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杨震原:2021 年字节团队曾训出大语言模型,但当时 “没眼光”
3 6 Ke· 2025-11-25 11:26
11月24日,在第五届字节跳动奖学金颁奖典礼上,字节跳动技术副总裁杨震原分享了公司的技术探索历程。 据其透露,2014年,字节跳动创始人张一鸣找到他表示想用大规模机器学习系统来搭建推荐系统,解决各种媒体形式,包括图片、文字、视频的推荐。被这 个想法吸引的杨震原就这样加入了当时还是一家小公司的字节跳动。 杨震原提到,在 2022 年 11 月 30 日 ChatGPT 横空出世之前,字节跳动团队曾在 2021 年有过一次提前关注大语言模型的机会:当时字节跳动的一位同事已 训练出一个大语言模型,但团队当时得出 "该大语言模型暂无实用价值" 的结论。 "所以还是很没眼光。"杨震原说道。 好在公司调整的很快,从2022年开始在这个方向投入至今,也取得了一些成果。"应用上大家可能更熟悉一些,豆包是中国最流行的AI对话助手,火山引擎 的大模型服务也受到客户的认可,根据IDC的报告,火山是中国MaaS市场的第一名。" 字节跳动技术副总裁杨震原 以下为杨震原分享全文: 大家好,很高兴在字节技术奖学金,这样一个场合见到大家。我自己是一个技术爱好者,2014年我加入字节跳动。从最初负责搭建新的推荐系统开始,到现 在已经有快12年 ...
瑞声科技(02018.HK)收购芬兰Dispelix:瞄准META/苹果/谷歌XR供应链?
Ge Long Hui· 2025-11-24 08:54
01、克制公告背后的伏笔 据行业报道,此次收购消息公布后,获得了来自Meta、Samsung、依视路(EssilorLuxottica)、SCHOTT、 歌尔光学、水晶光电、Lumus、WaveGuide等众多行业领军人物的点赞,显示出行业人士对该交易的关 注与祝福。 这起备受瞩目的跨国并购,不仅是瑞声科技在XR领域加码的关键举措,其公告中还隐藏着更值得注意 的关键信息:瑞声科技正与全球头部移动终端生态系统构建者合作,参与开发下一代XR参考设计硬件 平台,并与Dispelix联合多家一线OEM厂商共同研制下一代AR设备。 早在数月前,行业就传出瑞声科技将并购国际头部光波导公司,以构建XR核心能力。11月18日,该传 闻落地,瑞声科技正式宣布收购芬兰AR衍射光波导技术领军企业Dispelix。 Dispelix专注于消费级与企业级AR设备的透明光波导技术研发,其产品作为AR设备近眼显示系统的核 心组件,可实现现实世界与虚拟场景的无缝融合。而瑞声科技凭借数十年在声学、光学、触感、精密制 造领域的技术积淀,已构建起覆盖智能手机、智能汽车等多场景的解决方案能力。 瑞声科技管理层曾表示,公司将以"构建核心技术平台、实现 ...
2025年中国潮玩经济行业研究报告
Sou Hu Cai Jing· 2025-11-24 05:46
Core Insights - The Chinese潮玩 (trendy toy) market is rapidly growing, projected to reach 100 billion yuan by 2024, with a year-on-year growth of 26% to 727 billion yuan in 2024, driven by the emotional consumption needs of Generation Z [1][3][15] -潮玩 differs significantly from traditional toys in terms of target audience, functionality, and value, focusing on artistic design and collectibility, primarily appealing to consumers aged 14 and above [1][19][24] Market Overview - The潮玩 market is characterized by a strong presence of brands like泡泡玛特, which leads the industry with its original IPs such as Labubu and Molly, leveraging social media for viral marketing and community engagement [2][3] - The潮玩 industry is integrating new technologies like XR, AI, and NFC to create interactive products, expanding the functionality and user engagement of潮玩 [2] Industry Structure - The潮玩 industry has established a complete value chain from IP rights holders to manufacturers and retailers, with IP being a core driver of consumer demand [2][3] - Notable IPs such as Disney and Pokémon continue to empower潮玩 products through licensing agreements, while domestic IPs like米哈游 are also emerging [2] Segment Analysis - Various潮玩 segments, including blind boxes, cards, and figurines, are experiencing rapid growth, with the "谷子经济" (secondary market) reaching a market size of 168.9 billion yuan in 2024, primarily targeting the post-2000 generation [2][3] International Expansion - Chinese潮玩 brands are expanding into Southeast Asia and North America, with泡泡玛特's overseas revenue growing by 375.2% year-on-year in 2024, indicating increasing global competitiveness [3] Future Outlook - The潮玩 economy reflects a shift in the Chinese toy industry from manufacturing to creativity, with expectations for higher quality growth as technology integration and IP content continue to evolve [3]
