The VR education model is a new type of education model and the development trend of the future education industry. The application of VR/AR technology in the education industry has already had a certain scale in China. The time of the VR education model is just around the corner, but at present it is still There are four major problems that need to be resolved, otherwise it will affect the subsequent development.
VR/AR technology has been applied to simulation training, industry, medical, entertainment, aerospace, real estate, education, tourism and other industries, and has now grown to a certain scale. The education field is one of the important footholds of VR technology. As the most representative virtual reality technology at this stage, the VR+ education model will become an important direction for future education development, and an important tool for enhancing people's sense of education.
The characteristics and core of virtual reality are immersive, immersing in virtual space, and also interactive and imaginative. At present, VR/AR technology has been applied to simulation training, industry, medical, entertainment, aerospace, real estate, education, tourism and other industries, and has developed to a certain scale.
According to research firm GFK, the retail volume and retail sales of VR products have increased significantly year-on-year. At the same time, the market distribution has gradually become more healthy. The main performances are: the one-piece machine with higher average price and better consumer experience, and the PC-end helmet is more favored by the market.
In terms of specific data, from January to August 2017, the retail sales of virtual reality online market increased by 59% year-on-year. At the same time, the year-on-year growth rates of PCVR, all-in-one and VR glasses boxes were 327%, 547% and 56% respectively; the sales of online and offline products of products above RMB 1,000 were 47% and 53% respectively.
With the continuous development of VR/AR technology, the application of its education has gradually matured. Recently, the National High-tech Enterprise Certification Management Leading Group Office officially issued the "Notice on Publicizing the Second Batch of Beijing High-tech Enterprises to Be Approved in 2017". Many VR/AR enterprises were selected, and VR practitioners from this time The list shows the booming weather in the VR field.
For example, VR classrooms will become the main form of VR education. VR blackboards, VR desks, VR desks, etc. can accommodate a variety of VR tutorials, textbooks and teachers. The use of VR technology in teaching has made the micro-world macroscopic, the three-dimensional world, and the abstract world concrete, solving and breaking through the difficulties and bottlenecks in traditional teaching.
It can be said that the combination of VR/AR and education has overturned the bottleneck of the traditional teaching methods that the educated party can't participate and can't interact; it can not only provide students with vivid and realistic learning environment, such as building human body model, computer space travel, compound Molecular structure display, etc., can also save education costs, avoid the risk of actual operations, stimulate students' knowledge learning and innovation potential, solve many educational problems that could not be solved before, and bring about an unprecedented educational revolution.
At present, Beijing University of Aeronautics and Astronautics, Beijing Normal University, Beijing Institute of Technology, Southwest Jiaotong University, Shandong University, Zhejiang University, Peking University and other institutions have set up virtual reality technology laboratories; China People's University Affiliated High School has become China VR / AR Teaching Alliance The Central School and Beijing Peixin Primary School Principal became the first “Basic Education VR Teaching Demonstration School†in the country. Many primary and secondary schools across the country introduced VR/AR classrooms for teaching.
However, we need to realize that in just two years, there are still many shortcomings in the overall format of VR education. Enterprises that survived the elimination competition should think about the difficulties and problems in the development of VR education. These problems, VR education can continue to develop.
On the one hand, the lack of content production is the primary problem facing the VR education industry. The test of content production, content planning and creative ability is the key to whether VR companies can differentiate and stand out. Second, controlling costs is another limitation that VR education needs to break through. At present, the VR equipment used in the VR education market is concentrated in foreign brands such as HTC Vive, Oculus Rift, and Samsung Gear VR, as well as domestic equipment vendors such as Da Peng and 3Glasses. High resolution and good rendering capabilities are key factors that constrain the VR content experience.
In addition, the relatively weak research power is the link that needs to be improved. In China, there are only a handful of researches on VR education in colleges and universities. Although some universities such as Tsinghua University and Beijing University of Science and Technology have set up relevant laboratories, the depth of participation is far from enough. On the contrary, the depth of VR education in primary and secondary schools seems to be even deeper. striking. Finally, the need for industry standards to be regulated requires widespread attention. The norms of the VR education industry are still in the future, and the prevalence of pseudo-VR in the market is a headache for practitioners. Therefore, if you want VR technology to settle down in the education field, the above problems need to be resolved.
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