How does the interactive horizon accomplish the valuation of 150 million A+ rounds of financing?

Kung Fu hopes to become the head company of VR content and has successfully achieved this goal. Entering 2017, Zhang Hailang is even more optimistic about the VR content distribution business. At the same time, in the new year, they have changed their view of realizing the VR field. Before 2016, the realization of the VR business basically depends on the B side, and in 2017, due to the large-scale layout of VR devices offline. The audience is more likely to accept offline immersive experiences and is willing to pay for it. Therefore, they are very optimistic about the VR offline channel. When everyone now thinks that VR's revenue is focused on the B-side business, the interactive horizon believes that in the new year, the liquidity model will have a great chance of being able to get from the B-side. Go to the C terminal. When it comes to the liquidation model, it is actually a big problem in the field of VR. The whole industry chain is looking for ways to realize cash. In this regard, the interactive horizon has been through many years of exploration, except that it has been able to be self-sufficient at the B level. Also explored more ways to realise. Firstly, through cooperation with VR platform, VR content is provided for the platform. Content includes micro variety, documentaries, feature films, etc., and is realized through the method of implanting advertisements and attracting investment; in addition, the demand for VR content on the platform is constantly changing. From the emphasis on quantity has shifted to the emphasis on quality, there will be purchasing costs for high-quality differentiated head content. If there is deep cooperation, it will also provide some cooperation models such as copyright development and sharing; Third, the realization mode of copyright operation, Many of the works of documentaries and micro-variation that were once filmed by the interactive horizon have been bought or distributed by a certain domestic media or platform; Fourth, cooperation with large IP-valued variety shows has been produced. The VR version of the variety show, this type also has a lot of video platform needs; In fact, the interactive horizon was established for ten years, the entire team is quite calm about the capital operation, they think that as long as the company has a good cash flow, then at the financing level, It is good to get enough money to do things, instead of pursuing too high a valuation, it mainly evaluates investors from the perspective of business development. They are reluctant to chase the big bubble hot spots, such as A round of financing when they comprehensively evaluate each investor, the ultimate choice is to give investors with lower valuation, explain in their own words - this is to give Each stage of development does a reasonable value positioning. From the transition from TB to TC, offline experience stores entered the 2.0 era. The self-made VR tourism variety show "One Mirror, One Vision," "Take You the Arctic," and "Tian Hai Feng" experienced a series of explorations. The only way to realize cash is at the TB end, only this area can make money, but it is worth noting that in 2016, various new offline experience stores began to be laid again, including shopping malls, movie theaters, and game courts. Even high-speed rail station. Users can experience VR content by brushing QR code payment. This allows Zhang Hailang to start thinking that VR can be turned to C-term, which is the user level. Zhang Hailang told the prophet: Now the development of VR experience stores should be called 2.0 at the end of 16 years. Before the mall opened a small space, the simple mode of using some cottage equipment to experience some VR content is called 1.0. 2.0 is that the device is completely replaced and at least experience. Good equipment, the overall supporting equipment is also very rich, some of the content is relatively more sophisticated, some self-study, and some are linked with the game development team. At present, the offline experience store adopts the split-account model, and it also has the form of buying. With the gradual dispersal of offline experience points, the contact surface with C-end users has begun to expand. Combining online and offline platforms, VR content will have a basis for the development of C-end operations and distribution services. Mature calm and consider the capital market VR interactive case "Lanji Aquarium VR Lab", "Toyota Prado VR test drive", "Heartbeat contact", "Chengdu venture capital VR conference" Now VR capital situation is not optimistic, but The interactive vision still relies on VR business to successfully obtain tens of millions of financing. Interactive Vision CEO Zhang Hailang told the prophet that the company can now be favored in terms of capital because he and the entire team are mature and calm with regard to capital. They will not seek high valuations under the conditions of a good capital market. Instead, it will be more objective and sensible to see how the company performs in the capital market. In fact, the interactive horizon was established as early as in 2005. It has been 12 years since its establishment. Its business orientation was mainly in vision, creativity, design, interactive multimedia and 3D special effects. In 2009, he began to participate in virtual reality related businesses and conducted business cooperation with the government, such as the World Expo, foreign-related exhibitions, etc., and government websites including clients' windows, based on panoramic technology, made Beijing's attractions into content and experience. In addition, it also includes display of large hospitals, display of industrial companies, interactive services, and so on. In the following two years, some digital businesses such as planning halls, museums, science and technology museums, aviation halls, and oil halls were also set up. They used touch screens, holographic projections, and large screens to experience content. However, in 2010, the development of the interactive horizon encountered a bottleneck. In the following two years, the business did not undergo much change. There was not much growth, and the loss was not too much, so it was tangled. Until 2013, VR began to make breakthroughs in the hardware and technology popularization level, and the interactive vision began to focus its business focus on many fields. This was followed by the advent of the VR capital boom. With the changes in the general environment, the market encountered cold weather in the short term. However, these have little impact on the interactive horizon. Zhang Hailang said: At the beginning of the year of financing in early 16th year, there were capitals that were willing to give a valuation of 150 million yuan. We had revenues of several million in 15 years and the profits were good, but we still chose a valuation of 60 million. Investors, because we think the valuation of 150 million is too exaggerated. In this financing, our valuation has doubled from the beginning of 2016, but our revenue has more than ten million turnovers. We expect the new year to be several times more than last year's revenue, so We estimate that we should now have a reasonable valuation of 150 million yuan. In fact, we and many entrepreneurial attitudes toward capital are different: we will estimate ourselves based on business and real market conditions, and it is not entirely based on the extent of capital coldness and heat. ">
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How does the interactive horizon accomplish the valuation of 150 million A+ rounds of financing? From Baidu VR

