5G brings a new round of VR AR heat

Interviewed company: Hangzhou Virtual Technology Co., Ltd. (KAT VR)

Respondent: Co-founder &CEO Pang Chen

Q1, What progress has the company made in technology, products, marketing, commercialization, financing, and team?

Technology and products, the company has nearly 100 intellectual property rights at home and abroad, and the independently developed VR mobile platform KAT Walk, KAT Walk mini, KAT Loco and other products have obtained international certifications such as FCC, CE, IC, ROHS, RCM, etc. And obtained the national high-tech, city high-tech and other qualification certification.

In terms of market and commercialization, the company completed mass production in 2016, with mature direct sales teams at home and abroad and more than 50 distributors worldwide. In addition to sales to more than 100 cities in China, the products are sold to more than 80 countries overseas.

Financing, in 2016, it received the angel round investment, and in 2017, it got the A round investment.

Team, from a small team of less than 10 people in 2015, gradually expanded to nearly 100 people, including research and development, production, product, marketing, after-sales, finance, and administration.

Q2, 2019, the next time, the company may have new progress in technology, products, market, commercialization, financing, team, etc.

Technology and products will continue to expand the VR virtual mobile product line. Through technological innovation, lowering the selling price to further develop the C-end market, it will introduce more compact, lightweight, functional and cost-effective products for overseas C-end players.

In the market and commercialization, the overseas market will be further activated by the launch of new products.The end market pays special attention to consumers in developed countries and regions such as the United States, Europe, the Middle East and East Asia. The domestic market continues to focus on the B-end market, with the form of franchise, distribution and experience stores, as well as VR+ industry applications, increasing product sales.

Financing, a new round of financing is currently being prepared.

Team, while maintaining the existing team, further innovation.

Q3, 2019, the three things that have the greatest impact on the industry in the industry?

1. In the spring of 19th, Oculus Quest was officially launched, opening the 6DOF high-experience VR machine market, selling 1.1 million units in two months, representing the future of VR head new form.

2. On July 30, 19, the open source standards development organization Khronos Group officially released the OpenXR 1.0 specification today, and the official version of VR/AR’s first international standard was born.

3. In February 19, Microsoft’s Hololens 2 generation released, representing the current top-end AR glasses, saw the shadow of a new generation of interactive platforms.

Q4, the next big time in 2019, what are the major events in the industry that will be concerned?

1. Oculus Quest sales in 2019.

2. Development and industry distribution of domestic VR+ industry.

3. The release of international 3A VR games.

Q5, 2019, what are the things and trends that will occur in the industry and the direction of the subdivision?

At present, our company is in the direction of peripherals in the VR industry. In the second half of the year, a large number of VR all-in-one machines will be evolved to double 6DOF, namely 6DOF head display +6DOF handle, and 5G in 2019. Rapid commercialization will bring about the development of VR cloud games and cloud applications, reduce VR entry barriers, improve the high quality of VR games and the high interactivity of VR applications, while virtual mobile will be more used.

Q6, 2019, will the company have some milestone nodes?

The launch of the product line series is a milestone for the company, targeting VR target users.Pyramid, by the end of the year, we will have VR virtual mobile ToB products, ToC hardcore gamers’ products, ToC ordinary users’ products. If the product line is complete, it will basically establish our company’s position in VR virtual mobile, competitors. It is more difficult to get close, and it also brings ideas to the industry’s VR virtual mobile products and standard definitions. Because this is our main business, we will spend 70-80% of our research and development funds and resources.

Q7, 2019, the company on the track where the company is located, what must be done or the market for competition?

VR game C-end market. At present, the C-end market of foreign VR games has formed a certain scale, but the virtual mobile C-end solution adapted to them is almost vacant. Whoever can occupy the consumer’s living room in the next three years will lead the market.

PS:

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