Take a Look Inside Link, Engage’s Pro Metaverse

There seems to be a new metaverse-related project popping up each week with the latest to make an appearance being Link. Created by the enterprise-focused platform Engage, Link will be aimed at the more professional end of the market, covering educational, entertainment and enterprise users.

Engage Link

Originally codenamed ‘Oasis’ when Engage unveiled the platform in 2021, Link is essentially an extension of the company’s original social platform, the main difference now being persistent virtual worlds. Described as a: “collection of linked persistent spaces designed specifically for enterprise, educational and creative entities to have their presence on the metaverse,” the newly released trailer gives a first look at the social space.

Full of beautifully wide open spaces for users to congregate in, the first area on show is Central Plaza, which as the name suggests is the “jumping-off point” for Engage Link users. A glass-domed circular location, the Central Plaza is surrounded by portals to take users to the various other ‘Metaworlds’ if they so choose. The Central Plaza has been designed for social meetups as well as business meetings, with the area also functioning as an entertainment space.

The next area shown is the Enterprise Plaza, with a revolving stock ticker just in case you’re not sure where you’ve ended up. It’s from here that companies can link their own Metaworlds built by themselves or Engage, completely tailored to that business’s values and aesthetic. Education Plaza connects users to institutions from around the world – or Metaversities as they’re being called – where students can access course content or even attend a lecture.

Engage Link

The last stop of the tour heads to the Apartment Plaza which is far more open to the public. Here you can have your own virtual penthouse apartment: “an opportunity to have friends and family over, to socialize, hangout, watch movies and have a great time,” the video presenter notes. Customisable to your own style, you can add portals to your most visited areas of the Link metaverse for quick and easy access.

Engage Link doesn’t have a release window at the moment but when it does, gmw3 will let you know.

ENGAGE Reveals First Look at ‘Link’ Metaverse Platform for Enterprise & Education

ENGAGE, the XR education and enterprise metaverse company, today unveiled its Link social platform which the company calls a “fully featured corporate metaverse.”

Previously codenamed Oasis when it was first revealed in June 2021, the Ireland-based studio calls Link a “professional metaverse,” as it was designed to host persistent virtual worlds which serve as gateways to individual spaces where employees, students and individual users can interact.

The studio published a six-minute first look at Link today, shown below:

In the video, ENGAGE’s Chris Madsen takes us through the basics of the Link platform starting with ‘Central Plaza’, a jumping off point to other worlds and as well as serving as a meetup location for events. Heading through any one of the portals takes you to what the company dubs a ‘Metaworld’, or virtual persistent locations built specifically for individual businesses.

Madsen then shows off two more hubs, ‘Enterprise Plaza’ and ‘Education Plaza’, which respectively organize portals according to business and educational content.

Link also features an ‘Apartment Plaza’, which hosts configurable personal spaces for anyone who joins the platform, available as a sort of Home space not just for enterprise or education-focused users. The user’s virtual penthouse is what Madsen calls “an opportunity to have friends and family over, to socialize, hangout, watch movies and have a great time.” Besides being able to customize the apartment, Madsen shows off a ‘simulation room’ that lets you launch bespoke experiences.

This follows the studio’s €9 million (~$10.7 million) fund raise last year which spurred the creation of Link, which Engage XR said at the time would be pitched as an “opportunity for corporate users to expand their customer base and provide immersive services at a reasonable price.”

Engage is accessible via SteamVR headsets, Meta Quest 2, Pico headsets, Vive Focus Plus, in addition to desktop and mobile devices. To enquire about pricing and additional features, head over to the company’s website to learn more.

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ENGAGE Reveals First Look at ‘Link’ Metaverse Platform for Enterprise & Education

ENGAGE, the XR education and enterprise metaverse company, today unveiled its Link social platform which the company calls a “fully featured corporate metaverse.”

Previously codenamed Oasis when it was first revealed in June 2021, the Ireland-based studio calls Link a “professional metaverse,” as it was designed to host persistent virtual worlds which serve as gateways to individual spaces where employees, students and individual users can interact.

