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佳创视讯(300264)调研简报:布局VR内容制作 打造家庭VR入口

川財證券 ·  May 4, 2016 00:00  · Researches

  Core opinion event: We visited Zhang Haichuan, general manager of Jiachuang Video, and Li Hanhui, secretary of the board of directors, in Shenzhen to exchange views on the company's “VR+ Radio and Television” development plan. The following is the main content of the survey. The company is an enterprise that provides large-scale software for radio and television, such as management software and application software, including terminals and front-end distribution software supporting plug-ins; 2. It provides system digitization solutions and sells Cisco and Huawei equipment (modulators, encoders, CDN deployment, etc.) to local provincial networks through the company's agents. The company's large-scale software and system digitization solutions can basically complete the broadcast control and transmission of provincial networks. Every year, it has close business cooperation with more than a dozen provincial network companies. There are basically no homogenized competitors in these two businesses. The company hopes to use the radio and television business as the parent platform, rely on technology related to the video field of the radio and television industry and the overall network of the radio and television industry, especially the needs of radio and television in the general direction of VR, to provide the company with huge development space. The products and technologies provided by the company cover about 100 million households, accounting for half of radio and television users. The company's development strategy is a platform-based development strategy. In order to give the team more innovation, the company divided the original business into 3 divisions, and each vice president manages one division. In 2012, the company tried video games. The company it invested in was PlayJam in the UK. There are hundreds of video games. The game quality is basically close to PS2, but it was abandoned due to censorship reasons, because it is difficult to quickly show games to customers. The company used the original product technology market to generate new business. In 2015, the company did urbanization education, specifically at the fingertips: in a city, it completed talent training and education for 3-12 year olds, and is expected to reach 100 million monthly turnover by the end of 2016. In 2016, the company laid out industrial investment and VR. In terms of industrial investment, the company will have more investment platforms, integrate resources in a targeted manner through investment, mergers and acquisitions, and cooperation, and select outstanding teams to gather talents. Why is the company doing VR? VR is recognized in the technology industry, and the company believes that the VR industry will definitely grow significantly in 5 to 10 years. Currently, it is not the VR industry that is changing technology, but the development of existing technology has triggered a point to make the VR industry come true. Current issues in the VR industry Standard issues: there are many standards. All major authorities are setting standards, and various industry associations are also setting standards. Content production issues: The exact format of the video stream is undecided, how to splice it, and what kind of results can be achieved after splicing. Since the products are in each manufacturer, the standards are also different. Transmission issues: The biggest characteristic of VR is that the bandwidth is far greater than traditional video bandwidth. The current Internet is difficult to carry, which contains huge opportunities. User issues: User habits have not yet been developed. Billing issues: The current business model is a DVD player+DVD disc model. Since content is easily pirated, it is difficult to form a virtuous cycle. Why cooperate with radio and television networks? VR requires at least 4K resolution to satisfy the user experience. In a 4K environment, effects close to 2K can be seen with the naked eye. If 4K and 6K images are compressed using h264, it takes 30Mbs to 40Mbs for smooth transmission. New technologies such as h265 will double the compression rate but are still developing. It is expected that the vast majority of the market will still be compressed by h264 after 5 years. Internet bandwidth currently has a theoretical value of 10 Mbs and a normal value of 3-4 Mbs. It is difficult to withstand the demand for real-time VR playback. Today's VR downloads content to a computer or mobile phone and then play it, and the complexity of playing after downloading can cause users to experience a decline in their enthusiasm for the experience. If there is a VR channel at home, like a TV channel, which is constantly broadcasting VR content, users can experience it at any time, which will greatly promote the development of user habits. To drive the VR ecosystem, it is necessary to connect to the home through the radio and television network. As an intelligent digital terminal, the set-top box itself is a carrier for broadband transmission. The domestic bandwidth for radio and television is a modulation protocol. The regulation is as much as the speed, and the bandwidth will not fluctuate, solving the situation where the Internet bandwidth cannot be carried. Based on their understanding of radio and television broadband and the radio and television business, now many provincial networks are looking for companies for provincial VR channels, and the radio and television system hopes to seize opportunities for the development of the VR industry. The company reached a strategic cooperation with partners on March 18. The company itself has accumulated a lot in radio and television, but it has not accumulated enough in VR. The company's VR research and development will involve core algorithms and hopes not to spend too much time in this regard, so the company found four laboratories to reach strategic cooperation agreements (VR technology accumulation is concentrated in the hands of the country) to ensure the collaborative development of the “VR + radio and television” model. The company hopes that within the next 3 years they will be able to provide important support for the underlying algorithm. The company has set up a subsidiary in Beijing. The main members of its strategy committee are laboratory members. Among them, Academician Zhao Qinping is a member of the Strategy Committee, and a technical committee has been set up under the Strategy Committee. It is hoped that all professors will join for a long time. The content of the business situation of the Beijing subsidiary needs to be changed into VR to show results, but generally there is no dedicated VR shooting team to carry out transformation, production, and filming. The company hopes to reach 300 people after 2 years of the Beijing subsidiary and 500 people in 3 years. The company will do three parts. 1. Build an excellent production team. 80% of VR filming is the work of science and technology men. VR videos cannot be edited, spliced, post-produced, or illuminated. Originally, traditional technology was difficult to use in VR. Only a man in engineering knows how to arrange the splicing software to create results. 2. Splicing editing. After the video is shot by the camera, the splicing must have the ability to splice these videos into a complete, natural, smooth video with excellent sound. Currently, VR is mostly still shooting. Soon, there will be a series of shooting methods such as guide rail shooting, aerial shooting, multi-camera shooting, etc., and shooting and splicing will determine the final VR effect. 3. Transmission and promotion of local culture is the responsibility of radio and television, so we can use cooperation with local radio and television operators to cooperate and share IP on content such as culture and tourism. In the future, we will establish cooperation with various provinces to transmit VR content to homes. The VR transmission platform is 80% similar to the VOD system, but the VR content is too large, and the platform still needs further transformation. Production and communication are divided into three areas of content, mainly the first two. 1. Panoramic video content (TV+set-top box) basically does not need to be modified. The purpose of this stage is to cultivate users' interest in novel video viewing modes. 2. Immersive VR content transmission (set-top box+mobile phone helmet). Immersive VR content is transmitted directly to the set-top box through the radio and television broadcasting platform. The set-top box does no processing and directly transmits it to the mobile phone using the built-in Wi-Fi. The set-top box performs the router function in this, and the radio and television bandwidth can carry much better than the Internet bandwidth, involving VR content for live video broadcasts and video on demand. Currently, it can only be built under radio and television networks. 3. Naked eye 3D video. The presentation effect is very good, but the electronic screen needs to be modified. Aiming at the three aspects of content, especially the first two aspects of content, the company will integrate resources from three aspects, 1. Cooperate with content providers; 2. Collaborate with provincial networks to test VR channels, and then merge multiple provincial network channels. Because it can push video content directly to customers, this will rapidly drive the rapid development of content and users. 3. Cooperate with VR terminal manufacturers. 90% of VR terminal technology is concentrated on screens and chips, so they are conservative about the terminal market. There may be two directions in the future, either it will be monopolized by large companies, or it will become public chip trading.

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