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 University has deployed an array of videoconferencing technologies in an effort to enhance the education experience for remote students and faculty.
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.
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.
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 finally introduced two mixed reality (MR) branded headsets (in developer editions) this week in the Microsoft Store.
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.
With around 35,000 active monthly users, AltspaceVR is shutting down due to financial difficulty.
Four higher ed IT leaders weigh in on the current state of education technology and what's ahead.
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.