East Grand School in Danforth, ME has received a $10,000 grant to integrate virtual reality (VR) into history, biology and other curricula.
This year the United States will lead spending in the category at $3.2 billion, followed by Asia/Pacific excluding Japan (APeJ) at $3 billion and Western Europe at $2 billion.
Microsoft finally introduced two mixed reality (MR) branded headsets (in developer editions) this week in the Microsoft Store.
With around 35,000 active monthly users, AltspaceVR is shutting down due to financial difficulty.
Sansar empowers individuals, communities, schools, studios, corporations, brands and others to easily create, share and ultimately sell immersive 3D social experiences for consumers to enjoy on HTC Vive, Oculus Rift and Windows PCs, according to the company Linden Labs, which also created Second Life.
Designed to be a headset for the masses, startup company Mira’s new Prism headset for iOS aims to be an affordable option for individuals with an iPhone or iPad to experience augmented reality.
Market research firm Technavio has identified the top five vendors in the global augmented reality (AR) in education market. The companies are EON Reality, DAQRI, GAMOOZ, Magic Leap and QuiverVision.
Mouse, a New York-based nonprofit, is launching a handful of STEM courses this fall, aimed at teaching students new skills based on cutting edge technology.
zSpace, a Silicon Valley-based mixed reality education company, unveiled at ISTE new additions to its career and technology education (CTE) applications. The interactive GTA Virtual Automotive Training courses use zSpace’s mixed reality environment to give students hands-on experience with all the essentials of auto mechanics.
VR Learn currently offers more than 500 content modules in biology, chemistry, physics and math. The company expects to bring the number of available modules to 700 by mid-2017 and 1,100 by the end of the year.