The studio published a six-minute first look at Link today, shown below:

In the video, ENGAGE’s Chris Madsen takes us through the basics of the Link platform starting with ‘Central Plaza’, a jumping off point to other worlds and as well as serving as a meetup location for events. Heading through any one of the portals takes you to what the company dubs a ‘Metaworld’, or virtual persistent locations built specifically for individual businesses.

Madsen then shows off two more hubs, ‘Enterprise Plaza’ and ‘Education Plaza’, which respectively organize portals according to business and educational content.

Link also features an ‘Apartment Plaza’, which hosts configurable personal spaces for anyone who joins the platform, available as a sort of Home space not just for enterprise or education-focused users. The user’s virtual penthouse is what Madsen calls “an opportunity to have friends and family over, to socialize, hangout, watch movies and have a great time.” Besides being able to customize the apartment, Madsen shows off a ‘simulation room’ that lets you launch bespoke experiences.

This follows the studio’s €9 million (~$10.7 million) fund raise last year which spurred the creation of Link, which Engage XR said at the time would be pitched as an “opportunity for corporate users to expand their customer base and provide immersive services at a reasonable price.”

Engage is accessible via SteamVR headsets, Meta Quest 2, Pico headsets, Vive Focus Plus, in addition to desktop and mobile devices. To enquire about pricing and additional features, head over to the company’s website to learn more.

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Stanford Now Offers A Class Held Entirely In Virtual Reality Using Quest 2

A new course being offered by Stanford University garnered some attention in the last few weeks for being the institution’s first class taught and held entirely in VR using Meta Quest 2 headsets.

Taught by Professor Jeremy Bailenson, Communication 166 deals with the various angles of emerging VR technology and its use cases. Bailenson, who you discusses the course in the video above, is the author of the seminal VR text Experience on Demand, which also is one of the class’ assigned readings.

Here’s a course description:

Virtual Reality is becoming mainstream, with more than ten million systems being used in the United States alone. This class examines VR from the viewpoint of various disciplines, including popular culture, engineering, behavioral science, and communication. Each student will receive an Oculus Quest 2 headset, and the bulk of our learning will occur while immersed in VR.

According to the course structure, students will sometimes use lecture time to take part in VR experiences by themselves (such as watching a 360 degree video in VR) or as a group (such as attending a meditation session in Altspace as a group). Class discussions take place in VR too, using Engage.

According to this site, 263 students took the course in 2021 using their own VR headsets and spent a shared 200,000 minutes in VR for the course.

The course attracted some attention last week when it was mentioned by Meta CEO Mark Zuckerberg on his Facebook profile, where he revealed that the students are all using Quest 2 headsets.

Stanford University has a strong history with VR, with the Stanford VR Experience tour playing a strong role in Mark Zuckerberg’s decision to purchase Oculus in 2014.

You can read more about Stanford’s Communication 166 class held entirely in virtual reality here.

Social VR Platform ‘ENGAGE’ Generated Over $1.4M in Revenue in First Half of 2021

VR Education, the virtual reality software firm behind ENGAGE, has reported a significant uptick in revenue generated by the social VR platform so far this year, with revenue from Engage in 2021 nearly doubling over the same period last year.

The Waterford, Ireland-based company has created a number of bespoke educational experiences over the years alongside its most successful product, Engage, which targets companies using it for things like virtual training, simulation, education, and online events.

Publicly traded companies working on VR are typically very large and diversified to the point where picking apart financials doesn’t always provide meaningful data. An overwhelming majority of companies working in the industry are however privately held, and therefore not obligated to specify their wins (or losses).

But VR Education is a fairly unique case in the industry. As a small to medium-sized company publicly listed on both on Euronext Dublin and London Stock Exchange, it’s not only obligated to give stock holders a peek into the financials, but it also conveniently serves as a strong watermark to see just how things are moving in VR.

In the most recent stock holder update detailing the first half of 2021, the company says Engage nearly doubled its revenue over the same period last year, with unaudited revenue in H1 2021 expect to come in somewhere around €1.25 million (~$1.5 million), an increase of 84% over an H1 2020 revenue of €680,000 (~$800,000). In H1 2021, Engage accounted for 72% of its overall revenue stream, an increase of 39% over the year prior.