Many people say that 2016 is the first year of VR, and the entire VR industry is erupting. However, with the advent of 2017, the capital boom of VR will gradually become calmer. Many VR companies that get investment begin to encounter bottlenecks, even storms. Large companies like Magic Mirror have all started mass layoffs within a few months after huge financing. Some VR game production teams have even dropped their monthly salary to three or four thousand yuan. Many VR companies have broken their capital chain and eventually went bankrupt. People go empty.

All this does not look so good, but the prophet found that a company called Interactive Vision, with VR business, obtained 5 million angel rounds of financing in September 2015. The investors included Wang Longtian, the chairman of RayMedia Inc. The two entertainment giants won the A round of financing led by the listed company Aofei Entertainment in March 2016. Recently, they again obtained tens of millions of A+ rounds of financing. The valuation after the investment was 150 million yuan.

Interactive vision is an old-fashioned VR content company. In fact, it has been quietly working for 5 years in the VR content field. It is not a new company that is rushing along with the VR market and capital. This may be the reason why Wang Changtian and investors paid attention to and looked at them early.

In the A round, the investment logic for the interactive horizon is more clear. In the VR field, Othello Entertainment is doing layouts in hardware, cameras, helmets, content, games, technology, and other sections. The interactive horizon is their content in the layout. The important part of the aspect. For the interactive horizon, the IP resources of Alpha Entertainment and the overall collaborative development resources in the VR field are taken into consideration. The key businesses of Shanghai New Culture with the investigators are traditional film and television dramas and variety shows, and will be in the field of film and television. Strengthen cooperation with interactive horizons on the VR level. The two investors also wanted to do some offline VR entertainment with the interactive vision.

The investor in the A+ round of this interactive horizon is Walken Capital. With regard to this round of investor Waken Capital and financing, the interactive vision founder Zhang Hailang told the prophet: Walken Capital is a relatively new risk. Investment institutions focus on the areas of entertainment, sports, and consumer upgrades. In the field of VR, it has invested in VR VR and VR game operation platform Niuka VR, a leading VR helmet manufacturer in China, and has invested in leading domestic film and television companies with innovation and power. The first step is to invest in interactive vision. First, VR technology is gradually improving the consumer's ultimate experience in entertainment content such as games, movies, and television. VR has changed from a marketing product to a consumer product. Second, the interactive vision is in the panorama shooting, especially in the VR content production field. With the professionalism and market leadership, as the VR public opinion wave has receded and people no longer confuse the panorama and VR, the team that can truly provide high quality VR products and content will stand out and continue to expand its market business. We are in the field of VR film and television content. I found an interactive vision. VR equipment has begun to infiltrate from shopping malls, theaters, and homes. The demand for high-quality VR content will increase dramatically. The creative development experience accumulated in the interactive horizon will be able to provide an immersive experience for more consumers.

Why is the interactive horizon still promising capital when the capital in the VR field is cold? The company can do 10 million dollars in revenue when everyone is skulking in VR.

Looking forward to the field of VR content distribution, various ways of realizing it have been found

Self-made record films "Blind Circle", "You Are My Wandering Place," "Winning! Marines"

How to plan VR business after the interaction horizon has taken tens of millions of financing? For this issue, Zhang Hailang told the prophet that this financing will be used mainly for the distribution of content in VR in 2017, creating an integrated VR content business. structure. Today, the interactive horizon has already established a certain basis for content production. There are more than 20 home-made projects, and there are more than 100 TC+TB dual-end projects. Although there are not many external PRs at present, it is relatively deep with various VR platforms in the industry. Cooperation.

In 2016, Interactive Vision made great efforts in VR content, hoping to become the head company of VR content, and successfully achieved this goal. Entering 2017, Zhang Hailang is even more optimistic about the VR content distribution business.

At the same time, in the new year, they have changed their view of realizing the VR field. Before 2016, the realization of the VR business basically depends on the B side, and in 2017, due to the large-scale layout of VR devices offline. The audience is more likely to accept offline immersive experiences and is willing to pay for it. Therefore, they are very optimistic about the VR offline channel. When everyone now thinks that VR's revenue is focused on the B-side business, the interactive horizon believes that in the new year, the liquidity model will have a great chance of being able to get from the B-side. Go to the C terminal.

