合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">


(资料图)

随着元宇宙爆火出圈,Facebook改名Meta,PICO品牌升级开启全球化布局,苹果、微软、谷歌、Snap等国际大厂动作频频,国内众多智能手机、科技巨头紧密布局,占据元宇宙核心的VR/AR也再次回到舞台中心,成为万众瞩目的焦点。VR/AR产业正跨越低谷走向复苏。

2022年,VR/AR迎来了各自的新发展阶段;VR Pancake光学方案开始全面替代菲涅尔透镜,光学进步让产品形态跨越到新的里程碑;而AR历经数年发展,从光学、屏幕、材料、底层生产工艺、产品形态全面突破,应用场景也逐渐由B端过渡到C端消费市场。

2023年,将成为VR/AR迭代技术落地,产业奠定新格局的重要一年,各版块将如何发展?市场的风险与机遇在哪里?会上将一一探讨交流。

陀螺科技会员闭门交流会是一场面向陀螺科技会员的年度高端行业闭门交流会,由行业资深媒体人与元宇宙行业“老兵”率领现场全体嘉宾一起深度剖析,与大咖同仁开展一场最硬核的思维碰撞,话题涵盖VR/AR、游戏、区块链、Web 3.0、AI、云、IoT等热门领域,带来极具专业深度与前瞻性的内容讨论,力求资源共享,合作共赢!

2023年VR/AR产业趋势交流会讨论话题

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">关键问题:

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">2、如何撬动VR消费市场(产品终端、内容、营销等层面)

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">3、AR终端形态与消费市场杀手级场景

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">细分话题:

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">硬件终端&底层供应链

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">VR/AR产品终端形态的进化

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">VR/AR核心零部件底层材料、量产工艺探讨

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">消费市场应用场景&内容生态

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">国内VR内容生态的现状与突破点

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">VR消费端应用场景的阶段性发展探讨

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">AR眼镜的产品定位与规模化应用场景探讨

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">内容生产、UGC、AIGC的发展趋势探讨

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">数字人&虚拟空间

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">数字人的生成与应用场景

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">数字人与虚拟空间的逻辑关系和发展趋势

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">FBEC未来商业生态链接大会

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">

合作共赢!"],[20,"n","24:"7BYk"|7:0|direction:"ltr"|linespacing:"150""],[20,{"gallery":"https://uploader.shimo.im/f/9Pjrpnl7tq8gXxLK.jpg!thumbnail"},"29:0|30:0|3:"1920"|4:"auto"|crop:""|frame:"none"|ori-height:"1082"|ori-width:"1920""],[20,"n","24:"6lDe"|7:0|direction:"ltr"|linespacing:"150""],[20,"(加入闭门会的视觉和会员助手二维码)","1:"rgb(249%2C%20237%2C%20166)""],[20,"n","24:"Gbjo"|7:1|direction:"ltr"|linespacing:"150""],[20,"n","24:"frMi"|direction:"ltr""],[20,"2023年VR/AR产业趋势交流会讨论话题","31:2|8:1"],[20,"n","24:"RY8X"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"关键问题:","31:2|8:1"],[20,"n","24:"RUOk"|7:3|direction:"ltr"|linespacing:"150""],[20,"1、2023年的VR/AR市场发展走向(市场增量及未来3年预判)","31:2"],[20,"n","24:"IuRF"|7:3|direction:"ltr"|linespacing:"150""],[20,"2、如何撬动VR消费市场(产品终端、内容、营销等层面)","31:2"],[20,"n","24:"xTmb"|direction:"ltr"|linespacing:"150""],[20,"3、AR终端形态与消费市场杀手级场景","31:2"],[20,"n","24:"Og75"|direction:"ltr"|linespacing:"150""],[20,"4、未来引领产业发展的角色与产业爆发的契机探讨(Meta、苹果、谷歌、Snap及国内互联网科技巨头战略打法与未来市场格局)","31:2"],[20,"n","24:"OOp9"|direction:"ltr"|linespacing:"150""],[20,"细分话题:","31:2|8:1"],[20,"n","24:"jlIv"|7:3|direction:"ltr"|linespacing:"150""],[20,"硬件终端&底层供应链","31:2|8:1"],[20,"n","24:"OA37"|7:3|direction:"ltr"|linespacing:"150""],[20,"Pancake、阵列光波导、衍射&全息光波导技术发展阶段及前瞻","31:2"],[20,"n","24:"TAMK"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR产品终端形态的进化","31:2"],[20,"n","24:"kMUr"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR/AR核心零部件底层材料、量产工艺探讨","31:2"],[20,"n","24:"8a0q"|7:3|bullet-id:"zc66"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"消费市场应用场景&内容生态","31:2|8:1"],[20,"n","24:"xwoe"|7:3|direction:"ltr"|linespacing:"150""],[20,"国内VR内容生态的现状与突破点","31:2"],[20,"n","24:"gLdi"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"VR消费端应用场景的阶段性发展探讨","31:2"],[20,"n","24:"XyyN"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"AR眼镜的产品定位与规模化应用场景探讨","31:2"],[20,"n","24:"ZnZB"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"内容生产、UGC、AIGC的发展趋势探讨","31:2"],[20,"n","24:"7WWn"|bullet-id:"1mDR"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人&虚拟空间","31:2|8:1"],[20,"n","24:"eSOQ"|7:3|direction:"ltr"|linespacing:"150""],[20,"数字人的生成与应用场景","31:2"],[20,"n","24:"0xw0"|bullet-id:"suva"|bullet:"circle"|direction:"ltr"|linespacing:"150""],[20,"数字人与虚拟空间的逻辑关系和发展趋势","31:2"],[20,"n","24:"nS2Q"|bullet-id:"suva"|bullet:"circle"|direction:"ltr""],[20,"n","24:"laTX""],[20,"n","24:"nIgK""],[20,"FBEC未来商业生态链接大会","31:2|8:1"],[20,"n","24:"33WJ"|32:1|7:1|direction:"ltr"|linespacing:"150""],[20,"FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!","31:2"],[20,"n","24:"fvxo"|direction:"ltr"|linespacing:"150""]]" data-copy-origin="https://shimo.im">FBEC未来商业生态链接大会,将于2023年02月24日在深圳大中华喜来登酒店盛大召开。本次大会由广东省游戏产业协会,深圳市互联网文化市场协会指导,陀螺科技主办,以“勇毅前行·逐光而上”为主题,以具有行业洞察力的“探索者”视角,围绕逐“光”之旅这条主线,关注元宇宙、XR、游戏、电竞、数字营销等互联网前沿行业,全方位呈现科技前沿成果,与大家共同探讨时代与商业议题,探索新科技、新商业、新模式的未来价值,与时代同行者共赴剧变革新下的勇毅逐光之道!

推荐内容