holding subsidiary and CEO of Storm Mirror Technology Co., Ltd., making this annual loss-making subsidiary not to use consolidated statements, and transferring the equity income into investment income.

It can be seen from the above that the triple-increased net profit of Storm Scientific is insufficient to justify the market's acceptance of the company's products.

An industry expert said that the domestic VR industry is still facing many problems. One is the lack of core technologies. At present, most VR product promotions tend to be conceptual hype, while technical aspects still have bottlenecks. Domestic virtual reality restricts the implementation of virtual reality technology in the mobile terminal in terms of video resolution refresh rate and auditory positioning, and urgently needs to improve technological innovation.

The second is the industrial ecological disorder. Due to the excessive number of "amateurs" entering the game, VR market products have become homogenized seriously, and cottages have become widespread and piracy has become commonplace. The use of virtual parameters and technical fraud are commonplace.

The third is the lack of a unified standard. Due to the separation of VR hardware and software teams, it is difficult to achieve a balance between performance and effectiveness. As far as the hardware is concerned, there will be many different areas involved among the manufacturers. The promotion of standardization requires the active support and participation of some large manufacturers. In addition, in terms of content production, the VR film and TV production industry itself still faces bottlenecks such as high input costs, limited professional equipment, and complicated plot settings.

According to the CICC research report, the scale of the VR industry is expected to exceed the trillion-dollar mark in 3 to 5 years, and investment opportunities in hardware equipment, entertainment content and cross-border services will continue to show. With the increasing maturity of hardware technology and the abundance of content resources, the “golden year” of the VR industry will usher in 2016, and the market size is expected to exceed 30 billion U.S. dollars.

But in reality, VR has a long way to go before it actually lands on the entire business district. At present, the basic complete ecosystem of VR has not been achieved, including VR content providers providing content to VR platforms; content platforms are provided to users through devices; users pay through payment channels; and content platforms and content providers share revenue.
Liang Zhenpeng believes that "the next 2 to 3 years, the VR industry will be in full swing will cool down, most SMEs will die, after the market through shuffling, will eventually leave only a few VR companies can grow and survive, which is just like In the past, the group buying industry was similar."

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