dc.description.abstract | In the year 2016, the new products launched by HTC, Oculus and SONY lead to the breakthrough of virtual reality, which is a huge step for the VR industry to
enter the consumer market. According to IDC, a market research organization, it is estimated that the sales of VR equipment in 2016 will exceed 9 million. And the output value will reach 3 billion by year 2020. Nowadays, the main stream of VR development are game industry and media entertainment industry. Minority is used in education.
However, in the early stages, VR has been used as pilot-training. In one particular training, the Immersive first perspective of VR is really helpful. For instance, war practice, architecture design, medical surgery, and flight simulation. VR also contributes to education, where it can provide more possibility. By using VR, MOOCS can make people feel as if they were right in the scene. Furthermore, it allows students from all over the world to discuss "vis a vis.”
In this paper, I’ll present you a virtual laboratory made by Unity3D, which enable primary school students to make physical and chemical experiments at high school level. Since the process of experiments requires accurate hands
movements as well as accurate footsteps, we chose HTC vive for its Room-scale VR tracking function, which can provide a friendlier user experience. In addition,
we implement customized digital rights management system. This system protects digital teaching material efficiently, and at the same time at the authorization term.
Therefore, without the authority, no one has the access to the services-ensuring the rights and interest of firms. | en_US |