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AV & Presentation


Brown U Students Develop VR History Experience for Use in Education

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.

Carnegie Mellon U Creates Global Classrooms with 4K Video System

Carnegie Mellon University has deployed an array of videoconferencing technologies in an effort to enhance the education experience for remote students and faculty.

ThirdEye Debuts 3-Screen AR System for 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.

Penn State World Campus Taps VR for Educating Teachers

A project at Penn State World Campus immersed teachers into a virtual classroom as part of a graduate-level special education course. Students could use a virtual reality headset to watch 360-degree videos or view them as regular videos on YouTube.

Report: VR and AR to Double Each Year Through 2021

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.



Microsoft Debuts Budget-Friendly Acer and HP Mixed Reality Headsets

Microsoft finally introduced two mixed reality (MR) branded headsets (in developer editions) this week in the Microsoft Store.

Creators of Second Life Open Sansar Social VR Platform to the Public

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.

Social VR Platform AltspaceVR Says Goodbye

With around 35,000 active monthly users, AltspaceVR is shutting down due to financial difficulty.

2017 Ed Tech Trends: The Halfway Point

Four higher ed IT leaders weigh in on the current state of education technology and what's ahead.

Stanford Team Develops 4D Camera for Use in Robots, VR, Autonomous Cars

The camera uses a technique called light field photography, originally described by Stanford professors Marc Levoy and Pat Hanrahan in 1996, that captures information about the direction and distance of the light that hits the sensor.