The virtual reality market has experienced pain, and a new round of shuffling is about to begin.

Everyone has high hopes for virtual reality. Virtual reality technology can not only fundamentally change the entertainment industry, but also can be used in other industries. Given that virtual reality technology seems to have unlimited potential, the crazy investment in the previous period has led to a virtual reality market that is deadlocked.

Recently, Finnish information and communication technology company Nokia announced that it will stop the development and hardware production of virtual reality (VR) camera OZO, while laying off 310 people in its technical department. Nokia's choice may mean that the virtual reality market has been entering the reshuffle period in recent years, and virtual reality technology has entered the fork of development. Where is virtual reality technology going?

The virtual reality market has experienced pain, and a new round of shuffling is about to begin.

Virtual reality was once seen as the dominant force in industrial technology in the future, and many large companies have expanded their business in this area, including Facebook and Google. When OZO went public in Europe in March 2016, Weisha Rantani, head of research and development at Nokia's technology department, told the media that OZO is expected to make Nokia a leader in virtual reality imaging. However, OZO's subsequent sales performance was badly affected by Waterloo, and the price dropped from US$60,000 at the beginning of the listing to US$25,000, until the current production stoppage. Although the outcome of Nokia OZO is unexpected, it is a microcosm of the survival of the fittest in the virtual reality market.

The development of virtual reality technology has encountered a bottleneck period, and the market development speed is slow. The main reasons are: technology is not good, product prices are too high, market consumption power is insufficient, the use environment is severely limited, and virtual reality video content is lacking. Among them, the prior art still cannot completely solve the dizziness that virtual reality brings to the human body, which is the most important reason why virtual reality cannot develop rapidly.

Although Nokia's entry into the virtual reality market is not smooth, there are still many people in the industry who believe that virtual reality technology will not stop growing with Nokia's withdrawal.

The road to any technological innovation is not smooth sailing. Although the development of virtual reality technology is tortuous, it still has enormous potential. Although Nokia has withdrawn, virtual reality technology has not faded out of the market, but has been explored and applied in many fields. Recently, the American Men's Professional Basketball League (NBA) Golden State Warriors began to use virtual reality technology to monitor players' injuries and evaluate and monitor various balance and coordination problems related to concussion through "eye synchronization" technology. Virtual reality technology is also gradually being applied to higher education. For example, dental students at the University of Leeds wear virtual reality helmets to train and examine the teeth that appear in front of their eyes; medical students study tumors and wounds in this way.

A new round of shuffling is a pain that must be experienced in the birth of new technology. In the future, there may be more manufacturers to develop virtual reality products, develop product standards, and accumulate user volume. After the market screening, some platforms and systems will survive, and some will be eliminated. It is in this fierce market reshuffle that virtual reality technology will continue to improve, costs will continue to decrease, and security and popularity will increase dramatically.

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