Ritech’s Grand Spatial VR Ecosystem Conference: Shaping the Future of VR

Leading domestic VR technology company, Ritech, hosted the ‘Gravity – Grand Spatial VR Ecosystem Conference’ on January 23, 2018, at the 3W Cafe in the Software Industry Base, Nanshan District, Shenzhen. The conference brought together over 30 VR developers and partners, including Huawei Technologies Co., Ltd., Shenzhen Changying Future Technology Co., Ltd., Beijing Weiwo World Technology Co., Ltd.


, Beijing Yifu Network Technology Co., Ltd., and Beijing Kaniufeifei Technology Co., Ltd., along with hundreds of attendees to discuss the future of grand spatial VR. As a pioneer in grand spatial VR technology in China, Ritech’s inaugural ‘Gravity – Grand Spatial VR Ecosystem Conference’ aimed to explore the development direction of grand spatial VR multi-person interactive technology and the strategy for project implementation with upstream and downstream partners.


The event featured prominent figures, including He Zhiqun, Director of Huawei VR OPENLAB Alliance, Dong Jianqiang, Chairman of Shenzhen Changying Future, and Huang Xiaodong, Deputy Director of the National Media Experimental Center at Shenzhen University, as opening guests. The conference commenced under the theme ‘The Current Status and Future of Grand Spatial VR’ by Ritech CEO Xu Qiuzi. Xu Qiuzi believes that the core elements of grand spatial VR are free movement, multi-person interaction, body behavior, and synchronization between reality and virtuality.


If 2017 was the inaugural year for grand spatial VR, then 2018 is likely to be the year of its explosion. In 2017, Ritech had projects in education, esports, military, and overseas markets. Ritech’s platform advantages include high cost-performance ratio, strong technical support, comprehensive content, worry-free after-sales service, and substantial financial strength. Ritech’s brand advantages lie in its high brand recognition in the industry, with its Shenzhen headquarters hosting customer experiences daily, serving over 300 potential clients annually.


Xu Qiuzi observed that market demand in the first half of 2017 was concentrated in offline entertainment, with game experience halls and game development accounting for more than half. In 2018, it is expected that the demand will expand significantly in medical schools and simulation operation categories. Ritech’s mission for 2018 is to integrate the grand spatial VR ecosystem and launch standardized solution kits for various industry applications.


During the conference, Dong Jianqiang, Chairman of Shenzhen Changying Future, and Huang Xiaodong, Deputy Director of the National Media Experimental Center at Shenzhen University, delivered speeches on ‘The Path to Commercialization of Grand Spatial VR’ and ‘The Technical Application and Practice of Grand Spatial Optical Motion Capture in Virtual Simulation and Higher Education’, respectively.


The purpose of this ecological conference is to promote technical communication and cooperation in the VR industry development field; to foster the exchange of new technologies, development experiences, and share the latest technological achievements; to discuss future technological development trends; and to focus on VR large space development experience exchange, technological innovation, and applications.


This is a technical and market exchange conference in the field of large space VR multi-person interaction. During the technical roundtable forum, discussions were intense and exciting, even evolving into a small debate. Various development companies proposed their own opinions and shared the pitfalls they encountered during their development processes. Discussions were held on the standardization definition of large space venues and development.


There was also a profound discussion on the depth of interaction required for large space VR. From a technical standpoint, integrating technologies such as Leap Motion gesture recognition, full-body motion capture, and voice recognition into large space multi-person VR systems is no longer a challenge. However, from a commercial application perspective, whether it is worth for VR companies to deeply explore this path, and to what extent they need to explore to provide users with an immersive experience akin to The Matrix, was meaningfully discussed.


Participants in the technical roundtable forum included: Rui Li Shi CEO Xu Qiuzi, Weiwo World Chairman Xiao Di, Kongdao Information Technology CEO Min Shihao, IF GAMES CEO Yang Yang, Henan Huan Shi CEO Zhang Jie, Future Stereo CEO Zheng Zhiquan, and Chuansong Technology VP Jiang Yingcai.



Following the technical roundtable forum, which set the atmosphere, the market roundtable forum began. Rui Li Shi Marketing Director Sun Zongkun, Shenzhen University National Media Experimental Center Deputy Director Huang Xiaodong, Kukubird CEO Shi Wei’an, Guangxi Longkun Technology CEO Mao Xueqiang, Xiamen Hengyuan Information Technology CEO Liu Zhan, Changying Future CEO Cheng Xu, and Watermelon Entertainment CEO Xie Hang shared their insights on the business philosophy and innovative profit expansion models for large space VR multi-person interaction markets. They each shared their views on the profit models for large space VR and discussed how large space VR can leverage market value in traditional industries, and which pain points are closely related to the market’s urgent needs.


The highlight of the large space VR ecological conference, hosted by Rui Li Shi, was the announcement of the large space VR developer support plan, aimed at vigorously promoting the development of the large space VR ecosystem.


The support plan includes: Large-scale VR developer technical support: VR multi-person full-body motion capture software, and the integration of motion capture data and VR engine interface’s underlying source code into standard project engineering through the RVR template project (open source and free); 5 million content porting support plan: As a bridge for hardware platforms, Ralise is willing to provide more plans for content teams to monetize and meet the demands of clients at the earliest opportunity; Motion capture hardware support: Introducing the most optimized venue and the most cost-effective camera configuration solutions, significantly reducing the cost of motion capture equipment and increasing market acceptance; Market platform docking: Targeted support for partner projects, for projects within accelerators, Ralise can coordinate RTS technology engineers and solution teams for customized project support.


Maximizing the content advantages of various teams, sharing solutions, content, and sales channels. When projects are implemented, each party shares in the benefits, achieving industry resource sharing and jointly promoting the rapid development of the platform. The ‘Gravity Omnia – Large-Scale VR Eco-Conference’ concluded with a speech by Ralise COO Yang Jin, who expressed gratitude to all colleagues, guests, experts, and media friends for attending the Large-Scale VR Eco-Conference.


He thanked everyone for their support of Ralise and hoped that VR industry practitioners would maintain an open mindset, achieve a large platform, share resources, and grow together! (Eagle Future Ego flagship store 6VS6 battle game) This Large-Scale VR Eco-Conference has truly opened up a new chapter in domestic large-scale VR multi-person interactive applications, promoting the popularization of large-scale VR multi-person interactive projects.


Ralise invited many industry peers, hoping to share industry experiences, discuss the development and future of large-scale VR, and look forward to more surprises and shocks that Ralise will bring us in the future!




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