The Virtual Arena: Educators Learn Their VR

Out-of-Home entertainment, and Immersive Technology industry specialist Kevin Williams reports in his latest Virtual Arena column on the further growth in recognition that virtual reality VR is receiving from the Enterprise sector. Moving from entertainment, he now covers the major developments VR is having in shaping the future Education Technology scene.

The British Educational Training and Technology Show (BETT) was held last week at London’s ExCel exhibition convention centre – representing the leading trade event representing the Education Technology (EdTech) and training scene – drawing some 800 corporations to the event, that covered multiple halls of the London venue and attracted some 34,000 industry professionals. The latest trends including touchscreen, tablets, 3D Printing, programmable robotics and smart learning technology were presented.

BETT 2020
Image credit: KWP

This column previously covered the 2018 BETT show and how VR was immerging as a possible EdTech trend – but with BETT 2020 the event cemented this movement, with a vast array of new developments and applications for this technology, and growth of previous early adopters.

Yet again, the biggest presence of VR at the show was from Avantis – the company had powered into VR and was one of the first to offer educators a dedicated package. Proving successful with its ‘ClassVR’, comprising a 3DoF mobileVR headset, combined with its software package – Avantis was celebrating over 1 million students having used the company’s ClassVR platform to-date – with over 30,000 classrooms operating the system across some 60 countries. A system that took much of what had been achieved with mobileVR in 2016 and packaged it into a reliable and compelling solution for the education sector, becoming a world leader deserving much more recognition.

Avansis BETT 2020Another exhibitor that has grown its investment into VR since our 2018 coverage was Redbox VR – providing a versatile and robust solution for schools to be able to field VR for education. Redbox VR has also partnered with the leading providers of VR based educational content. Fielding not only its own mobileVR powered headset but also working with the latest developments including from Pico.

The Redbox VR platform supports content such as the 360’ educational virtual trips using the Richo Theta camera. And part of the RiVR Link (“classroom in a Box”) offering a turnkey VR solution, and Google Expeditions platforms. But also revealing its partnering with MEL Science, provider of the ‘MEL Chemistry VR’ educational experiences; the group proudly promoting winning the prestigious BETT Award for 2020 – “innovator of the year”, for their work in this field.

Red Box VR BETT 2020
Image credit: KWP

Some aspects of VR promotion had changes since our previous feature – Google though still heavily committed to the education sector had dropped its investment in VR headsets to focus on the content. As with the suspension of the Google Daydream VR system, no VR was represented on the corporations’ vast booth at BETT 2020, but the company was still fully committed to immersive education through their Google Expeditions platform – offering virtual field trips to students.

Likewise, the VR presentation on the Microsoft booth at the education show was muted – rather than the bewildering array of Windows MR headsets seen two years ago, the company promoted the virtual learning systems on only one provider, with the Samsung Odyssey on display giving an example of the education content. Along with seeing VR as a major educational tool, the corporation was also promoting the use of its videogame content as a teaching tool with ‘Minecraft Education Edition’ being played avidly on the stand. (“edutainment” a factor in the deployment of virtual education).

 

Microsoft BETT 2020
Image credit: KWP

There was no visible presence from Acer, Asus or Dell VR headset at BETT this year – but there was still much interest in VR as an educational platform. Lenovo has a major presence at the EdTech event, promoting its computer and tablet technology in schools – but along with this the corporation as grown its VR education operation, announcing recently a significant investment with their ‘Lenovo VR Classroom’ kit that supports the Lenovo Mirage Solo headset (schools having access to plug-n-play VR setup). Lenovo was presenting its technology on the booth with the Oculus Rift S (developed in partnership with Oculus), the system running educational content using CAD designs. The VR Classroom 2 platform looking beyond just mobileVR towards the high end of PC VR.

Oculus BETT 2020
Image credit: KWP

Lenovo was also represented on other booths through the show, with Oculus Rift S headsets being put through their paces – these exhibitors chose to promote the application of VR through entertainment. The Unity booth showcased their educational content development – but also hoped to educate the educators towards what VR has to offer the future classroom, running on its booth an Oculus Rift S and Beat Saber. Another exhibitor using Beat Saber and the Oculus Rift S was Nutanix.

