VR technology-based teaching experience device and experience system thereof

A teaching and experience technology, applied in the field of VR, can solve problems such as inability to adapt to a wide range of mobile phone models, large gaps in students' academic performance, unfairness, etc., achieve good practical and promotion value, meet the needs of use, and have a wide range of applications.

Active Publication Date: 2019-04-16
黄山徽岭电子科技有限公司
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0002] With the development of the economy, people pay more and more attention to children's learning, and the requirements for teaching quality and teaching environment are also gradually increasing. However, the traditional mode of simply relying on blackboard writing can no longer meet the requirements of modern teaching.
In the traditional blackboard writing mode, the teaching capacity and the flexibility of teaching are limited in time and space, and it requires a large investment of manpower teaching resources, land resources and financial resources; at the same time, students sitting in the classroom, Due to the different sitting positions, the learning efficiency of students in class is also affected, and there is relative inequity, which leads to the problem that the gap between students' academic performance is getting bigger and bigger.
[0003] Therefore, the virtual teaching platform is currently established on the market through VR helmets and mobile phone networks. Through the teacher guidance platform, VR teaching resource library and VR control system, each student can experience the immersive classroom feeling, and each student can learn from it. In terms of educational resources, it is relatively fair and saves educational funds, teacher resources and land resources. However, due to the fixed structure of the current VR helmet, not only cannot it be widely adapted to various mobile phone models, but also it cannot be adjusted according to individual conditions during the wearing process. The fast adjustment of the tightness brings some inconvenience to the user and affects the user experience

Method used

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  • VR technology-based teaching experience device and experience system thereof
  • VR technology-based teaching experience device and experience system thereof
  • VR technology-based teaching experience device and experience system thereof

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Embodiment Construction

[0043]The following will clearly and completely describe the technical solutions in the embodiments of the present invention with reference to the accompanying drawings in the embodiments of the present invention. Obviously, the described embodiments are only some, not all, embodiments of the present invention. Based on the embodiments of the present invention, all other embodiments obtained by persons of ordinary skill in the art without creative efforts fall within the protection scope of the present invention.

[0044] In describing the present invention, it is to be understood that the terms "opening", "upper", "lower", "thickness", "top", "middle", "length", "inner", "surrounding" etc. Indicating orientation or positional relationship is only for the convenience of describing the present invention and simplifying the description, and does not indicate or imply that the components or elements referred to must have a specific orientation, be constructed and operated in a spe...

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Abstract

The invention discloses a VR technology-based teaching experience device and an experience system thereof. The VR technology-based teaching experience device comprises a VR helmet body and a mobile phone clamping mechanism arranged at the rear side of the VR helmet body, wherein the left side and the right side of the mobile phone clamping mechanism are symmetrically provided with two clamping mechanisms; two ends of the front side of the VR helmet body are symmetrically provided with stretching clamping seats; the middle of the stretching clamping seat is horizontally provided with a stretching connector; the front end of the stretching connector is connected with an arc elastic piece; the front ends of the two arc elastic pieces are connected through an arc protection plate; and an arch-shaped support plate is arranged between the top end of the arc protection plate and the VR helmet body. The experience system comprises a mobile terminal, an information acquisition terminal, a fixing terminal and an information output terminal. Various types of mobile phones can be quickly clamped and fixed, shaking during the use process is avoided, the mobile phone clamping mechanism can be quickly returned when the mobile phone is taken out, a certain sealing protection role is played, quick adaptive adjustment can be carried out according to the personal condition of a user when the userwears the device, and the use needs of the user are met.

Description

technical field [0001] The invention belongs to the field of VR, and in particular relates to a teaching experience device and an experience system based on VR technology. Background technique [0002] With the development of the economy, people pay more and more attention to children's learning, and the requirements for teaching quality and teaching environment are also gradually increasing. However, the traditional mode of simply relying on blackboard writing can no longer meet the requirements of modern teaching. In the traditional blackboard writing mode, the teaching capacity and the flexibility of teaching are limited in time and space, and it requires a large investment of manpower teaching resources, land resources and financial resources; at the same time, students sitting in the classroom, Due to the different sitting positions, the learning efficiency of students in class is also affected, and there is relative inequity, which leads to a growing gap in students' a...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G02B27/01G09B5/06
CPCG02B27/0176G09B5/065
Inventor 毕梦臣
Owner 黄山徽岭电子科技有限公司
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