When it comes to the liquidation model, it is actually a big problem in the field of VR. The whole industry chain is looking for ways to realize cash. In this regard, the interactive horizon has been through many years of exploration, except that it has been able to be self-sufficient at the B level. Also explored more ways to realise.

First, VR content is provided to the platform through cooperation with the VR platform. Content includes micro variety, documentaries, feature films, etc., and is realized through the methods of planting advertisements and attracting investment;

In addition, the demand for VR content on the platform is constantly changing. From the emphasis on quantity has shifted to the emphasis on quality, there will be purchasing costs for high-quality differentiated head content, and if there is deep cooperation, some copyright development sharing will be provided, etc. Cooperation mode;

Thirdly, the monetization model of copyright operations, the documentaries and micro-variety titles that were once captured in the interactive horizon, have all been bought or issued by a major domestic media or platform.

Fourth, to cooperate with large IP-valued variety shows to produce VR versions of variety shows. This type also has many video platforms;

In fact, the interactive horizon was established for ten years. The entire team is quite calm about capital operations. They think that as long as the company has good cash flow, then on the level of financing, it will be enough to get enough money to do things. It does not pursue too high. The valuation is mainly from the point of view of business development. The investors are reluctant to chase the big bubble hot spots. For example, when A round of financing, they comprehensively evaluate each investor and the final choice is to give a lower valuation investment. The parties, using their own words to explain - this is to give a reasonable value positioning for each stage of development.

From the TB side to the TC side, the offline experience shop enters the 2.0 era

Self-made vr tourism variety "One Mirror, One Vision", "Take You The Arctic", "Tian Hai Feng"

After experiencing a series of explorations in the field of VR, we have discovered that only TB can be realized. Only in this field can we earn money. However, it is worth noting that in 2016, various new types of offline experience stores have begun A round of paving, including shopping malls, cinemas, game courts, and even high-speed rail stations.

Users can experience VR content by brushing QR code payment. This allows Zhang Hailang to start thinking that VR can be turned to C-term, which is the user level.

Zhang Hailang told the prophet: Now the development of VR experience stores should be called 2.0 at the end of 16 years. Before the mall opened a small space, the simple mode of using some cottage equipment to experience some VR content is called 1.0. 2.0 is that the device is completely replaced and at least experience. Good equipment, the overall supporting equipment is also very rich, some of the content is relatively more sophisticated, some self-study, and some are linked with the game development team. At present, the offline experience store adopts the split-account model, and it also has the form of buying. With the gradual dispersal of offline experience points, the contact surface with C-end users has begun to expand. Combining online and offline platforms, VR content will have a basis for the development of C-end operations and distribution services.

Mature calm look at the capital market

VR Interactive Cases "Lanji Aquarium VR Lab", "Toyota Prado VR Test Drive", "Heartbeat Contact", "Chengdu Venture Capital VR Conference"

The current VR capital situation is not optimistic, but the interactive vision is still relying on VR business to successfully obtain tens of millions of financing. Interactive Vision CEO Zhang Hailang told the prophet that the company can now be favored in terms of capital because he and the entire team are mature and calm with regard to capital. They will not seek high valuations under the conditions of a good capital market. Instead, it will be more objective and sensible to see how the company performs in the capital market.

In fact, the interactive horizon was established as early as in 2005. It has been 12 years since its establishment. Its business orientation was mainly in vision, creativity, design, interactive multimedia and 3D special effects.

In 2009, he began to participate in virtual reality related businesses and conducted business cooperation with the government, such as the World Expo, foreign-related exhibitions, etc., and government websites including clients' windows, based on panoramic technology, made Beijing's attractions into content and experience. In addition, it also includes display of large hospitals, display of industrial companies, interactive services, and so on.

In the following two years, some digital businesses such as planning halls, museums, science and technology museums, aviation halls, and oil halls were also set up. They used touch screens, holographic projections, and large screens to experience content.

However, in 2010, the development of the interactive horizon encountered a bottleneck. In the following two years, the business did not undergo much change. There was not much growth, and the loss was not too much, so it was tangled. Until 2013, VR began to make breakthroughs in the hardware and technology popularization level, and the interactive vision began to focus its business focus on many fields.

This was followed by the advent of the VR capital boom. With the changes in the general environment, the market encountered cold weather in the short term. However, these have little impact on the interactive horizon. Zhang Hailang said: At the beginning of the year of financing in early 16th year, there were capitals that were willing to give a valuation of 150 million yuan. We had revenues of several million in 15 years and the profits were good, but we still chose a valuation of 60 million. Investors, because we think the valuation of 150 million is too exaggerated.

In this financing, our valuation has doubled from the beginning of 2016, but our revenue has more than ten million turnovers. We expect the new year to be several times more than last year's revenue, so We estimate that we should now have a reasonable valuation of 150 million yuan. In fact, we and many entrepreneurial attitudes toward capital are different: we will estimate ourselves based on business and real market conditions, and it is not entirely based on the extent of capital coldness and heat.

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