The latest industry report from Technavio predicts the visual tech market in education will grow 33 percent through the forecast period 2017-2021, with VR, AR, 3D printing and visual data analytics as the top four product segments.
A virtual reality artist-in-residence at Brown University and 14 undergraduate students are working on an independent study project designed to bring the Gaspee Affair to virtual reality and education.
When wearers look straight ahead, the view is clear; they see what's in front of them. With a turn to the left, wearers view a video screen allowing them to communicate with and view a remote person. With a turn to the right, users see "data" screens, displaying instruction.
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.
East Grand School in Danforth, ME has received a $10,000 grant to integrate virtual reality (VR) into history, biology and other curricula.
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.