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What is the selling point of VR education industry now? Are there any companies that do better?
In 20 16, the popularity of VR technology reached its peak, but it was followed by the industry saying that VR was cold. Despite this, there is still a noteworthy phenomenon. VR has begun to enter the vertical fields such as education and games in China, and the VR content industry has become an important outlet. In the ecological chain of VR education, it has also initially presented a relatively clear model and commercialization possibility. Capital has also begun to be laid out and invested in the field of VR education, and VR companies in different links have sprung up like mushrooms after rain. Incredible technology is a member of this wave of VR content industry.

Although it is a rumor, entrepreneurship is not as "just do what you say" as it was two years ago, and the entrepreneurial environment in China is gradually becoming rational. It is important to attract millions of financing quickly in the seed round, but for incredible technology, how to deal with and solve the pressure and challenges that follow is even more important.

The production of VR education content is difficult, and traditional cultural subjects such as Chinese and Chinese studies are the most difficult bones to touch!

At present, VR content companies in the field of VR education mostly involve geography, astronomy, physics, biology and other disciplines. Relatively speaking, the content production of these themes does not require so high artistic conception, but more is the restoration of the scene or picture of a specific experiment. From the user's point of view, their requirements for VR images of these themes are not harsh. As long as they have a sensory experience through VR images, they can understand a certain knowledge. Taking geography as an example, you can understand the urban landscape by presenting different urban scenes through VR, and you don't need to think too much about what artistic conception the picture wants to convey.

However, for philology, to realize VR teaching, the production of VR language content is very demanding. For example, the picture depicted by the words in prose should be accurately reproduced, which requires high quality of VR scenes, because it will directly affect the user's understanding of abstract words. In addition, in addition to the quality of the picture, how the VR scene conveys the artistic conception that the text hopes to express is the most difficult. The quality of the scene, the design of the scene and the atmosphere of the scene can directly affect the user's actual feeling and deep understanding of the text.

The crux of VR educational content production: how to seamlessly connect the technical end with the actual teaching needs?

In the production of VR content, we generally think that content production and screen presentation are the most difficult links in content production. However, Sun Jie denied this statement. He believes that "whether VR content production can really solve the pain points of educating users" is the biggest problem for VR education companies to consider.

"Although the difficulty of making VR educational content is different, the cost and energy input of content production are indeed very large, but this is not the most important. For content producers, the most important thing to consider is that if VR is to be used in practical teaching for a long time and become normal, how can VR technicians grasp the actual teaching needs of front-line teachers and transform this demand into VR content perfectly? This is the biggest problem in the production of VR educational content. "

Therefore, it is very important to mobilize the enthusiasm of front-line teachers. In the process of VR content production, teachers should participate as much as possible, and technicians and teachers should fully cooperate to polish the products and jointly produce VR content that meets the teaching design, picture or artistic conception.

Content is the core, but there are still uncontrollable challenges!

When VR technology is applied to the vertical field, whether it is VR games or VR education, the production, expansion and enrichment of content become an important foundation. With the support of hardware and content, VR can be widely popularized. In the industrial chain of VR education, different VR companies emerge one after another, participating in the production and production of different subject contents, and becoming an external commercial force to promote the popularization of VR education.

However, for these companies, the core issue is still whether they can produce high-quality content. This quality includes not only the high level of content production, but also whether content production is based on the needs of front-line education.

Where is the business model of VR Education Company?

The commercialization model and how to make profits are often the most concerned issues when we look at the landing of a certain technology, and also the issues that startups must consider. In the predictions of major consulting institutions, the future market of VR education has been positively judged, and it is considered that this field is one of the most important commercial applications of VR technology and has a huge expected market scale. Taking HTC Vive equipment as an example, in addition to playing games and watching videos every day, it can also be used in education, automobile, real estate and other industries, which is also the future development trend.