To put that into perspective, in 2020 the company reported an annual total revenue across all products at €1.42 million (~$1.68 million). With a global pandemic bottlenecking most in-person business though online communication platforms, it seems VR Education has managed to capitalize.

And the company seems to have a fair bit of runway ahead of it too. In June the company announced it had raised €9 million (~$10.7 million) which will help it launch its Oasis metaverse platform—said to be a “fully featured corporate metaverse” where companies can meet and sell products and services directly to each other.

VR Education now counts more than 100 commercial customers using its Engage platform, including recent additions Abbott Laboratories, KPMG, MongoDB, and the US State Department. HTC, a strategic partner and shareholder of VR Education, has also started selling its ENGAGE-based product, VIVE Sessions, in China via its Vive XR Suite software bundle.

Engage is available across a host of VR devices including SteamVR headsets, Oculus Quest, Vive Focus Plus, and Pico headsets. It also supports mobile devices running iOS and Android, and traditional PC monitors.

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VR Education Platform ‘ENGAGE’ Raises $10.7M to Build ‘Oasis’ Metaverse for Business

VR Education Holdings, the company behind the social VR platform ENGAGE, announced it’s raised €9 million (~$10.7 million) which will help it expand beyond the realm of immersive education & training and into a new product called ENGAGE Oasis. It’s billing the upcoming social VR platform as an enterprise offering comparable to a “fully featured corporate metaverse.”

As reported by Forbes and Silicon Republic, the Waterford, Ireland-based company has secured its latest funding from a number of investors via share placing, which includes Octopus Investment LTD UK. The new shares generated from the deal are said to represent 20% of the company’s issued ordinary share capital prior to the placing. VR Education Holdings is listed on both Euronext Dublin and London Stock Exchange.

In May 2020, VR Education secured $3.3 million from HTC to expand Engage, the company’s platform which allows educators and enterprise customers to create bespoke VR experiences for both small and large format events across a variety of devices, including SteamVR headsets, Oculus Quest, Vive Focus Plus, and Pico headsets. Only two months before the deal went through, Engage played host to HTC’s Virtual Vive Ecosystem Conference—a direct response to the pandemic’s deleterious effect on in-person events.

As the name would suggest, Oasis is fairly ambitious in scope. Aiming for launch in H1 2022, Oasis was inspired by the eponymous metaverse featured in the novel and film Ready Player One, which was the de facto platform in VR where users meet, play and do business. Oasis said to be an “always-on, fully persistent virtual world, where ENGAGE clients can meet and sell products and services directly to each other,” and it targets business professionals, corporations, young professionals, and college students.

“Employees from the world’s largest corporations can connect with each other to generate new business ideas and deliver value to their respective organisations,” the company says in a press statement. “ENGAGE Oasis aims to be an opportunity for corporate users to expand their customer base and provide immersive services at a reasonable price.”

The studio says avatars and virtual locations will be “tailored for professional users,” which includes no limits when it comes to the storefronts and meeting places they want to build. There, the company envisions the platform as a new marketplace for corporations and digital artists to sell digital items and provide services using non-fungible tokens (NFTs), fiat currencies and cryptocurrencies.

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ENGAGE Oasis to Be VR Education’s Corporate Metaverse

Engage Oasis

VR Education Holdings launched its virtual reality (VR) learning platform Engage back in 2018 and since then it’s gone from strength to strength, being used as one of the core apps in HTC’s Vive XR Suite. Today, the company has announced plans to develop a new corporate metaverse, called ENGAGE Oasis.

Engage Oasis

An evolution of the current Engage platform, ENGAGE Oasis will be a fully persistent virtual world designed entirely for enterprise use cases. VR Education’s clients will be able to meet and sell products and services directly to each other, whether they’re a global corporation, business professional or college student. Its design will help foster new connections either within a company or externally.

With its professional focus ENGAGE Oasis will see avatars and virtual locations tailored to those needs, allowing corporations to freely tailor their sector to their own style and branding, setting their own guidelines in the process. There will also be a marketplace where creators can sell digital items and provide services using non-fungible tokens, fiat currencies and cryptocurrencies.

