The 20-bit VR industry talks about VR Buy+. Is VR shopping really a pseudo-demand?


Today's Taobao's Buy+ set off a wave of shopping in the circle of friends [color=rgb(68, 68, 68) !important]. This new way of shopping has brought a completely different shopping experience, as if it were really Japan's Matsumoto Kiyoshi, Australia's pasture.

In the VR gyro view, VR shopping is indeed a very attractive way, but there are also many problems, and detailed analysis will be made afterwards.

How many people can be excited by this new experience, and what are your views on VR shopping and whether they are pseudo-demands? VR Top has interviewed 20 well-known big names in the VR industry to see what they say? (names not listed in order)

The founder of music VR He Wenyi

This service on Taobao Buy+ is very much appreciated by me personally, and Buy+ is indeed a pioneer in VR shopping. However, I think that there may be more users for VR shopping. Now actually for VR mobile users, the amount of users has not reached an explosive growth stage. It can be said that everyone now uses Taobao. But not everyone is using VR, so I think at this stage, it may be VR shopping is just an attractive point of view, or that is an early exploration of VR in the shopping field and try. After a period of 3-5 years, it may be a mainstream shopping method. In short, I am very much in agreement with this trend.

Lanting Digital CEO Zhuang Jishun

Zhuang Jishun believes that the overall experience of Buy+ is not bad, but obviously it can be even more colorful. It should be to make compromises for popularity and time.

As to whether VR shopping will become the mainstream shopping method in the future, Zhuang Jishun feels that it has great potential, but it is not suitable for full application in the shopping field, and may have more opportunities in several vertical areas, such as overseas vertical scenes. However, in addition to the biggest hardware popularization problem facing VR shopping, there is one biggest problem - user education. In addition, all other things are cloudless.

Nui Yiteng CEO Liu Yuyang

Liu Xiaoyang mentioned that there has been no experience with Buy+ yet, but intuition holds that there is great potential, especially in some vertical shopping scenes. "The more you can embody the VR advantage, the better. If you like to buy daily necessities, of course, there is no need for VR, because the VR shopping form is not an efficient way compared to the current web pages and mobile phones. It is very clear for the target. Buyers do not need VR, except for early adopters."

Chen Yifan, Vice President of Nui Yiteng Brand

The entire scene is set up and interacts very carefully. The optimization experience on the mobile phone side is also relatively smooth.

The VR attempt of Taobao Buy+ actually follows the logic of putting shoppers back into the shopping scene, but at least for consumers, a realistic shopping environment does not add much to the consumer experience and decision-making itself. Going further, it should be a VR experience that is deeply integrated with the whole context of the purchased item. For example, I bought a can of milk and I want to return to the pure and pollution-free ranch to see the environment of the dairy cows. I would like to buy a handmade table. I think See the craftsman's workshop, VR dressing, VR make-up, and more.

This kind of VR experience that exceeds the limitations of daily shopping can support the entire imagination and investment, so I very much look forward to Buy+ to bring more exciting VR shopping experience in the future.

Conductor VR founder Zeng Zikai

The biggest highlight of Taobao's Buy+ plan comes from the concept of Buy+, and hopes to realize the feeling of scene-style shopping through VR technology. The traditional offline shopping pleasure lies in the experience. The sense of satisfaction that patrols the shelves and stores within easy reach can stimulate consumption desires most. Experience is good, but efficiency is not high.

The biggest feature of online shopping is efficiency. You can buy hundreds of millions of products worldwide. You can't buy them without your thoughts. But the shopping experience is about looking at pictures and comments, and it is more like a forum than shopping.

Although the consumption scenarios of the two are completely different, it is perfect if we can combine the shopping experience with the efficiency of online shopping. The first attempt to combine the two is through the mobile Internet - placing orders anywhere, anytime. While strolling around, scanning the two-dimensional code can take the product home or send it home, which is especially effective in sales of souvenirs.

But in essence, mobile shopping is an extension of Internet efficiency, which has improved the shopping efficiency of offline scenes, but the online shopping experience itself has not changed much. Buy+ hopes to enhance the online shopping experience from the perspective of VR. Through the panoramic video of the cutscene, you will travel around the world, through the panoramic scene of the destination, give you the feeling of shopping, and enhance the fun of shopping through the rendering of the overall environment. This is undoubtedly an innovative attempt to construct a brand new shopping scene, the fun of online integration and the efficiency of online shopping.

