AR/VR/Metaverse


Survey: Augmented and Virtual Reality Yet to Establish Foothold in K–12

Despite plenty of media attention and hype, augmented reality (AR) and virtual reality (VR) are technologies still on the outskirts in American classrooms, according to a recent survey by the nonprofit organization Project Tomorrow. Only five percent of teachers said they are using AR or VR in their classrooms, Project Tomorrow found in its annual Speak Up survey of more than 510,000 K–12 students, parents and educators.

Tech Allows Workers, Students to Augment Knowledge in the Real World

New location-aware “knowledge injections” on the cloud-based EON Reality Augmented Virtual Reality platform provide contextual knowledge in real time, helping users to facilitate a manufacturing, maintenance, repair or operation procedure, and more.

NASA and Texas Instruments Launch STEM-Related Virtual Scavenger Hunt

NASA and Texas Instruments (TI) today launched “The Search for STEMnauts,” a virtual scavenger hunt designed to ignite students’ interest in science, technology, engineering and math (STEM). Each week for the next six weeks, students in sixth through 12th grade will be challenged to solve space-related puzzles for a chance to unlock virtual reward points.

Speak to Go Allows Voice to Direct VR Experiences

A new web program by Google allows users to explore the world in virtual reality (VR) by just speaking the name of a place. Speak to Go is activated by a user’s voice.

Google Cardboard Users Can Now Play WebVR Experiments

The company has added support for Google Cardboard and launched a new homepage for web-based VR experiments.

Lifeliqe Piloting Mixed Reality on Microsoft HoloLens for Grade 6-12 Classrooms

Lifeliqe, a San Francisco-based visual learning platform incorporating virtual reality (VR), augmented reality (AR), mixed reality and interactive 3D, is piloting mixed reality educational scenarios for Microsoft HoloLens in grade 6-12 classrooms.

3 Keys to Introducing Virtual Reality in E-Learning Courses

Virtual reality (VR) has found its way into the educational space, and by all indications, it’s here to stay. Since VR glasses can be obtained for as low as $10 apiece, cost is becoming less of an issue. Here are three guidelines toward introducing VR in e-learning courses.

Virtual Reality Science 'Books' to Align with NGSS

Each VR "book" incorporates virtual field trips, interactive games and learning activities, a "theater" experience, a teacher demo of an experiment and access to online assessments.

STEM Activation Program Helps Utah Girls Prepare for Tech Careers

The Utah-based Women Tech Council today launched the first expansion event of its SheTech program to provide access to hands-on tech experiences and mentorship with industry experts to high school girls across the state and in rural areas to engage and inspire them to pursue science, technology, engineering and math (STEM) fields and careers.

App Allows Users to Edit 360-Degree Images

A new VR editor designed for tablet-use from ThingLink offers a way for teachers and students to create interactive content.

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