“If Rec Room and Roblox are the TikTok and Twitch of the metaverse, we want ENGAGE Oasis to be the LinkedIn of the metaverse,” says David Whelan, CEO, VRE in a statement. “We think that young professionals, corporations, digital artists, and service providers will love all the opportunities being part of the metaverse will lead to. With the pandemic and climate change causing businesses to rethink how they interact externally and internally, the virtual world provided by ENGAGE Oasis has the potential for exponential growth.”

Engage Oasis

“ENGAGE is already a leader in the world of virtual communications, and our growing client base and proven technology underlines our belief that we can become the leader in the corporate metaverse,” Whelan adds. “We look forward to updating the market on our progress, including launch partners, in the coming months.”

The ENGAGE Oasis is expected to launch in H1 2022. Currently, Engage provides three solutions for clients: Virtual Campus, Virtual Office, and Virtual Events, with the new metaverse offered as an additional service to current users. These include Abbott Laboratories, Facebook, KPMG, MongoDB, and the US State Department.

As further details of ENGAGE Oasis are released, VRFocus will let you know.

HTC Vive’s XR Suite for Remote Collaboration Goes Live

Vive XR Suite

HTC Vive has been putting more and more effort into its business-focused ecosystem, whether that’s through hardware like the Vive Focus Plus and Vive Pro Eye or its Vive X accelerator. On the software side, the company announced the Vive XR Suite earlier this year and today that bundle of five applications has gone live.

Vive XR Suite

The Vive XR Suite is designed for virtual remote collaboration needs, from hosting a conference online to colleagues getting together to brainstorm new ideas. The collection comprises Vive Sync, Vive Sessions, Vive Campus, Vive Social, and Vive Museum, all of which can be used on VR headsets, PCs, phones and tablets. Vive Sync, for example, is the main all-in-one meeting and collaboration tool whilst Vive Campus provides virtual offices and learning environments.

To maintain flexibility enterprise customers can either buy the full Vive XR Suite or the various elements which suit them the most. This can be multi-seat licenses for individual applications or even hardware bundles including headsets. HTC Vive has partnered with Pico, Nreal, HP and others who’ll be pre-loading the suite onto their devices.

“Applying technology to solve real-world problems has always been a core tenet of our philosophy at HTC. The Vive XR Suite offers the ultimate VR enterprise software solution, specifically designed to help businesses solve today’s most pressing problems in a secure and innovative way,” said Cher Wang, Chairwoman and CEO of HTC in a statement. “By putting the resources of HTC behind these apps, we can ensure business customers around the world receive the system scalability and professional support they demand.”

Vive XR Suite

“Remote working is going to be the new standard, so it’s important that collaboration across organisations is constantly improving thanks to advances in technology,” adds Graham Wheeler, General Manager, HTC EMEA. “Vive XR Suite is designed to offer the leading spatial applications on the market to deliver a seamless user experience which improves productivity and engagement for users with and without XR devices. We’ve worked with the best talent in the industry, and together we are leading the next collaboration revolution.”

The Vive XR Suite will cost companies either $30 USD per seat a month or $250 per seat for the whole year. For further updates on HTC Vive’s latest plans, keep reading VRFocus.

Online Training Continues to Grow as TelecommuteX Offers VR Solution to Middle East-based Enterprises

telecommuteX

Several industries are witnessing a dynamic shift to various online platforms lately, owing to the current lockdown scenario. Copious organizations, schools and other educational institutions find the need to connect remotely, be it for meetings, lectures or even brainstorming sessions. As a result, there are enormous demands for web conferencing services, cross-platform messaging, file-sharing etc.

Munfarid

A Digital Shift Becomes Indispensable

The future is an unpredictable chapter of time. Unforeseeable situations like mandatory work from home policies make telecommuting or remote working indispensable. Thus, the dependence on web-conferencing apps has sky-rocketed.

An eye-opening survey talks about a whopping 70% of organizations having shifted to online methods of recruitment, demanding the processes to be undertaken through a digital lens.

