HistoryMaker VR Brings Educational Embodiment To A New Era In Schools

Schell Games is releasing HistoryMaker VR on Steam just in time for the new school year that’ll let players embody a range of historical figures.

The software allows students to import scripts and record videos embodied as historical figures such as Benjamin Franklin, Harriet Tubman, Tecumseh, George Washington Carver, Abigail Adams, and others.

HistoryMaker VR is directed at middle school students and meant to enable them to deliver speeches in VR embodied as one of eight characters from United States history. Stages can be customized with various backgrounds and props and videos can be exported and then edited for review by teachers or classmates.

HistoryMaker VR is available now on Steam for $9.99 (there’s also a temporary discount as of this writing) with compatibility mentioned for the Oculus Rift and Rift S, but it is also pitched as being free for educators with complementary desktop software for managing a classroom and helping students.

Check out the trailer below and find more information about HistoryMaker VR here.

Schell Games is the studio behind popular VR titles including I Expect You To Die and Until You Fall, as well as a range of other experiences both inside VR and out. HistoryMaker VR looks very similar to Mindshow (which was pulled from Steam in recent months) and the more recently launched FlipSide Studio. The educational focus of HistoryMaker, though, combined with the fun that can come with play acting may make for a potent combination and comes just in time as U.S. schools grapple with the prospect of the 2020-2021 school year being impacted by the COVID-19 pandemic. With millions of kids singing history-inspired songs from Hamilton after its recent release on Disney+, and The Under Presents: The Tempest showing the power of acting in VR, we’re curious to see what kids and schools do with the software when it is released.

This article was originally published on July 14, 2020, and republished on August 13, 2020, to mark HistoryMaker VR’s launch on Steam.

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Educational Tool HistoryMaker VR Steps Onto Steam in August

HistoryMaker VR

Schell Games, the virtual reality (VR) studio behind titles such as Until You Fall and I Expect You to Die also creates educational apps like HoloLAB Champions and HistoryMaker VR. Today, the studio has announced that HistoryMaker VR will be coming to Steam next month.

HistoryMaker VR

The title isn’t so much a videogame as it is an educational tool which allows you to embody various famous prominent figures from US history. You can step into the shoes of founding father Benjamin Franklin or Supreme Court Justice Sonia Sotomayor a perform speeches using an array of customisation options.

Designed to help students engage with history, they can select a character, set up a stage with different back­grounds and props, import a script and then record their performance. HistoryMaker VR includes a green screen option to get really creative with the backgrounds plus there are sample speeches and activities to get them accustomed to the software.

Other features also provide a ‘mirror mode’ so you can see what you look like in VR, changing your performance if needed. Plus, on the educator’s side HistoryMaker VR has a desktop comple­ment for classroom setup, manage­ment, and student assis­tance should they need it.

HistoryMaker VR

“We wanted to create something that not only allows students to learn, but, more impor­tantly, expe­ri­ence the words on the page. So often, reading about people and events from the past feels hollow, because it’s difficult to relate,” said Jesse Schell, CEO of Schell Games in a statement. ​“With Histo­ry­Maker VR, we hope to fill that void and make history learning inter­ac­tive and engaging.”

HistoryMaker VR will only support Oculus Rift/Rift S on Steam, with the launch scheduled for 13th August 2020. It’ll retail for $9.99 USD on the store but educators can access the app for free. For further updates on Schell Games’ latest VR projects, keep reading VRFocus.

The Liquid Book: a new Business Model for the Educational Publishing sector

Clearly, the “Italian way” toward digital transformation has proven bumpy to say the least, and when the execution of certain activities has been rocked by force majeure events, we paid a hefty price to the lack of a long-term vision.

The same pattern repeated itself in a number of areas: where technological solutions could have been designed in advance to first support, and in the long term partly replace, the traditional approach, today we witness a panicky rush to batten down the hatches.

