Open Menu Close Menu

AV & Presentation


Incoming NYU Tandon School of Engineering Students Experience VR-Gaming

The NYU Tandon School of Engineering has created a virtual reality app that enables users to explore and engage with a microscopic, intracellular world in a game-like environment. The VR experience, called Tandon Labs, is being used as an admissions tool with a simple goal: Attract future engineers and scientists who are hyped about STEM.

When (Virtual) Reality Meets the Classroom

Spurred by a new era of affordable, mainstream virtual reality tools, Indiana University is incorporating VR into high-tech classrooms called Reality Labs.

Savannah College of Art and Design Introduces AR-Trackable Catalog

Building on the success of its VR-enhanced acceptance letter packages in 2015, the Savannah College of Art and Design has introduced a college catalog with augmented reality (AR) technology.

Immersive Education: AR Comes of Age

For augmented reality to succeed in education, there's more required than just cool experiences.

1 Million Interactive Flat Panels Sell in 2016

Interactive flat panel displays (IFPDs) did well in the education and corporate markets last year, selling one million units in 2016, according to a recent report by market research firm Futuresource Consulting.



An Introduction to AV Over IP

AV over IP promises to take full advantage of the convergence of AV and IT, with the ability to distribute video, audio and control signals over traditional network infrastructure. Here are the features and limitations to consider when designing AV over IP-based systems.

ISTE Releases Program for Annual Summer Conference

The International Society for Technology in Education (ISTE) today released the program for the annual ISTE Conference & Expo in San Antonio, TX, June 25-28.

Immersive Education: VR Comes of Age

Despite all the headlines and conference coverage of virtual reality (VR) for education over the last year, the technology is still gaining speed — residing at that sweet spot in the hype cycle where, when you place headsets on people and gently guide them to turn around to gain a full view, they tend to gasp and say, "Oh, wow."

Augmented and Virtual Reality Spending to Double in 2017

A new spending analysis from International Data Corp (IDC) predicts worldwide revenues will double this year — from $6.1 billion in 2016 to 13.9 billion in 2017. Furthermore, AR/VR spending is expected to accelerate over the next several years, achieving a CAGR of 198 percent over the 2015-2020 forecast period and reaching $143.3 billion in 2020.

It's Accessible and Affordable: Immersive Media in Higher Education

CT talks with Penn State University Director of Education Technology Kyle Bowen about the directions immersive media has been taking in higher education and the practices that are making 3D, VR, AR, and 360 video technologies accessible for faculty and students.