歌尔股份否认与英伟达合作开发AR芯片传闻
Ju Chao Zi Xun· 2025-11-22 02:04
Core Viewpoint - The news highlights that GoerTek (歌尔股份) has denied rumors of collaborating with NVIDIA to develop a next-generation AR glasses chip, clarifying that the information is not true [1][3]. Group 1: Company Response - GoerTek responded to investor inquiries on an interactive platform, stating that the claims regarding collaboration with NVIDIA are inaccurate [1][3]. - The company’s denial serves to correct any excessive market expectations regarding its involvement in AR and AI technologies [3]. Group 2: Market Context - The rumors linking GoerTek with NVIDIA sparked investor interest in the company's positioning within the AR and AI sectors, especially as the market's imagination around "AR+AI" and "end devices+computing power" grows [3][4]. - GoerTek has been actively investing in VR/AR assembly, acoustic devices, and optical modules, positioning itself as an early player in the domestic consumer electronics industry focused on the XR sector [3]. Group 3: Information Disclosure - Timely responses to market rumors by listed companies, such as GoerTek's clarification, are essential for maintaining information symmetry and preventing misinformation from misleading small investors [3][4]. - The company's statement is viewed as a correction of its current business boundaries and collaboration progress [3].
Q3’25受AR新品和上游产业链成本下探的推动,国内消费级XR销量同比增长57%
CINNO Research· 2025-11-11 08:03
Group 1 - The core viewpoint of the article highlights that the domestic consumer-grade XR sales in China have increased by 57% year-on-year in Q3'25, driven by new AR products and a decrease in upstream industry chain costs [2][3]. Group 2 - The sales trend of the Chinese consumer-grade AR/VR market from Q1'24 to Q3'25 shows significant growth, particularly in Q3'25 [3]. - The market structure of the Chinese consumer-grade AR/VR sector has evolved, reflecting changes in consumer preferences and technological advancements [3]. - The price segment trends indicate a shift towards more affordable options, making AR/VR devices more accessible to consumers [3]. - Brand trends reveal the competitive landscape, with certain brands gaining market share due to innovative products and effective marketing strategies [3]. - The screen display trends in the AR/VR market show advancements in technology, enhancing user experience and visual quality [3]. - Optical technology trends indicate improvements in performance and functionality, contributing to the overall growth of the market [3]. - The top rankings for the consumer-grade AR market in Q3'25 highlight leading products and brands that are shaping the market [3]. - The top rankings for the consumer-grade VR market in Q3'25 also showcase key players and their market positions [3]. - Information on the XR upstream industry and new product releases in October provides insights into ongoing developments and innovations [3]. - The investment and financing situation in October reflects the growing interest and capital flow into the XR market [3].