Unity BETT 2020
Image credit: KWP

No official Oculus presence was at the education showcase – but the corporation has been increasing its investment in Enterprise, and education and scientific development is a major part of this new interest. Only one Oculus Quest was seen in operation at BETT, on the Konica Minolta booth, the education service provider running the Quest as an example of how virtual lessons could reshape education.

Oculus Quest BETT 2020
Image credit: KWP

Another VR headset developer represented at BETT 2020 was HTC – residing on the Korean Pavilion at the show, the exhibitor VRANI promoted its ‘Kooring XR Coding Adventure’, a virtual experience created to help students in programming. The company brought examples of the virtual lesson running on the HTC Vive Cosmos, and the standalone HTC Vive Focus Pro headsets. The ‘Kooring XR Coding Camp’ offers innovative education through multiple users, employing “virtual textbooks”.

VRANI BETT 2020
Image credit: KWP

On the HP booth, working in partnership with Intel, the company brought examples of its new HP Reverb headset as well as its new backpack PC – offering a new and immersive education platform for schools and colleges. The ability to utilize this platform to navigate the virtual environment in free-roam a growing application in design as well as education (not to mention also in location-based entertainment (LBE)).

HP also partnered on their booth with Springboard VR – a specialist in VR content distribution and commercial licensing that also provides a ubiquitous content management platform for commercial deployment. The company may be more familiar to readers for their presence in the VR arcade scene – but recently has promoted investment in VR education content, offering a VR content and management platform for schools, museums and libraries, offering the latest licensed virtual educational content. The company showing its latest virtual lessons on the HP platform during BETT.

SpringboardVR BETT 2020
Image credit: KWP

BETT 2020 had a much more international reach, and with that, the impact of VR from an international standpoint in EdTech was revealed. One such example was on The Norwegian Classroom booth at BETT which along with the promotion of advancements in the Norwegian education system, they were running demonstrations on the Lenovo headset – running the vreducation.no. This represented work by Norway University into utilizing VR to support mathematical assignments and offer a unique and compelling education tool.

The Sultanate of Oman – Ministry of Education was one of many that ran mobileVR headsets demonstrating the deployment in schools utilizing this innovative technology. Even the UK government represented VR in their marketing promotion for the hard work that the Department of Trade and Industries (DTI) did towards promoting the leading role that British developers have had in expanding this new area of EdTech.

Lenovo BETT 2020
Image credit: KWP

Exhibitors from across the UK and the globe all included VR applications hoping to find homes in the education system, with companies such as Entab InfoTech, Apelab, and Medicus XR. The ability to create compelling and immersive content was demonstrated by Flyover Zone Productions, using a mixture of drone footage and 360’ immersion had created ‘Rome Reborn’ – “a virtual field trip to Ancient Rome”. Created as mobileVR content offered to schools as a virtual field trip to a historic landmark, it offers an experience for the students that brings their history books to life.

Rome Reborn BETT 2020
Image credit: KWP

One of the many interesting exhibitors at BETT was a Chinese developer of a simple and effective Eyesight and Colour Blindness testing system. The company selling their units to be used in schools and hospitals, the simple test allows for the sight of both eyes to be tested in a quick and easy examination that supplies at the end a printed receipt, able to detect issues at a young age, quickly and effectively. With the deployment of so much virtual display technology, this kind of system seems a very sensible precaution.

Eye Test system BETT 2020
Image credit: KWP

And finally, following on from our 2018 coverage, another speculation that immersive projected environments (representing another aspect of the virtual reality scene) would become a growing aspect of the education sector was proven by a plethora of new systems. Examples included several surface and floor projection system – as well as the use of motion-tracked projection walls for digital sports.

