Baidu VR Interview with HEY VR CEO Liu Yi: Creative Sources in the Virtual Reality World

Some people in the Virtual Reality (VR) market have seen "wind and water" in the past few years. Some people think that "bluffing" is just like when the smart phone market was just starting 10 years ago. Due to the immaturity of technology, the market has been paralyzed for several years. Virtual reality may break out in the next 5 or 10 years, but now the only thing we can do is "make good products." This is like the HEY VR “Latitude 18 Degrees North” that won the VIVE Best Immersion Content Award at the Vive Eco-Conference.

Left of the picture is Liu Yi, general manager of HEY VR

The current major realization of virtual reality (VR) market is in entertainment/games, video and education. VR games are mostly mobile game manufacturers. Due to their innate R&D advantages, most of them are trying to “stabilize” them. The successful IP migration to the VR platform is not a true original VR game. Just as many players experience dizziness, poor interaction, severe delay, simple story, and low playability when experiencing VR games. Negative impact. Coupled with low-end device users more difficult to obtain a good experience. With the development of the past two years, hardware technology has begun to mature, and although the content is also moving forward, but the domestic high-quality content is still "stopping" in the "incubation."

For VR education prospects, most people think that its market size will surely catch up with games and video in the future, but very few companies actually implement it. Most manufacturers are pushing the “raw” model. More than prepared for you some not so bad VR equipment, students learn a certain amount of time after learning interest, the time to find it will not be "sustainable."

Then, regarding the "survival way" of VR video in the future, the current Chinese film and television drama market is also buoyed by capital with VR. However, it can be as scarce as to actually use VR technology to produce high-quality film and television works. The VR film and TV works on the market are mostly The short video and erotic little videos that play on the edge of the ball, the current level of development of VR film and television is relatively low. Compared to games, VR film and television dramas are more hindered than VR games. Although VR film and television dramas can break the traditional film and television framework, In the end, it has created a VR feature film and television work, but in the early days it required huge production costs. Most companies still use the “test water” attitude to realize the realization.

VR movie content production

For example, NBA games and Faye Wong concerts have already achieved VR panorama broadcast. VR manufacturers and media have also experienced VR live broadcasting. It allows users to experience the immersive immersion, but at present VR technology is still the biggest obstacle to VR video broadcast, including insufficient broadband, unstable outdoor environment, splendid image mosaic processing technology, and so on. At present, professional VR video production is still dominated by large-scale foreign film and television companies, domestic VR video companies. Taking the film and TV drama as a breakthrough, it is like "Infernal Affairs VR" and "Urban Odyssey" introduced by iQiyi, and "Latitude 18 Degrees", "Hello! Chengdu", "Tai'erzhuang" and so on launched by HEY VR. Well, these are all due to the fact that the technology of VR content is being precipitated and developed.

Liu Yi, General Manager of HEY VR

Today, Baidu VR is honored to invite Mr. Liu Yi, General Manager of HEY VR, to discuss the future of VR content (video, video) in the future.

HEY VR is a global VR film and television production and distribution company, which provides VR brand marketing solutions such as VR creative content, online communication and distribution, and offline interactive marketing. The fixed-point/moving panoramic shooting, panoramic aerial shooting and underwater panoramic shooting techniques used in VR panoramic shooting can provide customers with panoramic video shooting production services. “Latitude 18 Degrees North” is a VR commercial program under HEY VR. ​​It is integrated with directors, screenwriters, planning, fine arts, and post-production.

In addition, HEY VR has created a series of brand communication services such as VR case marketing services for offline interactive marketing, followed by highlights of HEY VR's recent award winning work “18 Degrees North Latitude”.

Latitude 18: Get the Best Immersion Content Award for the 2017 Vive Eco-Conference Content Contest (RMB 100,000). This commercial was developed by HEY VR and Sanya Mandarin Oriental, a high-end luxury hotel brand. Co-produced the first domestic luxury hotel VR drama, through the current hot virtual reality display, combines beautiful Sanya scenery, high-end luxury Sanya Mandarin Oriental Hotel, and a romantic story to enjoy you and The most unique travel experience for lovers.

Latitude 18 Degrees North

The following is an interview with Liu Yi, general manager of Chengdu VR and Chengdu HEY VR:

• Baidu VR: How will HEY VR be strategically deployed in 2017? (content aspect)

Liu Yi, general manager of HEY VR: HEY VR was established at the end of 2015. It has been producing high-quality VR video content continuously for the past year, including the first luxury hotel VR story advertisement "Height 18 degrees north latitude" that has just won the HTC VIVE Award for Best Immersiveness. , won the "Ta Show Best Creative Award" Chengdu's first city VR video "Hello! Chengdu", and China's first VR creative tourism video "Tai'erzhuang."

