(Original title: Samsung acquires startup VRB to further expand virtual reality ecosystem)
As one of the four players in the global virtual reality world, Samsung has entered the market very early in VR and has been making progress. Now it has launched two generations of GearVR virtual reality helmets and Gear 360 panoramic cameras, and has achieved quite good market performance. Samsung shipped a total of five million Gear VR devices in 2016, which was the largest VR device vendor in the year.
36氪 was informed that Samsung recently purchased a New York startup named VRB with a price of US$55 million to further expand its VR ecology.燰 RB is a VR content and application development company that has produced a series of mobile virtual reality products, including APPs that can shoot and view 360° images. In fact, VRB has been with Samsung for a long time. Prior to that, VRB was a member of the Samsung Startup Acceleration Program, Sumsung Next.
VRB has positioned itself as a social VR platform focusing on new communication modes. VRB has developed an app named VRB Home that fits this positioning. In this application, users can use it in a virtual reality environment. The virtual avatar performs simple social activities. For this purpose, VRB also makes a VR content toolkit for VR developers to make it easier to create virtual characters. The goal of VRB is to make the VR virtual world easier to use, more interesting and more Easy to share.
For Samsung and many VR companies, what is needed most now is a VR application that makes users useless. Although many third-party developers have contributed VR applications to Samsung, a killer product has been delayed. It can appear that through this acquisition of VRB, it can be seen that Samsung wants to build killer applications at an early date through its own efforts.
Samsung's acquisition of VR content company reflects the craving for quality content in the entire VR industry. After the first year of virtual reality as the protagonist of the hardware industry in 2016, the VR industry began to focus on content. In just May of this year, global VR content application companies got together to obtain financing, which spans games, entertainment, advertising, and education. According to statistics, the total amount of financing is about 65 million yuan, of which the proportion of Chinese companies' financing is as high as 85%.
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