Tourism, work, healthcare, are just few of such sectors. Similar considerations can surely be made for education in general, and in particular for educational publishing.

Updates: a key to learning or a trick?

A problem has been affecting this sector for a while.

By definition, research and new knowledge bring updated perspectives that must be integrated within the exiting schoolbooks.

Brand new editions are therefore produced and adopted in the new courses, thus making the old books – which now bear outdated information – totally useless.

Incidentally, this represents a key monetisation mechanism for publishers, who have therefore the opportunity to produce and spread frequently books that – even though perhaps just partly updated – are technically new by all accounts.

Now, it is true that students would typically adopt the book for just one year before moving on to the next course; but there is a huge second hand market to potentially source from, not to mention the cases where books can be inherited by siblings or cousins.

And here is the kernel of the issue: with a clear incentive to produce new editions (which end up burdening severely the families’ finances), a thorny question arises as to how significant and necessary the imposed updates actually are.

So much so that in the past the Italian government decreed that publishers could not change the contents of the editions for five years, with the exception – and this is a key point to which we will come back – of appendices “to be made separately available”.

The publishers did not exude enthusiasm at the idea and, to cut a long story short, the following government eventually recalled the decision.

During the course of the years the Italian Ministry of Education, even launched a digital scheme, associating to the book a code that would give access to additional online resources.

Problem is, nobody showed interest: when only 5.3% of students unlocks the codes to access the extra contents, the approach should be at the very least re-discussed.

To summarise, two points seem to emerge:

  1. An inverse relationship between the profits of publishers and the satisfaction of families as economic actors (in other words, publishers prosper only if families spend more than they want). This clash of interests is well exemplified by the role of the second hand market, often a saviour for the families, always a thorn in the backside from the publishers’ standpoint.
  2. Even amongst the digital natives the physical book appears essential in the process of studying and learning.

A new business model

Well, the first step to solve the conundrum is to realise that publishers do not produce books: they produce contents.

(The fact that said contents are conventionally conveyed in a printed fashion has relative importance: after all the Odyssey, arguably one of the greatest books in the history of humankind, has been conveyed orally for centuries and printed only when a technological revolution allowed it).

Back to the idea of appendices “to be made separately available”: the rationale clearly is to keep a solid basis – indeed, the book – upon which to build the updates in a modular fashion.

The proposed model wasn’t however clear: how would these updates be made available? Would the publishers have the chance to monetise on those, considering the extra manufacturing and distributions costs? Would it not happen that, once on the students’ shelves, these updates stay separate from the books, get lost and are eventually not made use of?

We’d run a risk similar to that seen with the online updates: detached from the context of the book, information are not perused.

This is why it is paramount to envisage a model where the updates are modular, but contextualised within the fruition of the book.

The Liquid Book

The solution is offered by Augmented Reality, which allows to overlay digital contens onto the physical world.

By designing projects based on a book as the cornerstone and a mobile App able to activate certain contents when interacting with the book itself, one can envisage the following new scenario:

  • Publishers produce contents and updates with the required frequency.
  • The updates are sold online and viewed via the existing App, in context with the book.
  • Publishers monetise on the updates only, without needing to produce a new edition altogether (with all its relevant costs)
  • The book enjoys an extended lifespan. No longer an enemy to fight, the second hand market becomes in fact an indirect ally for the circulation of the “cornerstone-book” upon which to build a new way of enjoying contents (with even vertical integration opportunities).
  • Families attain significant savings. Think of a case where, instead of 50 euro for a brand new book, one can pay 25 euro for its second hand version plus 7 euro for the relevant updates: savings in the region of 35/40% are not unreasonable to imagine.

This hypothesis of “liquid book” would then resolve the false trade-off between publishers’ profits and unwarranted costs out the families’ pockets, while allowing a plunge in the digital era without leaving the reassuring presence of the physical book.

