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AV & Presentation


Report: AR and VR Headset Sales to Return to Strong Growth Following Lackluster 2017

Augmented and virtual reality headsets will see a compound annual growth rate of 52.5 percent through 2022 despite a lackluster year in 2017, according to a new forecast from International Data Corp. In 2017 the market saw a decline, largely because of reduced shipments of screenless V.R. viewers, which in turn was a result of vendors ceasing to bundle the viewers with smartphones. Following last year's poor showing, however, I.D.C. predicts strong growth this year, with shipments surging to 12.4 million units on a 48.5 percent C.A.G.R.

Serving Students with AR and VR

Oral Roberts University built a Global Learning Center that combines anytime, anywhere access to information, course materials and streaming media with a deep dive into augmented and virtual reality.

Report Explores Education Potential for Wearables, AR and VR

A new whitepaper from personalized learning nonprofit KnowledgeWorks explores how wearables, augmented reality and virtual reality could play out in education. Vignettes drill into how educators could use these technologies in and out of the classroom to add "digital depth" to physical reality to increase student engagement, enhance the personalization of learning, help people understand others' experiences and perspectives, generate greater levels of self-awareness and foster critical thinking.

How to Set Up a VR Pilot

As Washington & Lee University has found, there is no best approach for introducing virtual reality into your classrooms — just stages of faculty commitment.

Epson Debuts 7 Education Laser Projectors

Epson has debuted seven new models in its new PowerLite L-Series of laser projectors for education. The forthcoming Epson PowerLite L615U, L610U, L510U, L400U, L610W, L500W and L610 offer resolutions reaching WUXGA and brightness ratings of up to 6,000 lumens.



Hacking Real-World Problems with Virtual and Augmented Reality

Oklahoma State University's first inaugural "Virtual + Augmented Reality Hackathon" hosted January 26-27 by the Mixed Reality Lab in the university's College of Human Sciences gave students and the community a chance to tackle real-world problems using AR and VR tools, while offering researchers a glimpse into the ways teams work with digital media tools.

Delft U Adds Interactive Walls for Collaborative Projects

A university in the Netherlands has adopted wide wall technology that helps teams of collaborators —faculty and students — display and revise their projects in person and remotely. Delft University of Technology has deployed two Nureva Walls, one 10 feet wide and another 20 feet long, along with Nureva's Span software, in a new teaching lab. Both walls provide large digital workspaces where users can share, add and interact with the visuals and information through Span, which runs on their computers and mobile devices.

Crestron Updates AirMedia Wireless Presentation Tech

Crestron has introduced the next generation of its AirMedia wireless presentation technology. AirMedia 2.0 allows users to connect their smart devices and laptops to a room display, regardless of operating system, from anywhere in a classroom space.

Virtual Campus Tour Incorporates Photorealistic Views, Video Commentary

A new virtual tour and interactive map at the Stevens Institute of Technology combines photorealistic views 3D-rendered structures to provide an immersive way to "visit" the 55-acre New Jersey campus. Anyone with an internet connection can access the map, which is enhanced with videos, images and links to additional information.

A Hub for Innovation and Learning

A dedicated space in the University of Oklahoma's Bizzell Memorial Library connects community members to cutting-edge digital tools they can use in new learning experiences and innovative knowledge creation.