Super technology leader
#286 - Amazing learning effect
After lunch, the high-level executives who had completed the testing gathered in Conference Room 1 on time.
Compared to when they had just finished the test, the excitement on their faces had diminished considerably. Reason had once again taken over, and they began to consider the issues in detail from the perspective of their respective professional backgrounds.
It's not that they were completely unaffected by the excitement, but at least purely emotional speeches and ideas were rare.
Once everyone was assembled, Tang Chao didn't waste any time and directly started the meeting, getting straight to the point, because time is money.
His various space construction plans had already begun. The Navigator side was classified, and the Canxing side was even more classified for Earth. This operation of publicly releasing the neural immersion technology was both a way to accelerate and improve the mental outlook of humanity entering the interstellar era and a strategic cover for other explosive purposes using explosive information.
Other major spacefaring nations were also covering up their real Mars plans, but their methods were not very effective, only fooling ordinary people. They were far from as explosive as the Navigator's plan.
Inside the conference room, Tang Chao sat next to the computer connected to the large screen, explaining the key points of this super technology while displaying the data he had obtained.
For example, right now, he was showing a group photo of everyone standing on the edge of a forest.
Everyone present, except for the different clothes, was in the photo. Behind them was a forest, under their feet was grass, a bit of snow could be vaguely seen on the left, and a bit of desert could be vaguely seen on the right.
Well, this was a "screenshot" taken by a suspended camera in the virtual world.
As far as the modeling of the virtual space was concerned, the quality of all the modeling in the "photo" was very high, looking almost like real people, because the virtual helmet was fully enclosed, with scanning equipment inside that could obtain the scanning data of the head, making it quite easy to restore.
Of course, users could choose, just like players in "Sword Art Online", they could choose to "customize their face", or like in "Ready Player One", use a customized or purchased new image.
And the height of the people in the screenshot was actually somewhat different from their real height, because Tang Chao had not performed a comprehensive scan of them, but because the company's employees had annual physical examinations, there was some height data, so it was close enough.
In this way, they could enter the virtual world like "real people".
However, this level of modeling precision was used for astronaut training. Even when astronauts entered the virtual space, even higher precision was required. They had to undergo full-body data scanning, and also input their usual training data to make the body data in the virtual space as close as possible to their real body data. Only in this way could they train better.
Under normal circumstances, it was not necessary to use such high data precision, especially when developing games. The greater the data deviation, the better.
Afterwards, Tang Chao also talked about the current technological limit of virtual reality helmets, which was the 50% safe immersion limit.
Hearing this, everyone was relieved, because some of their feelings in the virtual space were explained.
"That's right, although the initial feeling of weightlessness and G-force was very real, when I carefully recalled some of my previous training experiences, the feeling in the virtual space was not as good, especially the experience of G-force, the difference was the most obvious."
Because it was an astronaut training experience, Du Kangsheng, the company's chief astronaut, had a lot to say.
Others were the same, and they all found the difference between their virtual feelings and real feelings.
"Yes, I pinched myself hard in the forest before, because the pain came very quickly, which made me only pay attention to whether there was pain, and ignored the level of pain. Now that I think about it, the pain at that time was indeed less than the same level of pain in reality."
"Well, if this is the case, then my previous feeling of touching mechanical equipment was correct. Most of the company's aerospace equipment was assembled by me, and I know all their feel. When I touched those same devices in the virtual space, they were indeed a bit off."
"I think 50% of the touch is pretty good. If it really simulates an extremely dangerous state, it would also be extremely dangerous. After all, brain death is complete death. And based on the current situation, its learning effect is very good. I still remember the positions of those buttons."
"To be honest, indeed, for the average person, what we experienced in the virtual world is comparable to real flight, especially the initial feel training, which is unmatched by ground simulators."
"I think so too. It's like learning wilderness survival knowledge in the classroom. It's really not as good as actually walking in the wilderness. When the sky gradually darkens, the urgency of survival will prompt you to quickly learn various survival skills. The virtual world plays an immersive role."