But there is more.
Employing augmented reality would open endless possibilities in terms of innovative contents, as well as offer a helpful tool for students with special needs – all stemming from the very same cornerstone: the good old schoolbook.

Finally, there is a significant environment-related consideration to make: not only would the liquid book model reduce the waste of quickly dismissed books, but also the Co2 emissions linked to the production and distribution of the final product.

A win for all, then? Well, not really, as it would appear. In the depicted scenario, the actual manufacturers of the books, that is, the printing companies, seem to be the ones losing out.

Not so fast, though. This proposal does not threaten the book: it saves it.
The most likely alternative scenario, in fact, is not the indefinite conservation of the status quo – clearly unrealistic – but a radical online shift instead: augmented reality can give paper a new life.

In a such re-designed value chain, printing companies should in fact consider to include augmented reality within their products’ portfolio: by using ad-hoc platforms they can do so without developing in-house technical competences – hence without shifting their focus away from their core business -, thus innovate in a planned and strategic manner, not in a panicky response to a sudden threat.

Pokemon Smile Is An Adorable Mobile AR Game About Brushing Your Teeth

Pokemon Smile is a brand new mobile AR game specifically designed to help kids have fun while brushing their teeth. And it works…or at least it did for my two and a half year old son! Just look at that smile in the featured image up top.

Thankfully my son has never had much issue with teeth brushing. When he was an infant he giggled at it tickling his gums and never minded at all, it’s always been a bit of a game for him. So, he may not be the most pertinent use case (the trailer is clearly communicating that Pokemon Smile is designed to entice kids that hate teeth brushing) but it still got him smiling and having fun all the same. So I’ll count it. And it’s not like I have any other kids I can test this on right now.

When you first launch Pokemon Smile you’ll customize things like picking a starting Pokemon (either Pikachu, Eevee, Charmander, Squirtle, or Bulbasaur) and then customize your settings like how long you want the timer to last during brushes. You can also setup mobile push notifications to remind you up to three times per day to brush.

Each time you brush your teeth (or, ideally, have your kid brush their teeth) it sticks a cute Pokemon-themed hat on your head using your phone’s camera and counts down while their Pokemon is fighting off purple plaque clouds all around a mouth. In the bottom right corner is a map of teeth, highlighting areas to focus on. My kid is too young to understand all this or read, so he just kind of went crazy and it seemed to work fine.

While brushing his Eevee (best starter, don’t at me) was fighting off the clouds and I encouraged to keep going and scrub faster. On-screen prompts do the same for kids that can read on their own.

After the battle was over he was rewarded with a digital sticker and a new AR hat for the photo booth mode and also attempted to catch a Pidgeoto (or maybe it was a Pidgey? not sure with this chibi art style) but it failed. Maybe if he had been able to follow the prompts more he could have caught it? We may never know.

All in all this is barely AR — it’s just a camera filter like Instagram — but it’s still at least interactive and targeted at something positive and fun for kids. I’ll keep using it and see what else we can unlock over time.


Pokemon Smile is available now for free for both Android and iOS.

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Switching the geAR in Education

For those who have kids in school age, the last couple of months have been quite a revelation.
Used to kiss them goodbye in the morning and see them again only many hours later, whatever happened all day long inside the classroom was largely a guessing game, with the sole prop of clues that were either sporadic (the interaction with the teachers) or outright poor (the recounts of the usually reticent pupils).

But when suddenly home-schooling became the new normal, it was as if the fourth wall collapsed, allowing us to take a glimpse at what happens routinely behind the scenes.
A somewhat displacing experience, the one thing it did was giving us a better understanding of both the benefits and the limitations of digital and traditional means to deliver education.

There is no doubt that a physical interaction with teachers and peers is crucial, not only for learning purposes, but also for a healthy social development; on the other hand, the increased adoption of communication technologies that are already part of the youngsters’ lives plays a role in engaging them more and better in the learning process.

