The success of the VR field is not so easy, these points may be useful

By 2020, the number of VR devices will exceed 200 million. It can be expected that the number of companies that want to integrate vr technology into their own brands will definitely increase. Thanks to the emergence of VR, an amazing creative tool, we have seen a new bright future for the marketing industry. However, the marketing industry sometimes over-hyped or seriously underestimated vr technology because of its ability.

In order to be successful, we need to establish some basic principles, which will avoid wasting limited manpower, energy and financial resources. Here are some basic principles:

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Technology as a platform, not an idea

Technology should not be the starting point for creativity. Of course, experimentation and gameplay are around the VR concept—although current production costs mean you need to sketch your ideas on paper or generate a 3D online model. But any brand campaign must start with the story of the brand, for example, the emotions you want to create, the clear feelings you want the target audience to think about, or the action after they experience it. VR needs a real character to tell a story. If VR is not a gimmick, there is no need to put a creative idea for no reason.

Evoke emotion

VR allows users to stand at the perspective of others and evoke a high degree of empathy. It can help consumers understand the tremendous efforts of athletes, musicians and even astronauts. Empathy is an incredibly strong act of stimuli - brands fight to defend their social prestige and explain their brand end. Some great apps, such as Google's Abbey Road VR experience, are fascinating and powerful auxiliaries that evoke emotions.

Catch the pain point

VR's virtual capabilities make it easy for people's eyes to eclipse in the swaying world of fluorescence, but don't forget the other feelings. The sound is around the user, creating a 360-degree environment from below, above and over the shoulders. Unsurprisingly, sound plays an important role in the experience of the blind and in the exploration of the world. "Notes On Blindness: Into Darkness" is along this main line. Keep in mind that sound and touch (such as using this touch technique or Google's "tilt brush") will be a powerful element in VR narrative.

Get inspiration from the world around you

VR does not have to be a high-level concept. People’s true embrace, enthusiasm and sharing of happiness are very appealing. Putting the consumer in a real, emotionally optimistic scene can bring a gain effect. Take a look at the BBC's 360 video of Leicester City fans celebrating their Premier League victory at the regular bar to see if you can capture and create these everyday moments in the world in a virtual environment.

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