THE Journal's Mobile Computing + Augmented & Virtual Reality Resources
Here you'll find articles covering 1-to-1 computing, BYOD, augmented and virtual reality and all things mobile! Topics range from strategies for managing devices to news and reviews about new hardware and software.
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.
- By Dian Schaffhauser
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.
The tablet market continued to fall in the second quarter of 2017, reaching 37.9 million shipments, a 3.4 percent decline compared to the same period last year.
Smartphone shipments declined slightly in the second quarter of 2017, down to 341.6 million, a decline of 1.3 percent compared to the same period last year and a 0.8 percent decline compared to this year's first quarter, according to a new report.
A Colorado state-funded program recently released a guide to help district leaders, educators, policymakers and other stakeholder implement blended learning in K–12 schools.
Microsoft finally introduced two mixed reality (MR) branded headsets (in developer editions) this week in the Microsoft Store.
Surface machines, which double as tablets or laptops, are available to students at a 10 percent discount through a new 24-month payment plan.
LightSail Education has launched version 4.3 of its K–12 adaptive reading app with new features that open up more personalization options to teachers and students.
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.