As such, we suddenly found ourselves at a crossroads where we must solve the dilemma and obtain the best of both worlds: by blending real world and digitally constructed contents, immersive technologies can be the answer.
Let’s be clear about this: the pandemic did not raise the question from nowhere; it simply put it right at the top of the agenda. The case for mixed reality was already there well before the outbreak, and it rests on a set of reasons that we can schematically summarise as follows.

The Benefits of Augmented Reality in Education

Improve students’ engagement

This is arguably the most powerful driver, as the interactive nature of Augmented and Virtual Reality help raise attention’s levels on any subject.
Think about a maths lesson where pupils learn proportions by designing a building and then seeing it digitally erected: if their calculations are wrong, the result will be evidently disastrous! Not only that, but they will be extra-motivated to understand the theory better in order to improve the outcome.

Increase knowledge retention

Research on the topic is extensive and unequivocal: by pulling contents through their own discovery, users recollect more memories – and more vividly – than they do when they are at the receiving end of a “passive” teaching approach.

Augmented Reality is the perfect vehicle at this respect: one thing is to learn chemistry on a book; a totally different experience is to so by conducting experiments virtually, thus – by the way – without the need to equip an expensive lab.

Seek cost-effectiveness

The “virtual lab” example has introduced the idea, but there is more to add in respect to costs saving.

Sure, immersive technologies entail upfront investments that, especially in the case of public institutions, might initially be seen as a stumbling block.
A couple of things however must be taken into account: first of all, applications of this kind increasingly run on hardware that is already in the students’ hands (their own mobile devices); and in the mid-run, the flexibility and the ease in updating the contents reduces the costs for designing and renewing the lessons.
In short: while acquisition costs are decreasing, cost savings are getting more and more conspicuous.

Develop the digital skills required by the new professions

Think about it: never in history was ever the opportunity to learn (and have fun) while building a professional profile in the process. Yes, of course traditional teaching methods mould the youth’s minds in ways that pay dividends years down the line in the work place.

But one can hardly argue that mastering the “technologies” and the methodologies historically deployed in the learning process (reading; taking notes; translating from Latin) could be immediately and effectively applied in a work environment.
Enjoying and creating mixed reality experiences in learning about any given topic, on the other side, offers an incredible hands-on training on skills that are in high demand in the digital world.

An engaging and proactive approach to learning, put in place in a cost-effective fashion while equipping students for the professional world: upon these pillars we now have the opportunity to re-think education.

Younger generations are accustomed to acquiring knowledge through mobile devices and active experiences, and educational institutions not adapting accordingly will struggle to cope with their demands. It’s been clear for a while that updating teaching methodologies, resources and curricula to adopt a new approach to education was the only way ahead: the time has now come to switch the gear.

Google Can Now Present AR Models On Mobile For Select Search Results

Select Google search results will display a ‘View in 3D ‘ option on mobile devices, which can then be extended into AR and explored in 3D using your phone. The content available includes a range of animals and scientific content that could be for education purposes.

The feature actually launched last year, but at the time only included models of animals. Now, Google has teamed up with Visible Body and Biodigital to expand the AR search result offerings to include scientific content such as models of human anatomic systems and cell structures.

The feature is integrated right into Google search on your phone’s web browser and supports Android phones running Android 7 and up and Apple phones from the iPhone 6S onward, running iOS 11 and up. All you need to do is open your web browser of choice on Android, or Safari or Chrome on iOS, and search for one of the supported subjects. The results should display an option to look at a 3D model — simply press the ‘View in 3D’ button and then click on ‘View in your space’.

Google search results AR

Once the ground has been identified, the model will be displayed in your space, allowing you to explore it in 3D. You can view an example in the GIF above, provided by Google.

With a number of anatomical systems and different cell structures, the AR functionality could become a really valuable and interactive tool in science education. This is especially true in the current climate, where many children are currently being home-schooled due to the global pandemic but still might have access to an AR-supported phone.

