Virtual reality technology is ushered in disruptive innovation

A person's head is tied with thick VR glasses, either dancing irregularly, either holding the handle and waving around, or swinging the whole body to make an exaggerated posture... This kind of scene is at the 2016 International Innovation and Entrepreneurship Expo (hereinafter referred to as “Chuangbo” The scene of the meeting is not uncommon. Under the leadership of virtual reality technology (VR) applications, people here are immersed in another virtual world.

In the virtual world, people can travel through the smog and experience the blue sky and white clouds of an island; they can run in the Himalayas; they can play a tennis match with friends who are far away. Technology developers hope that in the future, when people bring VR glasses, they can quickly reach the virtual world in their brains and realize their dreams.

At this fair, the Zhongguancun Independent Brand Innovation and Development Association VR International Industry Alliance was formally established. The practitioners of virtual reality technology announced that they would develop and develop a subversive innovation.

An interesting experiment of virtual reality technology application

What is the effect of applying virtual reality technology to the classroom?

HTC's VR Lab conducted an interesting educational experiment: a group of middle school students to talk about esoteric astrophysics.

In this discussion about VR applications at this fair, Xu Chao, head of HTC's VR virtual reality gaming equipment China training, shared the process of the experiment: the experiment selected a full-time secondary school, students based on academic performance The balance is divided into two groups, and the same teacher tells the profound scientific knowledge. One group of students wears VR equipment to assist in teaching, and the other group uses traditional education to tell knowledge.

Two hours after the lecture, the two groups of students were tested immediately. The results showed that the VR teaching group had an average score of 93 points and the traditional teaching group had 73 points. Subsequently, according to the rules of human memory curve, the experimenter arranged the same test two weeks later. “What is surprising is that the average score of the VR teaching group is 90 points, and the traditional teaching group is 68 points.” Xu Chao also released two curves, the numerical value shows that the VR group "study students" score of 88 points, higher than the traditional teaching group "study eugenics" results.

Xu Chao said that an interesting experiment is not enough to show that VR-assisted teaching can change the "school" to "study", but at least it can show that VR-assisted teaching is very helpful for knowledge and memory. Analogous to the computer classrooms of the previous schools, it is conceivable that the future school will build a VR teaching classroom to make the classroom full of fun.

Game development is just the tip of the iceberg of virtual reality technology applications

At present, about 70% of the content application of virtual reality technology is game content, but with the popularity of VR, the education industry and the real estate industry hope to bring new breakthroughs in the industry with VR technology.

A real estate industry exhibitor experienced a virtual screen without VR glasses before the naked-eye VR at the exhibition site. He believes that using such technology can quickly display the model room in the sales hall. Can effectively attract the attention of consumers and bring more benefits.

Many content teams joining the Zhongguancun Independent Brand Innovation and Development Association VR International Industry Alliance feel that the VR content production team has sprung up, and there may be a “VR+” phenomenon in the future.

Match and Entertainment Technology Co., Ltd. is working on the VR industry. Vice President Nie Ying predicts that there will be a huge update in the VR industry in the second half of 2017, which will usher in a great development opportunity.

At present, there are more than 600 companies in the world engaged in the VR industry, employing about 40,000 people, half of which are in China. According to data from International Data Corporation (IDC), in 2015, only about 400,000 VR devices were sold worldwide, and in IDC's forecast, global VR equipment shipments will reach 9.6 million units this year. China's VR equipment shipments will also increase from approximately 90,000 units in 2015 to 480,000 units. It is estimated that by 2020, 65 million VR devices will be sold worldwide.

Xu Chao believes that these devices will jump out of the game market in the future, with more diversified vertical applications, such as education, industrial design and manufacturing, medical, tourism, e-commerce and so on.

Rapid improvement of hardware technology, subversive innovation

Ji Zhaohui, vice president of NVIDIA China, said at the China International Big Data Industry Expo held in May this year that the VR industry is still in its infancy, and the backwardness of hardware technology is the main problem. On the one hand, the quality of VR pictures is rough and there are particles; On the other hand, after wearing a mobile VR, some people will feel dizzy and want to vomit.

There is a measurement in the industry, to bring people an immersive experience, the graphics card must meet the following points: 90 frames can be switched rate, single-eye 2K resolution, 10 milliseconds or less delay. This is the requirement that the top graphics cards of this era can meet.

After half a year, Xu Chao brought good news at this fair: HTC's wireless wearable VR device has been relatively mature, and people will be able to get rid of the connection line with VR glasses or helmets in the future.

At the same time, the HTC Vive device can already achieve a delay of less than 20 milliseconds. "In reality, throw a bottle of water at you, and synchronize the virtual effects in the VR glasses. You can grab the bottle of real water when you reach out." Xu Chao said that such a delay is no small breakthrough.

Nie Ying believes that this year can clearly feel the rapid improvement of VR hardware technology, which means that the popularity of VR will increase rapidly in the future. "It is a niche when 50 people play. If there are 500,000 people, it is the public. There will be a big leap in creativity and content production."

The general consensus among practitioners in the VR industry is that the advancement of hardware technology is providing opportunities for content creation engineers within the industry to accumulate power for the emergence of large-scale innovation. Nie Ying believes that such a power of innovation will be subversive once it spurts. "The original smartphone can only watch the weather. Now it involves all the daily life, and VR will go through the same process."

At the scene of the establishment of the VR Industry Alliance of the Expo, a promotional video was scrolled, and the film continued to play a sentence: "The future makes virtual reality." Xu Chao said that the goal of VR is to bring virtual infinity closer to reality, users. When it is unclear whether reality or virtuality, subversive innovation is really coming.

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