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Virtual reality education imagination
How far is the future of Vr+ education and visual learning?

First, the evolution of media presentation technology

About VR, before we start talking about VR, let's talk about the evolution of a media presentation technology. In fact, this has a lot to do with VR. At the earliest time in history, the evolution of media began with words, which is the earliest recordable media form and a single media form, and is also widely used now. The second form is interactive composite media, including more than two forms of media technology. The most commonly used media is audio-visual media, similar to movies. The third media form is multimedia technology, which is an interactive composite media produced by the combination of audio and video after the invention of computers, and this media has been well known for decades.

What kind of media is after multimedia technology? We think it is virtual reality, a highly immersive media form with a very high sense of immersion. So what is "immersion"? Generally speaking, it refers to wearing virtual equipment (virtual glasses, virtual helmet, etc.). ), we seem to have entered another world, which is characterized by immersion and high immersion.

In the evolution of media presentation technology, the development of various media presentation forms has made great progress. Especially for VR, it is a feast not to be missed! Why do you say that? Because it is a revolutionary node of media presentation technology, it will have an essential impact on all industries involved in media presentation!

Second, what kind of experience can VR bring?

Let's look at a related VR application, which is an educational VR developed by an American company. It is a very realistic experience to show the 3D effect of human skeleton structure through an electronic pen, a pair of 3D glasses and a special computer. This is why VR is a revolutionary media and an era that entrepreneurs must grasp, because it can present a very real reality!

Let's take a look at the realistic experience brought by other VR devices. For example, Figure 2 shows a virtual reality scene after wearing a VR device, which is very scary. The virtual characters and sharks in the computer will be truly presented to you, which makes people have a very shocking audio-visual effect!

After wearing the helmet, the interaction with the three-dimensional scene is realized through the handheld device, and the approximate realistic experience effect is achieved in a natural way (head rotation, hand movement, etc.). ), and the game is enjoyable.