Video conferencing is a pivotal aspect of remote work. However, it poses quite a few challenges:

Throwing Light on the 4 Critical Shortcomings  of Conventional Video Conferencing Applications

1.  Efficient Collaboration Goes for a Toss

Video conferencing is rather static and prevents effective brainstorming, strategizing and collaboration. Mundane screen sharing sessions aren’t going to suffice your complicated project requirements.

This is due to the absence of vital elements like having tea breaks with co-workers, face-to-face mentorship sessions, quick all-team meets and live presentations. As a result, your team is deprived of the entire feel of being present in a healthy, active environment with proactive co-workers.

2.  Boredom is Inevitable

Well, let’s face it: Web conferencing is very similar to watching a video, and boredom is bound to creep in. As a result, employees begin to swim in monotonicity, and the creative juices take a huge hit. Moreover, boredom is also a massive productivity killer.

3.  Motivation Levels Take a Massive Hit

Standard conferencing solutions foster a non-engaging work atmosphere which generally results in motivation dips. Therefore, employees lack the drive to go above and beyond to add significant value to your organization.

4.  The Dark Cloud of Loneliness

Perhaps the biggest con of video conferencing is a feeling of loneliness and being shut out. The social dimension is non-existent, and employees no longer have that unique connection with each other.

Think about it: how would your employees feel if they were to stare at a computer screen all day and indulge in no real instances of socializing?

Well, to maintain peak levels of productivity, there has got to be another more interactive and engaging solution to remote working.

Vive Ecosystem Conference

4 Ways Immersive Telecommuting Truly Transforms Remote Working

The action-packed sci-fi novel Ready Player One featured a VR game setting and took the technology world by storm. Fast forward to the present, and here we are: witnessing Virtual Reality taking shape, and this is something beyond just emails, or excel sheets! It’s about creating a virtual space altogether, with customized features tailored to cater to individual requirements of specific industries.

In essence, the central idea is to eliminate feelings of detachedness and foster positive emotions by transforming the mundane remote work atmosphere into a social experience.

1.  Powerful Virtual Capabilities Foster an Immersive Atmosphere

Topped with ultra-real avatars, immersive collaboration platforms impart a state-of-the-art immersive experience that makes employees feel they are “in” a conference room amidst “real” people.

The immersive near realistic environment essentially teleports you where you can present, chat, brainstorm and pitch great ideas. Participants feel immersed and witness an enthralling experience that fosters positive emotions like unity and peace.

For people who derive energy from everyday conversations and an interpersonal connect, an immersive remote work environment proves to be highly beneficial. It effectively mirrors an office setup, and thereby, corporates would witness an increase in productivity, creativity and inner peace.

2.  Ideal Platform for Real-Time & Efficient Collaboration

Ideally, immersive telecommuting is easy to set up as your employees can use simple computers and laptops with standard configurations to enter a virtual space where other real people can join. Here, they can now present or demonstrate ideas, and collaborate effectively.

Also, there’s a wide variety of tools that add more versatility to collaboration, instead of only relying on typical slides and emails.

3.  Vitalizes Productivity Levels

Socializing opportunities and enhanced collaboration lead to higher levels of productivity. As a result, despite mandatory remote working conditions, immersive telecommuting helps your employees maintain peak levels of performance and morale.

4.  Streamlines Operational Efficiency Everywhere

An immersive end to end virtual solution eliminates unnecessary recurring email chains and incomplete knowledge transfer loops. An immersive remote working platform helps your organization streamline project planning, and expedite other work processes. The result is generating better returns out of your most precious resource – time.

Moreover, immersive telecommuting also reduces your carbon footprint, thereby making your enterprise eco-friendly.

Throwing light on how an immersive platform is a game-changer for the entire remote working industry, here’s David Whelan, Founder, Immersive VR Education:

“The world has changed much faster than anyone has expected over the past 6 months. Companies, Schools, Colleges and Enterprises around the world have all been shut down and now have to find new ways to communicate and collaborate remotely. Many are now finding the limits of what video-based communications can offer and are seeking better alternatives. The ENGAGE platform brings remote communications and collaboration to the next level and we are delighted to be working with Dr. Sana and her team at TelecommuteX to deliver this service to customers in the middle east.”

