The era of VR shopping came Alipay VR Pay9 on the line at the end of September

At the recent Taobao Festival of Creativity, VR Shopping Buy+ was officially unveiled, allowing users to experience the thrill of online shopping in virtual shops. eBay also just announced news with Australian retailer Myer to build the world’s first virtual reality department store. However, after immersive selection, try-on, and order placement, the user still needs to remove the VR helmet and complete the payment by jumping to the payment page on the mobile phone.

Ant gold suit

On August 7, according to the reporter’s exclusive interest from Ant Financial, a VR payment technology VR Pay, which is expected to land at the end of September as soon as possible, can complete payment under 3D scenarios within the application and truly form a closed loop. Experts who research and develop this technology said that the difficulty is to use a simple interactive form to complete the payment under the virtual shopping scene, and at the same time to ensure that the Alipay mobile phone at the same level of the underlying security.

Alipay positioned this technology as an open platform that can interface with various third-party apps through a unified SDK interface in the future. However, as a payment technology, its development depends on the richness of virtual application scenarios and the willingness of upstream and downstream software and hardware manufacturers.

Immersive trading closed loop

After the user places an order in the merchant shop that accesses VR Pay, a 3D Alipay cashier will appear in the VR interface. The user logs in through the gaze, nod, and gestures according to the operating characteristics of the VR hardware device worn by the user. Alipay account and enter the password to complete the transaction. This is an Alipay internal technology that has been developed for more than half a year.

At the beginning of this year, Ant Financial established a team of about seven people named F Studio, F for future, and special research and development for virtual reality payments. The seven backgrounds are technology, products, and interactions. The leader is a senior technical expert in the original Alibaba B2B department. Compared with departments that have previously been known to the outside world for research and development such as face landing and biometric identification technology, F Studio is a younger and more mysterious team.

In the VR consumer experience scene currently publicly displayed, the user wears a VR helmet or glasses to browse the virtual shop, but the payment link after the order is still to be returned to the reality, and the traditional mobile payment method is used to complete the transaction, which makes the immersive The shopping experience is suspended. What VR Pay wants to solve is that the payment link is also completed in a virtual scene, allowing the virtual buying experience to converge before and after.

Among them, VR hardware that uses gaze control or nod control to interact does not require additional external devices. In the VR payment segment, the user's visual focus looks somewhere and stays for a few seconds, which means confirmation. Nod control is the use of mobile gyro trajectories combined with special algorithms to identify nodding movements. Gesture control requires the user to give the VR helmet an external handle or gesture sensor.

In an interview with a reporter, F Studio stated that there are many kinds of VR hardware on the market and the operation methods are also different, but the interaction mode at the abstract level is the same, which ensures the adaptability of VR Pay. The biggest difficulty faced by developers before was to simplify the operation in the virtual payment interface as much as possible. At present, VR Pay has achieved the security of Alipay mobile phone transactions, and VR Pay will be used in conjunction with biometric technologies in the future.

Myer, an Australian retailer located on the other side of the equator, is working with eBay to move 12,000 of its products into virtual space for display and sale. Currently, eBay's VR App Store is available for download on Australia's iOS and Android systems. But payment is still traditional online payment method in this process.

It is not difficult to judge that the popularity of VR shopping in the future will undermine the advantages accumulated by offline stores in terms of experience. The positioning of traditional shops and the distribution of online and offline business resources will be overturned.

Upstream and downstream helpers and stumbling blocks

VR Pay is expected to be launched at the end of September as soon as possible, as to whether this underlying feature will have a front-end portal on the Alipay App, which is currently under discussion. However, as a payment technology, it is only one part of the buying experience. There are many factors in the upstream and downstream that determine whether this new payment method is leading the future or is cool. Virtual trading scenes, hardware and software vendors, virtual shop building of merchants, and VR sensation of dizziness may arouse turbulence on the lake of VR payments.

From Alibaba’s internal perspective, VR Pay is working with Buy+, which is trying to get merchants to convert the actual items they are selling into virtual items. However, it is still in the experience stage and has not entered the actual sales cycle. The richness of the virtual goods store determines the use of VR payment, which depends on the attitude of the merchant. In addition to online stores, VR video streaming, VR games and other online application scenarios, there are also virtual gifts, recharge, buy points, and other consumption, to achieve in-app VR payment, it means to go to talk with third parties and open SKD interface. In its infancy, VR Pay focused on virtual shopping scenes, relying on access to the most convenient e-commerce resources.

Alipay internally positioned VR Pay as a payment method for docking various third-party apps in the future, just as Alipay now does. After e-commerce online transactions have started, it has extended to take-away, catering, supermarket, travel, etc. to eat, drink and play. However, the extent to which VR payments can be staking out depends on how well these scenes match virtual reality. For example, it is difficult to think about the VR part in taxiing or eating.

For hardware docking, VR Pay adopts a staged docking process. Studio F told reporters that the various VR “boxes” on the market are the objects of first consideration. The user finds the virtual shop channel in the mobile phone and inserts it into the box for virtual shopping. Samsung's Gear VR, Google's Cardboard, and most domestically produced VR head-display devices such as Virglass are all targets of VR Pay.

Virtual Reality Shopping

But those prices are several times higher than the above-mentioned hardware, and the need to connect high-end PC or PS4 host virtual reality leaders HTC Vive, Sony PS VR and Oculus is the bastion of VR payment is relatively difficult to enter. Take Sony PS VR, which will be released globally on October 13, for example. Its main game is games. It provides content by paying for the download or sale of game discs, and has its own relatively closed content ecosystem.

Another issue facing VR shopping is the long-term wear of vertigo, which is one of the factors that restrict the development of VR games. "Computer applications from ordinary computer applications to VR basically have a 7-fold increase in speed requirements for graphics processors." Zhang Jianzhong, vice president of China NVIDIA, general manager of NVIDIA Corporation, said at a recent ChinaJoy, general game computer rendering At about 60 Hz, the gaming experience will be smooth when it reaches a speed of 60 frames per second; but in VR games, 90 Hz is a starting point. If this standard is not reached, people will easily feel dizzy.

Compared with the game, VR shopping is a more static visual scene, but it may still cause dizziness if the helmet is worn for a long time. At the recent Taobao Festival of Creativity, Ron Leaberwicz, CEO of Magic Leap, a US AR company, revealed that his ideal goal was to develop a device that would allow users to wear it from morning till night, even in the future. Replace mobile phones as the next generation of interactive tools. It seems that regardless of the VR, AR, the wearer's comfort experience still depends on technological innovations to improve.

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