Interactive Floor BETT 2020
Image credit: KWP

In conclusion, it’s only the beginning of the year and already we have seen at CES, EAG and now BETT – enterprise applications of VR are at the forefront of sold investment. The direction of the virtual reality community has migrated from the niche of the consumer PC hyperbole and has started the long and productive lifecycle of achieving its true potential. Regarding its deployment in EdTech, the 2020 education sector seems to be working hard to find the best way to deploy this new tool in educating the future workforce.

The Virtual Arena: VR Gets Schooled

Following on from previous coverage of the Enterprise approach for VR, and VRFocus columnist Kevin Williams, looks at the latest deployment of VR into the classroom and education structure revealed during the largest education and training event in Europe.

The Virtual ArenaMany of my regular followers will be familiar with the coverage I gave last year of The British Educational Training and Technology Show (BETT). So, it was with much interest that a returned to BETT 2018 to see how this initial interest in virtual reality (VR) technology was impacting the scene.

The BETT event filled London’s ExCel exhibition and convention centre, with a multitude of the latest technology learning and teaching aids – ranging from electronic whiteboards, smart teaching tablets, new 3D printing platforms, and the latest in machine learning applications to track pupil and student advancement.

The British Educational Training and Technology Show (BETT) - BETT 2018

Regarding VR in the classroom, the deployment of the immersive technology was still trying to define its offering – but was a force for good. The biggest presence on the mammoth show floor was from AVANTIS, building on last year’s presence, promoting their ClassVR platform. ClassVR offers a tough, self-contained head mounted display (HMD) designed for education. The unique headset featuring a see-through camera, and the ability to wireless communicate.

BETT 2018 - AVANTIS

BETT 2018 - AVANTISThe company’s large booth saw a lot of interest, with AVANTIS running a special enclosure that represented a World War I trench. An illustration of how the VR platform can be used as a learning experience that fits into the national syllabus. The ClassVR system offered in a multiple eight-unit case for class teaching.

BETT 2018 - AVANTIS

Another exhibitor that demonstrated their classroom ready VR platform was Redbox VR – offering their own ruggedly designed headsets, but in this case favouring a smart phone, rather than self-contained approach. The company having partnered to support the Google Cardboard standard for teaching (Google Expeditions). This partnership has resulted in a robust offering, with learning supported by a large content library.

BETT 2018 - Redbox VRBETT 2018 - Redbox VR

Google’s educational aspirations (Google for Education) were on display, with the company coming to BETT 2018 with a big booth promoting more their educational support content and smart apps than their hardware. But that was also looking at their curriculum and classroom advantage. The company did not have many Cardboard HMDs on their own booth, but were promoting their latest augmented reality (AR) tools, and how their Google Maps application married to class-based learning – Google Expeditions comprising some 700 experiences.

BETT 2018 - Google Education

One of the largest of the exhibitors on the show floor with a strong VR presence was Microsoft Worldwide Education, heavily promoting their Windows Mixed Reality offering in this sector of education. A wide selection of Windows Mixed Reality partners supported the booth with their headsets, including the HP VR1000, Acer AH101 and Dell Visor. Microsoft also promoted their Hololens AR solution, offering a comprehensive immersive platform solution, supported by a class-based VR and AR curriculum.

BETT 2018 - Microsoft Worldwide Education
The Dell Visor in use at BETT 2018.
BETT 2018 - Microsoft Worldwide Education
People were also able to get hands-on with Acer’s HMD.
BETT 2018 - Microsoft Worldwide Education
The Dell Visor

These headsets were seen across the BETT 2018 show floor – a concentrated effort by the manufacturers to support a Enterprise approach to VR, rather than focusing, as other headset developers, on a mainly VR gaming-related business approach.

On the Acer booth the company presented several of their educational endeavours, along with putting the Acer AH101 VR headset through its paces with a number of experiences.

BETT 2018 - Acer

Asus was also at the event, partnering up with Intel showed their Asus HC120 VR headset, tied into their virtual classroom demonstration, allowing for the immersive environment to be displayed in real-time to other classmates.

