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Speak to Go Allows Voice to Direct VR Experiences

A new web program by Google allows users to explore the world in virtual reality (VR) by just speaking the name of a place. Speak to Go is activated by a user’s voice.

Global Initiative to Open 50 Virtual and Augmented Reality Labs

VR First, a global initiative to democratize virtual and augmented reality (VR/AR) hardware and software for academic institutions, is planning to open 50 of its VR/AR labs at colleges and universities by the end of this year, in an effort to meet future workforce demands.

Google Cardboard Users Can Now Play WebVR Experiments

The company has added support for Google Cardboard and launched a new homepage for web-based VR experiments.

Adobe Releases Latest Versions of Captivate and Captivate Prime

Adobe has released the latest versions of its e-learning authoring tool, Adobe Captivate, and its learning management system (LMS), Adobe Captivate Prime. The two are designed to be used in conjunction as end-to-end solutions, or as standalone offerings, and are aimed toward specialists in learning and development, training and corporate HR departments.

CSU Channel Islands Installs Video Capture for Psychology Research

Psychology students and faculty at California State University Channel Islands can now record video and audio during behavioral studies research, thanks to new technology in the department's laboratory and observation rooms.



Report: Worldwide IT Spending Forecast to Grow 1.4% in 2017

Worldwide IT spending is projected to total $3.5 trillion in 2017, a 1.4 percent increase from 2016, according to market research firm Gartner, Inc. This growth rate is down from the previous quarter’s forecast of 2.7 percent, due in part to the rising United States dollar.

Texas A&M Launches VR Tour for Visitors

Texas A&M University has launched a virtual reality (VR) experience that offers users another way to visit the public university. The VR tour debuted at SXSWedu last month.

3 Keys to Introducing Virtual Reality in E-Learning Courses

Virtual reality (VR) has found its way into the educational space, and by all indications, it’s here to stay. Since VR glasses can be obtained for as low as $10 apiece, cost is becoming less of an issue. Here are three guidelines toward introducing VR in e-learning courses.

ASU Students Earn Credits for Spending a Semester in Silicon Valley

Throughout the “Semester in Silicon Valley” program, 80 ASU students will be mentored by business and tech moguls, participate in coding competitions and more, all while earning credits toward their degrees. At the end of the program, they will have the opportunity to pitch their newly launched startups to more than 80 venture capitalists.

Scaling Up Admissions and Recruiting with AR

Many colleges and universities are using immersive technologies to engage and draw in prospective students. The Savannah College of the Arts in Georgia is a longtime leader in AR/VR admissions and recruiting strategies. Campus Technology recently spoke with Dave Hanak, SCAD’s executive director of interactive services, to find out some helpful tips to scale up institutional outreach efforts with immersive technologies.

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