Today’s Big Coffee Interview---Gao Hua, take you into the "Swarm-like" Virtual Reality Center

Compared with traditional teaching, VR teaching and training allows students to better establish their interest and concepts in learning, new technologies, and bring us new educational thinking. The characteristics of reality, interaction and plotting are the unique charm of virtual reality technology. However, among the numerous VR education products on the market, most of the products are too fragmented and lack the integration of resources, and the swarm virtual reality center solves this very well. Today ARinChina invited Mr. Gao Hua, CEO of Shanghai Parabolic Information Technology Co., Ltd. to chat with us about the swarm virtual reality center.

ARC: Seeing that your main product is a swarm virtual reality center, how do you understand the concept of "swarm"? In addition, can we briefly introduce this product from the aspects of design, architecture, function and application population?

Gao Hua: The swarm virtual reality center is our company's original integrated solution based on the management and control of the VR all-in-one cluster. The master control terminal acts as the "queen bee" in the entire bee colony to perform image push, operation control and effect evaluation of the "bee colony" on the display end of all integrated machines. Make the entire system an organic whole.

As the application embodiment and important carrier of virtual reality technology, the swarm virtual reality center can be used in education and training, industrial simulation, military equipment support, science and creativity, cultural media and other industries. The product adopts integrated design and modular structure, and can form a variety of different product forms through hardware matching and flexible combination according to customer needs.

Today’s Big Coffee Interview---Gao Hua, take you into the "Swarm-like" Virtual Reality Center

ARC: In terms of hardware, what interactive devices are currently integrated in the bee colony VR interactive platform? Among the interactive methods such as VR handles, gesture recognition, wearable motion capture kits, eye tracking, voice interaction, sensors, etc., which one do you prefer?

Gao Hua: The swarm virtual reality center includes software, hardware and application systems. A variety of hardware interfaces are provided, and the platform has strong scalability. The interactive system hardware adopts a menu-style hardware selection scheme. The interactive hardware configuration can be carried out according to customer needs.

At present, these types of interactive devices have their own lengths and functions. I personally think that interactive devices must be comprehensively considered based on customer needs, cost estimates, and product reliability. On the consumer side, I think the most convenient way of interaction is the most effective. At present, the realization of VR handles is simple and useful. The optical system-based interactive methods such as gesture recognition, wearable devices, and eye tracking are not very robust due to external interference and system software. Simple ones can be used, but complex ones should be used with caution. Personally, I don’t think I can’t be cool for a while and bought a product that is not very practical. The voice interaction is with the development of artificial intelligence technology. The accuracy of speech recognition can already be applied to actual projects, and language as the most basic way of human communication is the most convenient and effective way to realize human-computer interaction in virtual reality.

Today’s Big Coffee Interview---Gao Hua, take you into the "Swarm-like" Virtual Reality Center

ARC: In terms of software, can the real-time writing, erasing and storage system of VR scenes be regarded as "VR version of PS"? What convenience can it provide for developers?

Gao Hua: Real-time writing and erasing of VR scenes are actually simulating the blackboard writing function of teachers during class. It is also a means of interaction. At present, what VR mainly presents to the experiencer is the visual experience. The ultimate goal of being an educated is to realize the memory of knowledge. Therefore, the way of purely watching and listening is lacking in education. (Just like the teacher does not have blackboard writing in class. This is the reason why the blackboard has not been discarded after so many years of education development).

VR real-time writing, erasing, etc., the most direct target is the experiencer. As a standardized product, our piece can be connected to other developers' products without repeated development.

Today’s Big Coffee Interview---Gao Hua, take you into the "Swarm-like" Virtual Reality Center

ARC: The specific application of the swarm virtual reality center is mainly in teaching and training. We know that high-quality content has always been one of the core of VR teaching. What characteristics or innovations does the company currently have in terms of content?

Gao Hua: At present, our content is divided into four major content systems, primary and secondary school public safety (10 sets), red party building education (12 sets), and popular science experience (multiple sets). Aiming at the characteristics of VR's strong sense of immersion and weak external display, we introduced holographic and interactive multimedia solutions in the construction of the swarm virtual reality center. Create a comprehensive classroom, exhibition hall and interactive experience center with strong sense of science and technology, high display degree and good practicality for customers.

Today’s Big Coffee Interview---Gao Hua, takes you into the "Swarm-like" Virtual Reality Center

ARC: Does the company currently cooperate with schools, training institutions, communities, hospitals, etc.? How do you plan to further broaden the audience for VR experience and teaching in the future?

Gao Hua: Our company mainly develops related businesses from two aspects: breadth and depth. In terms of depth, it has now cooperated with relevant units and will continue to increase promotion and publicity in the future. Concentrate on creating several sets of high-quality VR digital copyrights with strong immersion and high practicality. Through the VR immersive experience to complete the functional requirements of education, training, experience, etc., at the same time combined with big data to achieve customized evaluation. Form an industry application system to further expand the audience of education. In terms of breadth, based on VR technology, we carry out holographic and multimedia interactive services to create comprehensive solutions such as VR, AR, holographic, and interactive multimedia for customers. Enrich product system and expand industry fields.

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