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AV & Presentation


Samsung Gear 360 Now Shoots Video in 4K, Works With iPhones

A new version of Samsung Gear 360 can capture video in 4K resolution and live-stream in 2K resolution. The new product is also compatible with iOS devices, Macs, Windows and more Android devices, making it easier to create, share and stream virtual reality content.

What's New in AV Gear

The latest in projectors, displays, video walls, audio products and more.

5 Big Trends (and 3 Little Ones) in Higher Ed AV

Audiovisual offerings seem to change with the seasons. But keeping these trends in mind can help define the products and features that will serve your campus best.

Boston Area College Students Develop VR Game Based on ‘Ulysses’

A group of students in an English class at Boston College, in collaboration with students at the Berklee College of Music and Northeastern University, are building a virtual reality game based on James Joyce’s Ulysses.

Rethinking the Computer Lab of the Future

At St. Norbert College, a revamped computer science lab provides a flexible space for presentation, collaboration and more.



UC Berkeley, Immerex to Open Lab for Ongoing VR, AR Research

The University of California, Berkeley has received a corporate gift from a nearby virtual reality company to open a new collaboration space dedicated to research in augmented and virtual reality (AR/VR), as well as support faculty and students through making scholarships available.

Doing the New: A Student Experience That's More than Just Hands-On

In a followup interview about MAGIC Spell Studios at the Rochester Institute of Technology, Andy Phelps discusses how to offer students real-world experience in digital media development and publishing — experience based on the newest technology innovation and trends.

Oculus Intros Facebook Livestreaming to Samsung Gear VR, Adds 360-Degree Videos to Rooms

Oculus last week released some updates to its mobile virtual reality (VR) platform, including more ways to virtually connect with friends on Facebook, as well as few functionality and features for the Samsung Gear VR headset.

Report: Global E-Learning Market to Grow 7.2% Over Next Decade

The global e-learning market is expected to grow at a compound annual growth rate of about 7.2 percent over the next decade to reach approximately $325 billion by 2025, according to a recent report by tech market research firm ReportLinker.

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.