Additionally, David also highlighted the impact that immersive telecommuting would have on organizations from a social interaction perspective:

“Using Immersive technologies is a game-changer for connecting people just as the telephone was over a hundred years ago. The telephone allowed you to talk to somebody on the other side of the world. VR/AR allows you to be with somebody from the other side of the world without the need to step outside your door. My development team has been under lockdown for the past 3 months and we hold all our daily standups and meetings inside ENGAGE virtually and it makes a world of difference for productivity replacing the need for endless video calls and emails. It is much easier to simply meet virtually, draw on a virtual whiteboard and present your ideas in a virtual meeting room.  Using immersive technologies will become second nature soon as people will be less inclined to travel so readily for business meetings as they get used to working from home in these challenging times.”

To summarize, immersive telecommuting makes remote collaborations and virtual meetings avenues of socializing amidst productivity. Consequently, it’s the perfect alternative to conventional video conferencing applications.

Therefore, an immersive virtual space is the futuristic core of the ideal remote working platform; such as TelecommuteX (created in collaboration between Munfarid and Engage) – seamlessly infusing the concept of immersive telecommuting into your business ecosystem.

Pondering on how immersive telecommuting will streamline the average remote worker’s routine, here’s Evan Kristel, renowned technology influencer and Chief Digital Evangelist at eViRa Health:

“Prolonged sessions of remote working definitely takes a toll on employees’ mental health. Immersive telecommuting introduces the much needed social sphere that fills up possible voids of loneliness and apathy in the lives of your workforce. As a result, the average remote worker’s day is much brighter and “normal” with an ample amount of socializing opportunities.”

Evan also had an interesting take on the rapidly evolving technological era we are witnessing:

“It’s amazing how technologies have drastically evolved to help us thrive and not just survive in challenging times. Revolutionary technologies plant seeds of hope and positivity for the future of humankind. It’s our duty to embrace these technologies and ensure their widespread adoption & usage.”

Virtual Conferences are Steadily Gaining Traction

As concern over COVID-19 sets in, in addition to telecommuting, virtual conferences have also gained momentum. Known to strengthen professional relationships in both academia and business, conferences have always proved to be a platform for the exchange of ideas, nurturing upcoming entrepreneurs, thereby working towards the greater good. One such example is the IEEE Conference on Virtual Reality and 3D User Interfaces (IEEE VR) that announced an all-virtual venue change.

The Ultimate Solution is Virtual Immersive Collaboration

Striking a healthy balance between the positives of both work from home and working on-site, virtual immersive collaboration proves to be the future of connectivity. Sectors like Logistics, Information and Communication Technology, Education, Food supply and a lot more are adopting immersive telecommuting.

40+ Resources For Bringing AR/VR To The Classroom

VRFocus Creators

Do you work within or interested in the education industry and looking to bring VR/AR to the classroom? In this blog, you’ll find a collection of links to FREE apps plus much more! 

Want to download the whole list as a downloadable spreadsheet? CLICK HERE and get the resource for FREE.

Alchemy VR

Alchemy VR has partnered with Expeditions to produce experiences narrated by naturalist David Attenborough. They are creating immersive educational experiences on an impressive scale. It is an experimental virtual reality studio based in London, United Kingdom.

4D Anatomy

The subscription-based app allows students and teachers to explore the human anatomy. 4D Interactive Anatomy puts you in control of navigating and learning from real photographic anatomy on any screen.

Curiscope

Curiscope was founded at the start of 2016 with the belief that they could use AR & VR tech to change how kids engage and interact with Science. Take your lessons to a new dimension with the Augmented Reality Virtuali-Tee. Learn about the human body…on a human body.

Schell Games

Schell Games is the largest full-service education and entertainment game development company in the United States. Schell Games counts some of the world’s most respected brands as clients, including The Walt Disney Company, Yale University, SeaWorld Parks, Lionel, The Fred Rogers Company and Microsoft Corporation. 