However, as VR technology is still early, the Buy+ team will work harder to avoid problems in the technology development stage itself, such as motion sickness, lack of interactive methods, traffic and fever.

Da Peng VR CSO Zhang Li

Overall, Buy+ is a very meaningful and valuable exploration. He combines innovative VR and shopping experience to provide people with an immersive shopping experience without leaving home! Judging from the current experience, Buy+ can already give people a kind of virtual shopping experience. With mobile phones and glasses boxes, people can experience Buy+ relatively easily. At the same time, we must also see that there are two core appeals of users in the Buy+ experience: The first is mobile, where you can experience and shop anytime, and it is obviously impossible to hold a PC computer; on the other hand, interaction Is the basis of immersion, no interaction is not immersed, the current Buy + provides the most basic form of interaction, we believe that the combination of mobile VR one machine and various innovative ways of interaction will be Buy + technology landing better platform.

Crystal Technology Chairman Zhan Chenghan

After experiencing the Buy+ shopping experience, Zhan Chenghan's intuitive experience was a bit startling at first, but he quickly felt dizzy and could not go shopping for too long.

For VR shopping is a pseudo-needs or potential stocks, Zhan Chenghan believes that in fact can not be a one-size-fits-all to answer this question, shopping "just needed" is there, so after online shopping comes out, to solve this problem with great efficiency, since it can be from the Internet When you buy a box of paper towels and deliver them to the government, you don't want to go to the store and move home.

However, “shopping on the street” is an effect that online shopping cannot achieve in essence because sometimes “shopping” is a social requirement with friends and family. While shopping, it is shopping and enjoying the atmosphere of choosing things together. After VR shopping comes out, the reason is the same. It provides a new experience for online shopping, and it seems to have the effect of “shopping”, but you just go shopping alone. In essence, it does not satisfy people and friends. The "social" effect. However, it has improved the experience of single person online shopping. The current version may not be perfect, but it can be imagined that the next few years will be more and more perfect and the experience will become more and more interesting. The traditional mode of web browsing and shopping will certainly be vivid. Replaced by VR shopping experience.

After the experience, Liu Jing, the CEO of CD-ROM Technology Co., Ltd., Liu Jing, was very new and interesting, but it felt like it was a basic version for testing the market reaction. The function was not complete, and the UI that entered the buying environment was initially implemented. A smaller shopping experience area. The obvious advantage is that the initial entry into the shopping environment has a good sense of boot substitution, and indeed it is much greater than the screen page shopping impulse. However, due to the limited product introduction, including the lack of necessary information such as product shelf life, it will still cause doubts about the purchase. . In addition, the current version of vertigo is still relatively obvious, especially because the process of loading data depends on the network transmission speed. The intermittent pauses in the screen increase the discomfort of the experience process and largely affect the desire for shopping.

For VR shopping is a pseudo-demand or potential stocks, Liu Hao believes that even if such a preliminary, imperfect version, or subversive changes to the online shopping experience, as a love of strolling around to buy buy buy women, almost can not resist not go out Throughout the world, shopping malls, the United States and the United States decorated the temptation to come. To rigorously rational data and technical analysis, only from the senses, I personally look forward to BUY+ perfect upgrade, and also think that VR shopping is a real need. You know, wearing high heels in a shopping mall to visit two large shopping malls a day is already the physical limit of most ordinary women, but at the same time, in VR, they can go shopping in a great degree to maintain the situation, visit a few Countries do not mention the madness that may occur in the Christmas discount season. Of course, the restrictions from hardware and software are still very large. However, I think these problems will soon be solved, just like the network bandwidth upgrade is inevitable.

Magic Vision Interactive founder Wang Ke

Wang Ke, the founder of Magic Vision Interactive, mentioned that although we have not yet experienced Buy+, we personally feel that VR is valuable for sales that can provide telepresence, such as real estate or large items such as automobiles. In summary, VR shopping is still valuable, but it is not suitable for all scenarios.


Chen She, Founder of Tianshe Culture

For the experience, Chen Zhen feels that the whole is a complete VR experience, but it is not enough to make users feel that they must use VR to complete this kind of shopping needs.

Is VR shopping a pseudo demand? Chen Hao believes that VR shopping is definitely a real demand, but it is certainly not in the form of this panoramic video + hotspot interaction. The future has great potential.