Indeed, these were all shared experiences and feelings of everyone. After experiencing it in the virtual space, they truly understood what "immersion" meant.
Moreover, this experience was very helpful for them to make correct decisions. They could use the dual identities of decision-makers and users to arrange the subsequent development direction of the neural-connected virtual reality technology.
"I think the 'Second World' path is very correct, but we certainly can't do it that big in the early stage, and this field is too big, and we can't monopolize it. I feel that in terms of ownership, we only need to guard the core technology of neural connection."
"The Americans currently have an immature brain-computer interface technology. When our technology comes out, it may accelerate their technological progress. We don't know how long it will take them to complete the technology, so I suggest opening up some outer technologies so that all countries can participate in the development of the 'Second World', and we are the people who set the standards. By the way, we can also use mature technology to curb the development of their neural connection technology."
"This is good. We have suffered such losses before, and now it's our turn to make them suffer. Now our technology has an absolute advantage. As long as we open up some marginal technologies, we can definitely stifle the development of their neural connection technology in a permanently immature state."
Everyone expressed their opinions. After a while, it was finally Wang Weimin, the head of the game department's turn.
"I think games can be used as one of the initial development methods, because the form of games is the easiest for people to accept. After all, playing is all about relaxation and fun. Nowadays, games are becoming more and more focused on immersion, but when it comes to immersion, no technology can compare to neural-connected virtual reality technology."
"The previous astronaut training experience can be completely put into the company's ongoing development of the 'Canxing 2' game. Whether it is embedding the 'Canxing 2' game into the virtual world or redeveloping a new game is a win-win situation, which can not only allow users to happily purchase helmets, but also obtain a large number of astronaut reserves."
"The company's goal of heading to the stars has never changed, so in the later stage, a large number of advanced technical personnel who can work in space will definitely be needed. Even if 10% of the players apply when the company recruits in the future, and one-tenth or one-hundredth of the applicants are qualified, the number is still considerable."
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"Even the astronaut training scores in the game can be directly used as a reference to quickly determine who is suitable to be an astronaut and who is not suitable to be an astronaut. Moreover, they have undergone systematic training in the game, and there will be many things left when they conduct real astronaut training, which is also very beneficial to us."
Wang Weimin's plan was still feasible, and many people agreed.
However, just making games was a bit of a waste, and the transplantation time was estimated to be not short. After everyone's personal experience, its "immersive" learning ability was also very strong, so the gimmick of learning had to be added.
After all, the astronaut training course was a very professional learning project.
Their experience was just experience. In fact, the entire astronaut training project was very complete, the process was very long, and the template was the current mainstream training process of various countries, so it could be directly sold as a boutique astronaut course.
Not to mention the average users, after this technology and course were revealed, major spacefaring countries with astronauts would definitely rush to buy it.
Combining the current interstellar situation, those countries that do not yet have astronauts but already have goals would also buy it to train their own astronauts.
Moreover, the starting point of a technology or a product is very important, which is related to its reputation and market positioning for a long time to come.
For example, a certain domestic mobile phone, its rise began with shanzhai phones, so even if it upgraded its technology in the later stage, launched flagship phones, aimed at the high-end market, and set the price to the sky, consumers would still associate it with shanzhai phones when they heard its name, which seriously affected its sales and market positioning.
If the virtual reality helmet did not start with games, but started with the name "astronaut training equipment", then the compelling level could immediately go to space.
Doing anything after that would be a dimensionality reduction strike.
Even if it mainly focuses on the game market after a period of time, it would not prevent parents from thinking that it is a device for training astronauts. Just for this reputation, if the child coaxes them again, they might just buy it home as a "Little Tyrant learning machine".
Of course, the premise is that the price of this virtual reality helmet must be reasonable, and the computer hardware configuration at home must also be powerful.
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