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.
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.
The latest in projectors, displays, video walls, audio products and more.
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.
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.
At St. Norbert College, a revamped computer science lab provides a flexible space for presentation, collaboration and more.
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.
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 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.
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.