Gametech
Recently, the word “gametech” has attracted
much attention in academic circles.
On July 21st, the research team of the
Chinese Academy of Sciences released a gametech research report "Gametech
- a new technology cluster in the process of digital-real integration". The
report not only defines "gametech" for the first time, but also
calculates the relationship between gametech and chip, 5G, VR/AR industries by
quantitative research methods.
The report pointed out that in 2020, the
contribution rate of gametech to the technological progress of the chip
industry will be about 14.9%. Especially, the emerging technology field
represented by cloud games is expected to double the demand for cloud computing
power, which is of great significance for China to achieve independent and
controllable graphics computing architecture.
For 5G and VR/AR, two important
infrastructures in the era of virtual and real integration recognized by the
industry, the technological contribution rates of gametech are as high as 46.3%
and 71.6%.
Coincidentally. On July 4, scholars and
experts from the Chinese Academy of Sciences, the Chinese Academy of
Engineering, Peking University, and Xiamen University gathered at a symposium
on the development of digital content technology, and focused on gametech. At
the symposium, Wu Hequan, an academician at the Chinese Academy of Engineering,
said the trial-and-error techniques in games can be applied to other digital
creative industries
In the view of experts and scholars, gametech
has exceeded the application scope of the game industry and spilled over into
many other fields.
When the academic community began to pay
attention to the " technical attributes" of games, as the undisputed
leader of the domestic game industry, what kind of judgment did Tencent have?
Tencent's “change”
At this year's Tencent game conference,
Tencent opted for change.
Indeed, Tencent still released more than 40
games, including long-awaited works such as “Code: To Jin Yong” and “Roco
Kingdom”. However, Tencent game repeatedly mentioned this time is “technology”
and “society”.
Such changes are not untraceable. In 2020,
Tencent Games proposed for the first time that the game industry should build its
own "new infrastructure" and focus on excavating the diversified
value of the game itself. In 2021, Tencent's game release conference is
centered on the strategic concept of “super digital scene”.
The “super digital scene” is an answer to
the classic question: What is a game?
The game has appeared in countless
different forms and definitions, from prehistoric hunting chases to today's
"enemies has five seconds to reach the battlefield", perhaps this is
why Wittgenstein believed that games could not be defined. The fact that there
is so much variation and indefinability speak volumes about the openness of
games. And it is conceivable that such changes will not stop in the future.
In this sense, the purpose of defining
games may not be to explain the essence of games, or to draw an immutable rule
from tens of thousands of years of human history, but to point to a path that
leads to the future of games
An empty concept has no meaning, action
adds meaning to it. The “super digital scene” is a guide to action,
highlighting the possibilities that games can bring, including more ways to play
in the future, and more role that games can play in human life.
On top of the gametech “undercarriage”
The perception of games is changing both in
business and academia.
When we mentioned about games, we tend to
think about their cultural impact, how it has influenced contemporary popular
culture and used that as a springboard to influence the cultural life of
society.
In the process, we forget that games,
especially video games, tend to promote the constant evolution of science and
technology.
When we talk about the development of
artificial intelligence, we can't avoid two "games": the chess game
between Deep Blue and Kasparov, and AlphaGo's match with Lee Sedol and Ke Jie. In
fact, video games are originally a by-product of artificial intelligence
research, because it has clear rules, strict boundaries, and strong game
properties, and naturally become an important tool for researching and verifying
artificial intelligence. Top scientists, including Shannon, have designed game
games, which became the precursor to video games.
Since then, video games have pushed
technology forward. For example, one of the characteristics of online games is
the simultaneous interaction of a large number of users, which requires the
underlying technology of the game to support hundreds of millions of registered
users. The operation of the network society, characterized by millions of
real-time massive interactions, has begun to show strong technical support
capabilities in the era of digital-real integration.
The new Internet application and social
form of virtual and real integration, with complete economic logic, data,
object, content and IP, is a real-time digital world that is constantly
refreshed. China is changing from a big manufacturing power to a strong manufacturing
power, and it is more necessary to pay attention to the application of AV/VR
technology in the field of industrial digitalization and the industrial changes
that may be brought about. RayClouds is a fast developing high-tech enterprise
focusing on optical measurement. We took the market as the guide, took
scientific research as the core, and took innovation as the method to independently
developed
the V-20S virtual display optical analyzer equipped with a unique
AR/VR lens and a high-resolution sensor with a cooling temperature as low as
-45° room temperature, provides the perfect test solution for near-eye display
(NED).
Sources: Institute of Virtual Reality,
Nanchang Hangkong University