游戏展会背后的游戏经济密码
3 6 Ke· 2025-11-10 11:45
Core Insights - The number and scale of offline gaming-themed events have significantly increased this year, showcasing broad economic and social impacts, with attendance at events like ChinaJoy exceeding 400,000 and participation from nearly 800 companies across various sectors [1][3][31] - Game exhibitions have evolved into comprehensive economic ecosystems, driving new productivity through technology releases, cross-industry collaborations, and consumer engagement, with major players like Xbox, Nintendo, and Tencent showcasing a plethora of products [3][5][25] - The integration of advanced technologies such as AI, XR, and cloud computing into gaming exhibitions highlights their role as platforms for future digital innovations, with events like ChinaJoy introducing next-generation entertainment experiences [5][25][28] Industry Trends - Game exhibitions are becoming vital platforms for non-gaming companies to penetrate Gen Z culture, with traditional brands successfully launching gaming IP collaborations to attract younger consumers [7][25] - The rise of independent games is notable, with the number of showcased indie titles at events like BW tripling compared to four years ago, reflecting a diverse and vibrant gaming ecosystem [3][5] - The global gaming market is projected to reach $188.8 billion in 2025, with a 3.4% year-on-year growth, indicating a robust demand for gaming products and experiences [31][33] Economic Impact - Game exhibitions are pivotal in driving local economies, with events like ChinaJoy generating approximately 661 million yuan in surrounding service consumption, and the Cologne Game Show transforming the city into an immersive entertainment space [33][34] - The synergy between gaming and urban economies is evident, as gaming events stimulate related sectors such as hospitality and transportation, creating significant multiplier effects [33][34] - The cultural significance of gaming is growing, with events fostering community engagement and youth culture, as seen in the popularity of esports and gaming-related activities [35][38] International Dynamics - Chinese gaming companies are increasingly participating in international exhibitions, with nearly 110 firms attending the Tokyo Game Show in 2025, marking a significant rise from previous years [12][28] - The differentiation between domestic and international gaming events is becoming more pronounced, with overseas shows like Gamescom emphasizing high internationalization and technological foresight, while domestic events focus on user experience and market conversion [28][30] - The evolution of gaming exhibitions from product showcases to cross-industry platforms reflects the growing importance of gaming as a cultural and economic driver in the digital age [29][30]
国信证券晨会纪要-20251110
Guoxin Securities· 2025-11-10 01:11
Key Insights - The report highlights the growth potential of 康耐特光学 (Kangnate Optical), a leading optical lens provider, as it expands into the XR (Extended Reality) eyewear market, projecting a revenue CAGR of 15% and a profit CAGR of 33% from 2021 to 2024 [8][10] - The traditional lens industry is expected to see a retail revenue of $54.3 billion in 2024, with a compound annual growth rate (CAGR) of approximately 4.7% globally and 5.0% in China from 2019 to 2024 [8][9] - The XR eyewear segment is anticipated to grow significantly, with global sales projected to reach approximately 16 million units if penetration increases to 10% over the next five years [9] Company Analysis - 康耐特光学 is positioned as the second-largest global resin lens manufacturer by sales volume and fifth by revenue, with a strong focus on high-refractive index lenses and flexible small-batch services [10] - The company has established solid relationships with international brand clients and is increasing its high-end product and proprietary brand offerings, which are expected to drive structural growth in revenue and profitability [10] - The company is projected to achieve net profits of 540 million, 660 million, and 830 million RMB for the years 2025, 2026, and 2027, respectively, with growth rates of 25.6%, 22.1%, and 26.9% [10] Industry Overview - The traditional lens market remains fragmented, with major players like EssilorLuxottica leveraging differentiated products and acquisitions to achieve significant revenue [8] - The AI eyewear market is characterized by high technical barriers due to the requirements for lightweight and high optical performance lenses, creating opportunities for specialized lens manufacturers [9] - The report emphasizes the importance of innovation and technological advancement in capturing market share within the rapidly evolving XR eyewear segment [9][10]
康耐特光学(02276.HK)深度报告:镜片龙头开疆拓土 XR业务再拓成长空间
Ge Long Hui· 2025-11-08 04:57
Core Insights - The company is a leading optical lens provider, focusing on both standard and customized optical lenses for downstream brands and end-users, with a projected revenue CAGR of 15% and profit CAGR of 33% from 2021 to 2024 [1] Industry Overview - The traditional lens industry is expected to reach a global retail value of $54.3 billion in 2024, with a compound annual growth rate (CAGR) of approximately 4.7% from 2019 to 2024 [1] - The domestic lens shipment volume is estimated at 940 million pairs annually, while global sales are around 1.7 billion pairs [1] - The AI glasses market is nascent, with an expected global sales volume of approximately 2.83 million units in 2024, representing a penetration rate of only 0.2% [2] - If the penetration rate of AI glasses increases to 10% over the next five years, sales could reach about 16 million units [2] Company Positioning - 康耐特光学 