The human anatomical 3D models include the digestive system, the respiratory system, the skeletal system, and much more. There are also a large number of cell structures as well, such as the mitochondrion, cell membranes, and plant cells. Given that the tool was recently expanded to include scientific content, hopefully even more supported search results are added to the tool in the near future.

For a full list of search terms and items that support AR models on mobile, see this Google Search help article.

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Osso VR Surgical Training Platform Updates With Stunning Level Of Fidelity

Osso VR, a surgery training platform, is rolling out an update with a stunningly high level of graphical fidelity, increasing the realism and immersion for those using the platform to train before performing surgery in real-life.

We first tried Osso VR back in 2018 — UploadVR Senior Editor David Jagneaux used the platform to learn how to install a rod into someone’s shin after a fracture. “It was a very kinetic training exercise” he said, “and one that wouldn’t be feasible to try for the first time on a real patient without prior knowledge.” This is the crux of Osso VR — providing a platform to learn complex operations with more depth than you would get from a textbook, and allowing you to get somewhat comparable experience before operating on a real patient.

This new update for Osso VR takes everything up a notch, increasing the visual fidelity to a stunning degree. While the existing graphics were not undesirable by any means, the new update really takes things to a whole new level of realism. Check out the video embedded above, along with the screenshots below, to see for yourself.

Knee osso vr surgery

“We’ve reached a level of detail in the anatomy, surgical tools, and the OR environment within the platform that was not previously possible,” said Justin Barad, CEO and Co-Founder of Osso VR. “This will improve our ability to accomplish our mission, improving patient outcomes, driving the adoption of high value technologies and democratizing access to surgical education globally.”

osso vr surgery

According to a press release, Osso VR is currently used by 20 leading hospitals and eight top medical device companies across 20 countries. No doubt the increase in graphics will be a welcome addition for those who use the tools regularly.

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War Remains is a Mere Glimpse Into WW1’s Hellish Frontline

War Remains

World War 1 may have been called the ‘war to end all wars’ but as history has proven that was certainly not the case. Humanity isn’t always great at learning from past mistakes yet history should never be forgotten and what better way is there to bring the past alive than with VR. That’s what Flight School Studio, MWMi and Skywalker Sound have endeavoured to do with War Remains, a visceral portrayal of the conflict’s Western Front.

War Remains

Originally created as a physical installation piece, War Remains is a historical experience plain and simple. There are no interactive moments over its approximately 15 minute run time, you just sit back and take in the onslaught of gunfire, shelling and screams as it switches between scenes.

There’s nothing gruesome or gory about War Remains, its not a horror experience. Instead trying to give viewers a glimpse into what it must have been like to stand in the trenches which littered Europe from 1914-18. As an educational title War Remains is presented by Hardcore History’s Dan Carlin, explaining some of the unique issues the conflict presented. Like the fact that early on French soldiers still wore red trousers and blue jackets from the 19th century, or how the endless bombardment of shells 24 hours a day for days, weeks, even months would drive men mad.

In a couple of segments Carlin reads descriptions from those who were there, noting how it was almost impossible to describe the environment and what was going on. All purely because of the hellish scenes that were unfolding in front of them.

War Remains

It might be short but War Remains is a sobering experience, especially after a couple of viewings. Watching the soldiers jump out of the trenches trying to push forward, getting mown down by machinegun fire in the process or watching a hulking great tank trundle over the trench you’re nestled in provides some powerful imagery, even if it is computer generated.

Of course, having Skywalker Sound on board means that War Remains provides some thunderous audio. There’s also plenty of eerie details to catch if you listen, screams of those trying to fight a war which introduced new types of warfare like mustard gas.

What War Remains possibly portrays best is the use of VR as an educational tool for students old enough to watch it. VRFocus has seen plenty of excellent examples of educational apps utilising the technologies immersive qualities to help the teaching process and War Remains can easily be added to that list. For those studying the era, War Remains is one of those apps that can add weight to lessons, bestowing a better grasp of what happened.