Dell Technologies (also in partnership with Intel and Microsoft) had a comprehensive education presentation across their product range, promoted as part of their “Virtual Futures” initiative. Their Dell Visor VR headset in its educational colours, going through its paces as a teaching tool allowing pupils to “delve” inside their subjects, with VR-based learning.

BETT 2018 - DellBETT 2018 - Dell Visor

Another of the supporters of the Windows Mixed Reality standard, Lenovo (once again in partnership with Intel) demonstrated their commitment to the VR learning opportunity, showing their Lenovo Explorer headset. But pride of place was also given to the new Lenovo Mirage Solo – freshly launched at CES that month, the Mirage supports the Google Daydream initiative.

BETT 2018 - Lenovo Mirage Solo
The Lenovo Mirage Solo
BETT 2018 - Lenovo Explorer
The Lenovo Explorer

The brand-new Lenovo Mirage Solo integrates Google’s WorldSense 6DOF positional tracking, as well as supporting a controller. Feeling more like a self-contained mobile VR application. It could be seen that Google’s Daydream has been slow out the blocks, though Lenovo were not shy in promoting their association.

BETT 2018 - Lenovo

BETT 2018 - Lenovo

Another of those supporting multiple approaches to offering a complimentary immersive solution to the educational sphere was HP. Along with their Windows Mixed Reality support, seen on the Microsoft booth, HP presented a selection of other VR solutions including an HTC Vive Backpack VR offering.

BETT 2018 - HPBETT 2018 - HP Backpack HTC Vive

Along with HP, many other exhibitors during BETT 2018 had HTC Vive room-scale setups on their booth demonstrating the application and opportunities that this approach had to offer. With regards Oculus VR, they were only seen on two booths, such as presented by Sensory Guru, who presented their Sensory VR – offering a wide variety of the latest VR platforms for deployment in special needs and educational services for inclusive classroom engagement.

Another exhibitor that has placed a considerable global effort into the promotion of a virtual classroom experience was VEATIVE Labs – the Singapore based operation presented a classroom application using their VEATIVE All-in-One headset, as well as a wide curriculum of specially created immersive content for students with teacher control built in. The company is also able to support other headsets, but with the VEATIVE solution is able to quickly adapt schools to the learning process.

BETT 2018 - Veative

BETT 2018 - Veative

It is the creation of this immersive content to best illustrate the power of VR learning that was also on display at this year’s BETT, with exhibitor HumanEyes Technologies demonstrating the VUZE VR camera, able to offer VR video and VR photo creation, perfect to be displayed in an educational approach.

BETT 2018 - HumanEyes with VUZE

BETT 2018 - HumanEyes with VUZE

While ClickView, provider of an online platform of curriculum-mapped videos for students, was branching beyond their conventional video content to specially created 360’ experiences building on the interactive education roots – with the ability for the teacher to build into the content questions and help shape the immersive learning approach.

BETT 2018 - ClickView

The appearance of HMDs in the educational landscape seemed to have stabilized at BETT 2018. With more practical solutions being promoted, rather than a feeling of just riding on the popularity of the tech trend. A novel approach seen at BETT was from exhibitors Rapid Electronics – along with their self-assembly programable robots and drones, the company also promoted their Airgineers VR googles, offering first-person view from their camera on their drone. The special wireless single offering a unique perspective, and is being employed in drone racing competitions. More an immersive display than true VR, it still offers a compelling experience – like the Live-Drive RC system reported in our IAAPA 2017 coverage.

BETT 2018 - Rapid Electronics with Airgineers

BETT 2018 - Rapid Electronics

And in conclusion it is the constant hunt for the next leading immersive technology trend that will shape the market that drives our attendance at the Enterprise industries events. BETT 2018 may have given a tantalising glimpse of the next trend on the horizon. Seen on a number of booths, the latest in projection systems – such as from Immersive Interactive, who presented a platform that can offer a immersive projected environment that is also interactive.

BETT 2018 - Immersive InteractiveProjection based immersive experiences obviously benefit from the ability to have multiple users immersed in the same experience, and does without the need for cumbersome HMDs and restrictive motion tracking. Though only now gathering momentum it is an interesting technology to keep in sight.

