In 2015, the virtual reality (VR) industry in China was experiencing rapid growth, becoming a key player in the capital market and attracting significant investment. This period saw a surge in entrepreneurial activity, leading to a chaotic environment with many new players entering the field. By 2016, the industry was dubbed "the first year of VR," but as capital markets cooled down, the sector gradually became more stable. During this time, professionals began to reflect on how VR should be developed in China.
Today, more voices are emphasizing that "VR is not a revolution, but an addition." There's a growing belief that integrating VR with traditional industries—rather than treating it as a standalone innovation—can lead to better products. Some even argue that the current state of VR technology still falls short of its full potential, highlighting the need for deeper integration and more refined applications.
XFX is a company focused on developing VR education solutions, leveraging VR/AR technology to enhance learning experiences. Their journey began at the Tianjin VR/AR Application Development Conference hosted by VR Network (WeChat Public Account: VR Platform). Yan Hongwei, a key figure in the company, shared insights during the event, offering a thoughtful perspective on the VR education landscape. He highlighted the importance of policy support, market demand, and funding in shaping the future of VR in education.
The VR network’s Xiaobian, always eager to learn, visited Infofair’s headquarters again, hoping to uncover some valuable insights from the "over someone" — or more accurately, the "industry insiders."
Has the VR industry changed you? Are you keeping up?
Infofair entered the VR industry in 2013. Reflecting on the changes over the years, Yan Hongwei noted that VR has evolved from a niche technology into a major platform that can integrate with various industries. Major tech companies like Apple and Microsoft have also made long-term investments in the VR ecosystem. As application trends become clearer, practitioners now have a better understanding of where VR fits best.
From a global perspective, China’s VR development differs from that of the U.S. While VR originated in the U.S., China focuses more on practical applications within traditional industries. This approach, according to Yan Hongwei, is more effective and sustainable. The era of application is king, and technology must deliver real value through real-world use.
One of the most significant changes in VR education is the policy support from the government. In 2015, the Ministry of Education launched initiatives to promote virtual simulation projects in schools. This year, they announced plans to complete 1,000 such projects, signaling strong support for VR in education. Other ministries have also recognized VR as a key technology, further boosting the industry.
Despite the ups and downs of the VR industry, Yan Hongwei believes it is still in an upward trajectory and hasn't reached its peak yet. He notes that while many VR products are technically sound, there's still a gap between current offerings and the ideal educational experience. The challenge lies in achieving high-precision teaching and deeper integration with education systems.
Yan Hongwei outlined four stages of VR education: preschool, basic, higher, and vocational. Each stage presents unique challenges and opportunities. For example, preschool education targets children aged 3–6, while vocational education focuses on bridging learning with practical skills.
Although VR education has great potential, it's not easy to scale due to the complexity of working with schools. However, XFX has successfully implemented its products in over 300 vocational colleges and 400 basic education institutions in Beijing. A 98% effectiveness rating from the Beijing Municipal Education Commission underscores the value of VR in education.
To achieve widespread adoption, building a strong distribution system is crucial. XFX has established a nationwide network of agents and partnered with educational publishers to ensure curriculum alignment. They also focus on product differentiation, developing specialized hardware tailored for educational use rather than generic VR devices.
Yan Hongwei gives their current educational ecosystem a 60 out of 100, acknowledging there's still room for improvement. He emphasizes that a strong ecosystem requires not only technological advancement but also government support, partner collaboration, and internal recognition.
Looking ahead, XFX is exploring C-side strategies and international expansion. They are also setting up a technical foresight lab, aiming to bring new innovations to market next year.
During a visit to XFX’s product experience hall, we had the chance to try their immersive VR setup. The holographic teaching table combined with 3D projection allowed students to explore models in multiple angles. This interactive approach makes learning more engaging and intuitive compared to traditional textbooks.
Other products include AR smart desks for hands-on experiments and VR teaching machines designed for different subjects. These tools are transforming the way students interact with complex concepts, making education more dynamic and accessible.
It’s reported that XFX has achieved profitability, a promising sign for the broader VR industry. If you want to stay updated on the latest developments, follow VR Network on WeChat for more insights.
This article is originally published by VR Network. Please cite VR Network and provide a backlink.
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