After a couple of run-throughs, there’s little reason to step back in so it would have been nice to see more facts dropped in, the ability to select scenes or staying in them longer. In any case, if you’re a history buff then War Remains is worth a look as its cheap on Steam.

Facebook: VR Fitness, Social Apps Seeing ‘The Bulk’ Of Increased Usage In Lockdown

According to Facebook’s VP of consumer hardware, Andrew Bosworth, VR fitness and social apps are seeking “the bulk” of increased usage during the ongoing COVID-19 pandemic.

Bosworth revealed as much in an interview with Protocol earlier this week. “Usage is up across the board, especially during the weekdays,” he said. “Fitness and social apps are getting the bulk of that, which makes sense, given what people are missing elsewhere in their lives.”

Despite the logic, Bosworth said the surge in fitness hadn’t been anticipated by the company. “We have an employee of ours in the Redmond area whose son is allowed to do Beat Saber for P.E. while they’re on lockdown,” he said. “It’s a sanctioned physical education exercise for their school under quarantine.”

VR headsets were already helping people lose weight while having fun before the COVID-19 pandemic set in. But in the midst of lockdown headsets like Oculus Quest have seen renewed focus in this area. Beat Saber got a fitness-focused track and games like Synth Riders and OhShape have seen multiple free updates. Meanwhile, Within was bold enough to launch a subscription-based VR fitness service called Supernatural that offers daily workouts.

Social apps like Altspace VR and Rec Room, meanwhile, offer users a way to virtually meet up with at least some sense of face-to-face connection. Facebook itself is working on a social VR application for Quest and Rift called Horizon, though it’s not available yet.

Ironically probably the most strenuous VR workout we’ve tried during the pandemic isn’t sold on the Oculus Store; VRWorkout is a free app on the SideQuest third-party store that uses Quest’s hand-tracking to free you up for push-ups, squats and more.

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Step Into the Nightmarish Hellscape of WWI in War Remains Later This Month

War Remains

There’s been an influx of virtual reality (VR) content announced today, with launch dates for The Wizards – Dark Times and Pixel Ripped 1995. Adding to the roster is War Remains, an immersive VR experience set in the trenches of the first world war.

War Remains

Originally debuting as an installation at the 2019 Tribeca Film Festival before going on to win the Out-of-Home VR Entertainment of the Year award at the VR Awards, War Remains is a visceral, educational experience.

Presented by Hardcore History’s Dan Carlin, the title takes place on the Western Front allowing viewers to bear witness to an active battle scene. War Remains was a collaborative effort, developed by Flight School Studio, produced by MWMi, with audio designed by Skywalker Sound.

“There was an incredible demand to see the physical installation of War Remains, but we also continued to hear from fans online, wishing there was an easier way to experience this project. We are proud that Dan Carlin’s VR experience will now be available for people with VR headsets at home around the world,” said Ethan Stearns, MWMi EVP of Content in a statement. “At MWMi, we’re focused on bringing visually stunning, story-driven experiences to life. Working with Dan Carlin to create an immersive memory from the First World War is an important project that more people need the opportunity to see.”

War Remains

“I wanted to create a time machine that would give people just a taste of what soldiers experienced on this unimaginable battlefield, and I think we’ve come as close as possible while still giving people a bearable experience,” Dan Carlin adds. “It is my hope that people – students, teachers and the general public – can use War Remains to gain a greater understanding of one of the most impactful events in world history.”

For those interested in similar titles then 1943 Berlin Blitz by the BBC and Immersive VR Education is freely available on Steam.

War Remains will be available for Oculus Rift, HTC Vive and Valve Index via Oculus Store and Steam from 21st May 2020, retailing for $4.99 USD. VRFocus will continue its coverage of the latest historic VR experiences, reporting back with the latest updates.