"VR+ education" has come in the future

“In the eyes of people in the industry, the spring of VR+ education has arrived, but there are also some views that the future is uncertain. I would say that the future of VR+ education has come and that it will develop rapidly, bringing us a bright future.”

The above paragraph is the leader in domestic VR+ education field. The head of Beijing Microvision Cool Technology Co., Ltd. said at a VR industry conference. He mainly analyzes and confirms his viewpoints from several aspects such as the development history of mobile internet, the development of mobile learning, and the life cycle of combining VR and education.

1. The development of the mobile Internet is also a process of profound accumulation. The same is true of “VR+ education”.

Figure 1 Mobile Internet Development Diagram

From the figure, we can easily see that before 2007, mobile Internet development in China is relatively slow, then there are many voices of decline in the mobile Internet, but from the 2007 iPhone and Google Android system mobile phones into mobile The battlefield of terminal equipment began, and the scale of users and market revenues in the mobile Internet field showed explosive growth. The "VR+ education" technology has accumulated over the past few years, and now it is basically mature. The "IES immersive education software system" developed by Beijing Microvision Cool Science and Technology Co., Ltd. has become the representative of VR education technology companies, and the entire industry has risen. It can be said that it has reached an outbreak period.

2. How will the application of VR in education develop?

History Review and Prediction of Mobile Learning Development

Figure 2 Mobile Learning Lifecycle Review and Forecast

"There are still some friends who have different opinions on the application of VR in education. We can further eliminate their doubts by reviewing and predicting the life cycle of mobile learning," said the person in charge of Beijing Micro Vision Technology Co., Ltd.

Using this table will help us to judge VR application cycle in the education industry. In fact, from the beginning of mobile learning in about 2000, until 2012 and 2013, the popularity of mobile Internet tools represented by the Apple Device Commission, mobile learning really entered the outbreak phase. With the increase in installed capacity, mobile learning in this industry has entered a very strong outbreak.

This also confirms a thick and thin process.

3, life cycle analysis of educational VR

Similarly, this life cycle is actually very suitable for VR, that is to say a technology from the bud to the popular factors we have summarized several: One is the experience effect. For example, due to poor experience in the early stage of mobile learning, the development has been stagnant and has only been popular since the appearance of Apple devices. The second is the popularity of the device. Now that VR is just like our 2007 Apple iPhone, everyone thinks this is very good, but it needs a process. As long as the equipment is popularized to a certain degree, the number and quality of its applications will also appear, and the applications developed for it will also be more numerous. At that time, such applications will explode, and the relative user habits will begin to develop. In addition, this has a lot to do with the ripening of the power of capital. The greater the capital boost of a product, the shorter the maturity cycle. For example, capital spent three years to ripen up on such applications as drip trucks, and now it is widely accepted by everyone.

Figure 3 VR life cycle forecast

What kind of cycle VR is now in can be seen from the figure above. We can see that 2016 is the first year of VR. This is a bit like 2013 when it was considered the first year of online education. In fact, online education has begun to sprout in China in 1996, but it only started to burst in 2013. Similarly, 2016 is an outbreak of VR investment, rather than the application of the outbreak, is now a lot of investment in, capital to accelerate its development. We believe that in 2017, more hardware products will be produced and the hardware structure will be formed in the next few years. From 2018 onwards, it will enter the outbreak of applications. This is not the same as Apple’s mobile phone. At that time, the number of Apple mobile phones was still relatively small. Now that a large amount of capital has entered this block, China will have tens of billions of capital in VR. Therefore, it will greatly shorten the development cycle of our VR applications. We judge that the VR hardware will be stable around 2018 to 2019, and it will also spawn a large number of VR applications.

Figure 4 IES immersive classroom system product diagram

Figure 5 VR virtual reality “IES immersive education software system” open field at Zhongguancun No. 2 Primary School and Beijing Weishi Cool Science and Technology Co., Ltd.

The above two pictures we see are the IES immersive classroom system products independently developed by Beijing Weishi Technology Co., Ltd. In fact, there are dozens of VR devices, and there are many more. The user choice is more headaches. There must be compatibility issues among various applications. But after three or four years, this hardware will basically have several categories. Just like Android and IOS are now two points of the world, this time we choose the application is very simple. It should be said that the mature application period, will produce a large number of mature applications by 2018-2019, is the VR mature application of its user volume is very large, into the business model, the user experience is also very good. That is, two or three years from 2016 to 2018, after the injection of such a large amount of capital into the market, there will be a lot of bubbles, which will ripen the industry. Then around 2020, this industry will enter the civilian phase just as we are now using smart phones, so the problem will be resolved when the time comes, and the person in charge of the company is full of confidence.

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