What I like most in this purchase+ is that Alipay is integrated into the VR application. If this is opened up, VR games can use Alipay to make in-app purchases. In the entire payment experience, the others are not okay, so there is a bit of annoyance in entering the password. I hope that there will be a more convenient but also safe verification mechanism in the future. "Pay made me very cold, bought a relaxed bear and almost shook his head and bought one."


Co-founder & COO of AVIC Hu Jinxin


Experienced Taobao BUY+, full of freshness, but it will not last long. The current experience I personally feel is not as detailed and intuitive as traditional online shopping pages. Although there is a panoramic shopping experience on the content, because each user's mobile phone is different, it is indeed too early for BUY+ to release a hardware-demanding VR experience without a unified terminal.

The overall feeling is just another weight added to the e-commerce platform in the face of fierce competition. If you really want to do it, you will have a BUY+ brand VR helmet that will be made proprietary. This will ensure better quality. After all, it is a mobile client. The VR experience is uneven.

Ring Air Games founder Luo Xiangyu

The overall feeling is very fresh, and the feeling of combining online shopping and virtual shopping has been made. However, the experience is very bad. Not only is Catton still very easy to dizzy, but it is also easy to misuse the items I do not want to select. I do not know whether it is the cause of the internet speed. Technical bugs, experience is poor.

If the technical problem is solved, VR shopping will be more interested in some products. For example, a buyer needs to hold 360-degree repetitive viewing products, and the ordinary shops sell hands and do not allow the demolition in the box. Even if I went to a physical store, I couldn't take a good look at it. I think that I definitely want to have VR shopping. Things like books and shampoos are enough to look at the picture. There is no need to toss in the VR.

Since the mobile app and computer web pages are still convenient, if you do not see the necessity of physical goods, then VR shopping is just a fresh gimmick.


Titanium nuclear network founder Zhang Hao

VR is a platform that can connect everything. The future of VR shopping must be a strong demand. At present, there are still too many restrictions on hardware and software at this stage, which did not bring about a revolutionary experience. In the short term, VR should make full use of its excellent sense of space and three-dimensionality in shopping, and find breakthroughs for products like travel, real estate, automobiles, and home products.

In the short term, it is still too early to build an all-round shopping platform, first in the vertical field, and then gradually expand to more categories in the future.

BeanVR founder Qin Kai


Question 1: Experience

(1) The overall experience is complete. Choose halls - different modes of transportation such as cars or Shinkansen to reach different sea-scoring countries - enter a designated store to browse products - understand the target product details, and if there are favorite products, orders can be placed directly. Access through Taobao app account, open Alipay, address choice after the goods are placed, payment channels, payment passwords, through the targeted selection from the list to solve the payment problem. From an industry perspective, it is already more advanced and has built up barriers to pay.

(2) The interaction is mainly based on the helmet-mounted touchpad. When browsing the product, it is more sensitive. When I just want to “sweep”, the details page of the product pops up and it can only be selected again. . Products can be viewed in 360-degree directions and rotated by the left and right arrows.

(3) Experienced with both gearVR and millet hardware devices, it has vertigo, and the definition of the image quality is general.

(4) The current selection of Haitao Hall is mainly based on the United States, Japan, and Australia. Each scene has a channel that can be accessed by one store. The types of products that are initially experienced are still relatively small.

The buy+ experience has basically achieved a sense of shopping, which is very exciting. However, at present, the degree of product display reduction is not enough, and users cannot “touch” or perform other operations. The variety of products is really rich. It is extremely difficult for the amount of shopping, from the user experience and convenience. Look, buy+ products may still require many iterations. In the long run, this is a trend. In the short term, mobile VR devices cannot be used on a large scale until they are as popular as mobile phones. It is difficult to popularize mobile VR devices in at least three years. Therefore, the demand for virtual shopping will not be large in recent years. And the combination of future AR/MR technology may be more suitable for virtual shopping experience.

Brain passes VR founder Huang Zhuang

Experience the overall feeling of Buy+:

(1) Taobao's buy+ is very good on the features and tone that the product wants to convey. What you see is what you get. The detailed pop-up window has 360-degree information. Overall, it is already a very good buying experience.