That is the conclusion of our coverage of BETT 2018 – we saw a lot of promise for VR, but also saw a powerplay by Windows Mixed Reality towards being able to control the high-ground of VR application, while developers such as AVANTIS start to see their VR platforms deployed into real-world locations. Next Years’ education event will prove to be where the reality of this tech’s benefit for immersive learning will be revealed.

There will be more from Kevin Williams and The Virtual Arena very soon, here on VRFocus.

 

The Virtual Arena: Into The Classroom for VR

In his latest column for VRFocus – leading exponent of the out-of-home entertainment sector, Kevin Williams, starts his New Year coverage with a look at the deployment of VR beyond consumer, in the teaching and educational scene, at one of the largest exhibitions for this sector.

Deploying virtual reality (VR) beyond the hoped living-rooms gets little coverage in the spate of the latest upheavals within the consumer adoption. But our readers will be surprised by the developments being made with VR into the education.

The British Educational Training and Technology Show (BETT) took the floor of the ExCel exhibition space, filled with the latest technology employed in the classroom and teaching the international curriculum. Along with the latest electronic-tables, connected wipe boards, programmable robots, and new 3D-printing systems, the digital classroom is also seeing the inclusion of immersive technology.

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The exhibitor AVANTIS showed their world’s first VR headset aimed squarely at the education market, one of a number seen on the show floor – the ClassVR system offering a means for 360’ visualization and VR content delivery. Sold as eight, toughened, wireless, all-in-one VR headsets, specially tailored for deployment in classrooms.

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The use of immersive visualisation that is affordable, but also accessible for the whole school; this was illustrated by Google, who promoted the importance of their cost-effective VR solution, with a vending machine distributing Google Cardboard units too interested educationalists.

 

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Google was also promoting their new approach to the classroom, with the first presentation of Google Expeditions – a brand new approach to allowing a class to simultaneously experience exploration of historical and educational virtual environments viewed through mobileVR platforms. The company promoting the

Expeditions Pioneer Programme, for selected UK schools to receive a visit from the team to promote their platform, (offering a virtual-fieldtrip).

As seen with the AVANTIS ClassConnect approach; the Google Expeditions system allows the teacher to direct the students to significant elements of the virtual environment, and can even start and stop the experience simultaneously for a class of users, as well as other elements to steer the narrative, (a unique aspect of the social VR experience, bound to gain traction in the consumer approach).

BETT

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The exhibitor VEATIVE promoted their approach to the VR Classroom, with both a VR Station and a MR Station, this position using the Microsoft Hololens, promoting the educational curriculum software content.

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The company was one of several exhibitors that also presented a simulation of what a VR classroom setup would resemble with a dedicated VR educational experience presented to teachers. The VR headset vying to be as essential in the classroom as the connected tablet.

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The creation of educational content that supports current teaching methodology was also a major element on display. The school curriculum has embraced the use of film and video narrative to aid teaching. The use of 360’ degree video content for teach was seen from Discovery Education, with their Discovery VR service. Examples of natural history and national geographic content presented on Gear VR’s.

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Developers of award winning video and digital teaching and learning resources for the classroom are also turning their hand to the deployment of 360’ and full virtual experiences – exhibitors such as Twig. The company using several equipped Viewmaster VR headsets, demonstrating a simple solution for content for educational establishments.

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This was only a small selection of the many immersive AR, VR and MR technology on display at BETT 2017 – including the latest developments in 3D projection mapping allowing students movements to be represented in floor and wall projected experiences. All this and a greater need to engage with pupils born into the digital revolution; it seems that no matter the stumbling steps in consumer application – the enterprise and education sector are grasping the opportunity of VR with both hands.

Following this brief report, the next big coverage comes hot on the heels of the BETT event, with VR playing a major part in the Gambling and Gaming industry. Europe’s biggest casino and gaming show scheduled to take place this month, with many exclusive launches of VR based applications for this sector – Watch this space for VRFocus exclusive coverage of these developments.