Our mission is to create a high quality VR experience that resonates with the audience. Therefore, in 2017, we will collaborate with motion capture technology partners to focus on VR interactive film and television to create a truly immersive experience for VR users, allowing users to truly become part of the VR storyline, allowing reality and fiction to be The boundaries are more blurred, making the VR experience more exciting.

• Baidu VR: At present, VR film and television works are mostly immersive in content such as concerts, commercials, and short videos. At the same time, motion capture technology is used to achieve interactive effects such as branch plots. Ultimately, VR video needs to be paid for by the user to achieve sustainable development. What will the HEY VR do for the B and C-end monetization modes (or how does the HEY VR implement the monetization mode on the B and C clients?)

Liu Yi, general manager of HEY VR: We provide VR high-end advertising customization for B-side customers, online distribution and online marketing, VR case marketing services. Customers are divided into three categories: luxury hotels, emerging cities and 5A-level scenic spots. Luxury hotel brands that have already served include Mandarin Oriental, Hilton, Wanda Ruihua and others. In addition to producing and distributing VR commercials, we will plan offline interactive experience programs for customers and truly help customers apply VR commercials to commercial activities, fully release the value of VR advertisements, and demonstrate the absolute advantage of customers with no dead ends.

The production and distribution of C-side content is the company's midline strategic direction. After adding real interactive attributes, the boundaries between VR movies and games will become increasingly blurred. Similar to the business model of VR games, we will release VR interactive video experiences that users are worth paying for, providing users with the opportunity to explore freely in a whole new world.

The company's long-term positioning is based on the production of VR film and television investment companies, which can be understood as Huayi Brothers in the VR era. Under the premise of consolidating top-notch production capabilities, we will focus more on investing and producing VR content, and allocate resources for other VR production teams, thereby bolstering the VR content industry to a greater extent.

• Baidu VR: At present, the entire VR content market is divided into two phases. The first phase is variety, live broadcast, and panoramic short video (approx. 15 minutes). In 2017, it enters the second phase. VR video (video) grows to Documentaries, panoramic feature films, and microfilms that lasted more than 15 minutes. However, current shooting and special effects production technologies and VR interactive technologies are still unable to support large-scale feature films. How long will it take to realize and popularize VR feature films in the future? And what are the challenges facing the next VR film and television? (analysis from the perspective of technology, solutions, and strategies)

Liu Yi, General Manager of HEY VR: The 2020 conference will be a watershed for the development of the VR industry. At that time, there will be a series of high quality long VR experiences. The VR film and television industry is currently faced with many challenges, such as the exploration of innovative cash model, the improvement of the performance of viewing equipment, the popularity of 5G networks, and the emergence of killer content.

Spielberg released a long-awaited good news at 3.28. A movie called "Ready Player One" will be released in 2018. This Warner Bros. co-produced with HTC VIVE. The film about VR will describe to the world a human world where VR is ubiquitous, which is of great significance for the popularization of VR at this stage.

• Baidu VR: VR film and television dramas take up a lot of space. Many of them are over 1GB in capacity, and the device loading is very slow. As a result, the user experience is blocked. How do you solve these problems?

Liu Yi, General Manager of HEY VR: As a VR film and television company, what we can do is optimize the compression algorithm as much as possible without losing the VR experience, and control the VR content size in a reasonable range. The optimization and iteration of hardware company technology is the fundamental way to solve the problem of slow loading.

• Baidu VR: Although HEY VR can capture excellent VR content through excellent VR devices, it is popular with users, especially users at C-side, how can HEY VR be maximized and top-quality because of the different level of domestic VR hardware? Content presented to the audience?

Liu Yi, general manager of HEY VR: To provide users with top-notch VR experience requires hardware, distribution platform and content tripartite efforts to achieve, are indispensable. At present, the VR industry is in the first-generation technology stage, such as the PC industry in 1997 and the smart phone industry in 2007. As a content developer, HEY VR is working closely with industry-leading VR hardware vendors, such as Idealsee Group, and platform operators, such as the Baidu VR team, to provide feedback and needs to each other, thereby maximizing optimization and improvement. The tripartite technical iteration efficiency. The effective collaboration between VR segments is the only way to quickly provide viewers with a quality VR experience.

• Baidu VR: What new technical support is required for VR video compared to previous video capture? With the maturing of VR technology, has the impact on the choreographer industry been great? What new skills do the previous choreographers need to accumulate?

Liu Yi, General Manager of HEY VR: There is no essential difference between traditional film and VR film in terms of technology. Especially in the later stage, AE, Nuke, and PR are the common software of both parties. The biggest difference from the traditional film and television is that the planning of the VR experience needs to consider 360 degrees, instead of being limited to the limited screen like the traditional film and television. Different planning angles and creative ideas have made traditional film and television have accumulated nearly a hundred years of production experience. The reproducibility of VR film and television is very limited.

How to allow viewers to change from traditional film and television content receivers to VR film and television story participants is a new skill that must be mastered by the traditional VR industry.

[Baidu VR original content, please indicate the source]

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