(2) The pace of development of VR is almost astonishing to practitioners. In theory, e-commerce is a relatively high-level application in the VR Internet and a relatively late stage application. It should be when infrastructure construction is very mature; but now Taobao has already reached this point and it is indeed very fast, which first benefits from the completeness of the Internet infrastructure, such as 3D modeling and display, VR video shooting, account system, global commodity supply chain, etc. Endowment is very beneficial. It can be seen that the development of VR Internet is not a linear, serial, but an outbreak of parallel, with the development basis of mobile Internet, and the bedding and early entry of big manufacturers, VR Internet, VR social, VR shopping to compare Imagine even faster.

(3) Optimization problem: Samsung's Note5 gyro optimization problems, there will be delays and dizziness appear, the speed of loading video in general, shooting there are some minor problems, there is room for optimization.

Is VR shopping a pseudo demand? What is the potential?

(1) VR is certainly a better shopping presentation medium for shopping. When people are shopping, there are two basic needs: one is the sense of fulfillment brought by the shopping process and the joy of exploration, and the other is the satisfaction of buying good and inexpensive products. This form of VR will raise the two psychological effects of consumers to a higher level. VR provides a 360-degree panoramic view. The sense of surprise shopping and watching, the comprehensiveness of product information presentation, and multi-levels will help consumers to subsume shopping scenes in a better and softer manner. Unfriendly pop-ups and other small advertisements will also provide information. To further reduce (of course, may appear in other forms); Second, the purchase of high quality and inexpensive products, a large number of product information display, comparison, etc., also brings satisfaction to the user, will also be in the high information dimension of VR new The media shows more and is strengthened. VR is not only the mapping of the real world, but also enriches and creates. The future multi-screen and super information display are worth looking forward to.

(2) Why do some people think that VR shopping is a pseudo demand? My personal guess is that the current VR shopping interaction is not simple enough and optimized. In the foreseeable future, humanized peripheral interaction solutions and more detailed display effects will be further updated and evolved, such as daydream and Xiaomi's upcoming standard peripherals. Controller. It is hoped that VR will be a pseudo-needs because the current interaction is not mature enough. On the contrary, the return to nature and humanity brought by VR shopping is the true king. The most natural shopping method is the most realistic shopping method. VR is very likely to achieve an “immersive” effect in this respect. The future must be the most natural method. It will not be pseudo-demand.


Electric soul spoon CEO Luo Yang


I feel that VR shopping is definitely a demand for the future, but now the technology is still not mature enough, similar to the original e-shopping, and then in terms of experience, I think VR should increase people's shopping impulse and improve shopping experience, such as touch needs, light through VR Part of the content is not enough. This is actually an overall improvement. It is still more gimmick than substance.


Miao Chunyang, Vice President of Competitive World Investment


VR shopping is bound to be a trend, and it is most valuable to solve shopping in off-site and inconvenient states. For example, people in China want to go to Paris Lafayette shopping, and then pregnant women want to shop, these are the direction of VR shopping. Not simple traditional shopping.

However, there are several problems with VR shopping:

1. All commodity models are placed in VR virtual scenarios. The amount of data that needs to be transmitted will be very large, and the existing Internet bandwidth may not be able to withstand it.

2. One of the most difficult problems in VR development to date is interaction. At present, other than sight and hearing, several other implementations are still difficult. The five senses are the key to physical shopping. At this stage, VR interaction still needs some peripheral devices to achieve. This is inconsistent with the body's normal perception habits.

At present, some vertical categories of shopping may be more appropriate, such as some products that have a high demand for visual hearing and a low demand for other three senses.

Youge Capital VR Investment Director Hu Jiarong

Taobao BUY+ is currently the standard that can reflect the highest level of mobile VR. The reason why they are launched in the dual 11 is still to hope to attract attention and allow users to popularize VR. VR shopping is not pseudo-needs. It is in demand. Now it may be a very basic experience. However, as it feels more and more interactions follow, it will gradually develop stronger.

Whether or not VR shopping will subvert traditional shopping, Hu Jiarong thinks that short-term watching will not, but the future is very likely. When hardware is popularized, when VR technology matures gradually and the habits of users develop, the future is still possible. We must have one. Standards stand up.

Mei Uk 365 CEO Cui Jian

Uy+ experience, feel good, is a good innovation, VR shopping has great potential in the future. At present, the biggest obstacle is the technical limitations of hardware and software, but it will soon be better. The development of new technologies is not linear. I think there will be a big change in 1-2 years.


Aerospace Digital COO Chen Maosen


VR shopping provides a brand-new shopping experience. Although the interaction is not enough and the touch of objects is still not reached, the future must be one direction. This demand is powerful.




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