ranks second in global resin lens sales and fifth in sales value in 2024, being one of the few manufacturers capable of mass-producing high-refractive-index lenses [3] - The company has established strong relationships with international brand clients and has increased its high-end product and proprietary brand ratio, driving structural growth in revenue and profitability [3] - 康耐特光学 is a pioneer in the XR glasses lens sector, having secured exclusive supply agreements for lenses with major companies, including the upcoming Quark AI glasses from Alibaba [3] Financial Projections - The company anticipates net profits of 540 million, 660 million, and 830 million RMB for 2025, 2026, and 2027, respectively, with growth rates of 25.6%, 22.1%, and 26.9% [3] - Earnings per share (EPS) are projected to be 1.12, 1.37, and 1.74 RMB for the same years [3] - The estimated reasonable valuation for the company ranges from 56.22 to 61.84 RMB or 61.78 to 67.96 HKD [3]
“新技术正在改变生活”
Ren Min Ri Bao· 2025-11-05 22:11
Core Insights - Qualcomm showcased a variety of new terminals at the China International Import Expo, featuring 12 flagship smartphones equipped with the fifth-generation Snapdragon 8 Gen 2 chip, marking their first large-scale offline exhibition in China [1] - The exhibition highlighted innovative technologies across different platforms, including advanced automotive interfaces and AI-powered devices, demonstrating the integration of technology into daily life [1] - The immersive experience zone attracted significant attention, featuring augmented reality projects that provided interactive experiences, showcasing the potential of AR and XR technologies [1] - The display also included a vision for 6G technology, emphasizing Qualcomm's commitment to advancing connectivity and collaboration with operators and ecosystem partners [1] Group 1 - Qualcomm's booth featured 12 flagship smartphones with Snapdragon 8 Gen 2 chips, marking their debut at a major offline event in China [1] - The exhibition included various innovative technologies such as multi-screen operations in vehicles and AI glasses for payment and communication [1] - Immersive experiences were provided through AR projects, allowing attendees to engage with virtual environments [1] Group 2 - The 6G technology vision was presented, highlighting Qualcomm's efforts to transform connectivity and work with partners in the ecosystem [1] - The overall showcase illustrated a comprehensive smart technology landscape, from mobile devices to automotive applications and AI solutions [1]
彻底火了!发售当日秒空!千亿级市场,爆发→
新华网财经· 2025-11-03 04:28
Core Insights - The film "Wang Wang Mountain Little Monster" has successfully broken into the market during the summer season, with a box office exceeding 1.7 billion yuan, making it the highest-grossing 2D animated film in Chinese history [1] - The film's IP has generated nearly 250 million yuan in derivative sales, with projections indicating total sales could surpass 2.5 billion yuan by year-end [1][2] - The film has explored and innovated the "film+" model across various sectors, including over 40 co-branded partnerships and more than 800 derivative products [2][4] Film and Derivative Products - The film's first-day sales of derivative products exceeded 7 million yuan in Shanghai alone [4] - The "film+" model has led to a significant market expansion, with experts noting it represents a deep attempt to transition from a singular work to a systematic product [7] - The film's derivative products include a wide range of consumer goods and fast-moving consumer goods, supported by big data [11] XR Experience and Interactive Engagement - The XR experience project "Wang Wang Mountain Little Monster: You and the Monster" integrates high-precision modeling and dynamic rendering technology, creating a seamless blend of ink-style rendering and real-time interaction [9] - This project allows viewers to become participants in the story, enhancing engagement and attracting younger audiences and families, resulting in a 100% increase in cinema revenue [9] - The XR project has launched in over 60 commercial complexes across 24 provinces, marking a new consumption scene in the "film+XR" model [9] Cultural and Tourism Integration - The film has successfully integrated with cultural tourism, with many scenes inspired by locations in Shanxi, leading to a significant increase in tourism interest and ticket sales [12] - During the summer, searches for related tourist sites increased by 380%, and ticket sales for Shanxi attractions rose by 43% [12] - The collaboration aims to transform cultural symbols into consumption scenes, providing replicable operational experiences for future projects [12] Market Potential and Future Outlook - The film industry is witnessing a growing trend in derivative products, with projections indicating a 120% increase in revenue from film derivatives by 2025 [14] - Currently, China's film derivative income accounts for less than 20% of total revenue, compared to 60-70% in the US and Japan, highlighting a significant growth opportunity [16] - To achieve long-term success, the industry must develop a coordinated supply chain that enhances the lifecycle of film IPs and their derivative products [18] International Expansion - As of 2025, China's overseas box office has surpassed 1 billion yuan, with increasing demand for Chinese film derivatives in international markets [20] - Successful films like "Nezha 2" have generated significant overseas revenue, indicating strong potential for global market penetration [20] - Challenges such as brand influence and marketing strategies need to be addressed for successful international expansion of film derivatives [22]