For the past 30 years, virtual reality technology has been considered "the next big Thing" (the next great invention). But there seems to have been no obvious technological breakthrough until Facebook took a 2 billion dollar takeover of virtual reality helmet maker Oculus, and then a series of moves by the Giants to show us a glimmer of hope in the field. At this year's CES show, Oculus VR unveiled its latest virtual reality helmet prototype Crescent Bay, which is both Oculus VR last year ...
The November 3 News, "virtual Reality" is the 90 's more famous "fog" technology (vaporware, long before the completion of the development of the product, and is likely to not be published), But Oculus has brought the technology to people almost single-handedly, and for the first time in the 2012 "Electronic Entertainment Exposition", the Rift head-mounted display with virtual reality technology is on display. The combination of virtual reality and gaming industry is reasonable, after all, the industry has been longing to pass virtual reality ...
Virtual Reality (VR Reality), this is a strange field in the eyes of the public once again fire up. A report by SuperData, the US data analyst, shows that in 2014 2.6 billion dollars of investment had been invested in companies engaged in VR, augmented Reality (AR) operations and related projects. While international giants such as Facebook, Samsung, Microsoft, Google and Sony have been laying out in this area, a large number of VR ventures have sprung up around the world, and China is certainly no exception. seem to be in the ...
At the end of this month, the first two batch of virtual operators have been licensed to enter the formal stage. Now, although the number 170th is not yet on sale, the word virtual operator has red-hot. The rapid heating up of the virtual operator layout, to a large extent, with the recent new brand release, and some enterprises to strengthen the product momentum, more noteworthy is that some immature but not the same as the basic operators play a different business model has been revealed. The industry is mixed in the situation. What kind of cards have these virtual operators played recently? Whether they false too much need ...
Early this year, many experts predicted that the online gaming industry will continue the rapid growth of the first 8 years, in 2009 to complete about 50% of the growth, reaching more than 28 billion yuan in the overall market size. However, compared with the previous year's more than 18 billion yuan, can the market increase really to 10 billion yuan? In the current economic situation is not optimistic, I am afraid many people will be a question mark on this number. More recently, online gaming has proved its value in the Chinese market with strong performance following the first quarter of this year's network economy. According to the data disclosed to the Economist by Eric ...
Intermediary transaction SEO diagnosis Taobao guest owners buy cloud host technology Hall when the network began redefining "childhood", Penguin Club became the latest stop for virtual nuggets until now, Americans are still immersed in MySpace, Facebook and "Second Life" success. But after winning the media high attention, these sites began to encounter ads and users of the reverse attack bottlenecks. Canadians, by contrast, seem smarter. Instead of competing for an already fierce market for adults, they will be successful in social networking sites and virtual communities ...
With the prosperity of online shopping, it has become a kind of vogue to open shop on the internet now. Only need a computer, you can sell you all online, buy what you want. Free shops, not limited by time, geographical constraints, at any time can manage the commodity, determine the price, gently realize the dream of shopping. In the traditional network shopping, the physical transaction always occupies the main position. But in the last two years, as the virtual world flourished, virtual trading is becoming the next feast for the online prospectors. For no time to play the game, but unwilling to heart in the world of online games unknown players, with the top account, the most wind ...
Everyone wants the computer to start immediately into the Windows system without waiting, or the system in the use of the time will not be more and more slow, but for a variety of reasons often make these wishes can not be achieved, or even a startup on the crash or use the situation is more and more slow to occur often. In fact, sometimes Windows start slow is not its own problem, but some equipment or software. This article is the software, hardware and virus three major aspects to analyze the system slows down the reason, and provides a system-specific acceleration techniques. ...
Daily, June 26, according to Tencent Science and technology reports, in recent years, with the constant popularity of the internet, a variety of Internet applications to achieve rapid development, in which the development of online games is particularly noticeable. Statistics show that by the end of December 2008, China's total number of netizens 298 million, of which the use of online games as high as 62.8%, the equivalent of nearly 200 million internet users are online game users. With the large-scale development of network game is corresponding to all kinds of new legal issues have emerged, the survey showed that 61% of the game has been stolen virtual property experience, 77% of the players feel ...
Text/Sun Jin online games and value-added services using the virtual currency, finally have a formal definition and means of jurisdiction. Signed by the People's Bank of China, Ministry of Culture, Ministry of Commerce recently issued a new regulation for virtual currency, "on the strengthening of virtual money management Network game notice." Since then, the virtual network of the world's financial behavior, but also quilt on the reality of the reins, no longer "barbaric growth." Qualitative according to the new rules, online game virtual currency by the network game operators issued, game users use the legal currency to a certain proportion of direct or indirect purchase, in the form of online game prepaid card, prepaid ...
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