Timelooper

Timelooper is a 360-degree virtual reality smartphone app that lets visitors re-live iconic moments from historical & cultural sites around the world. They are transforming the learning process from one that is inherently passive to active. They bring the classroom to life by empowering teachers to deliver highly interactive and historically and scientifically accurate content that will serve to inspire, emote, and inform students.

Unimersiv

Unimersiv is the largest platform for VR educational experiences. By downloading the app, you will have access to multiple experiences that will let you learn about history, space or human anatomy. Technology using virtual reality, however, has introduced new levels of experiential education. Virtual 3D worlds allow students and teachers to visit places otherwise impossible to visit without it. They can go to space, history places, deserts, or foreign countries without physically traveling there. Unimersiv’s VR app is available on the Samsung Gear VR and the Oculus Rift for now.

Quiver

Quiver Education content is designed around topics as diverse as biology, geometry, and the solar system. Quiver Education provides the same magical augmented reality colouring experience, but with a greater focus on educational content than the awesome Quiver App.

Wild Eyes

Wild Eyes use specially designed cameras to capture the natural world in 360-degrees. They are working with designers, educational organizations, and teachers to produce interactive lessons that allow the viewer to see a realistic depiction of the lessons they are learning including Biology, Physics, and Earth Sciences. They are using Virtual Reality to create an educational and immersive experience.

360cities

The world’s largest collection of stock 360° images and videos. The students/teachers can tour anyplace in the world with a 360-degree view for free. 360cities goal is to bring 360 VR photography to the mainstream and create new applications from this geographic data. We aim to cover hundreds of cities with tens of thousands of artistic, high-resolution, spherical panoramas.

CoSpaces Edu

CoSpaces Edu is an educational technology widely used in schools around the world and letting anyone easily create their own virtual content. With CoSpaces Edu, students can create virtually anything in the classroom!

Immersive VR Education

Immersive VR Education is a virtual/augmented reality company dedicated to transforming how educational content is delivered and consumed globally by providing educators and corporate trainers the tools they need to create their own content using virtual classrooms or virtual training environments.

Google Expeditions AR Pioneer Program

With the Expeditions app, through the use of VR and AR, teachers are no longer limited by the space of the classroom. VR lets you explore the world virtually while AR brings abstract concepts to life—allowing teachers to guide students through collections of 360° scenes and 3D objects, pointing out interesting sites and artifacts along the way. Introduce your students to a new way of learning with virtual reality (VR) and augmented reality (AR).

Nearpod

Nearpod strives to empower educators to create learning experiences that engage and inspire millions of students around the world. Nearpod is an all-in-one solution for the synchronized use of iPads in the classroom that makes lectures more engaging through interactive multimedia presentations.

ThingLink

ThingLink gives images a new role in online communication and learning. It allows teachers to create interactive images and videos. It is the easiest way to save and share notes and observations about real-world spaces, situations, and artifacts.

Boulevard (Previously WoofbertVR)

Boulevard creates immersive, user-controlled experiences and enriched art education content unlike any other in virtual, augmented and mixed reality. Boulevard Arts partners with the world’s leading museums and cultural sites to share their collections through virtual, augmented and mixed reality technology.

ISTE Librarian’s Network Webinar

Elissa Malespina, author of Augmented Reality in Education: Bringing Interactivity to Libraries and Classrooms has created a webinar about using AR and VR in the classroom. She talks about ways to incorporate AR into your schools.

zSpace

zSpace is an interactive, immersive virtual reality desktop platform. The system is focused on the learning market, specifically STEM education, medical instruction, corporate training, research, and design. zSpace applications engage students in standards-based learning experiences that align with the curriculum. Students construct knowledge and understanding of concepts across multiple curriculum areas with a strong focus on STEM subjects.

EON Reality (EON Reality Education)

EON Reality founded EON Reality Education, a non-profit focused on advancing the cause of Augmented and Virtual Reality (AVR) education and research. EON Reality Education will also guide and commission research and development projects with partner institutions to better understand the cognitive benefits of AVR.

Mattel View-Master Virtual Reality Viewer

Enter the world of virtual reality with the View-Master Virtual Reality Starter Pack. This kid-friendly device will surround you with stunning 360-degree environments so you feel as if you are really there. Immerse yourself in 360-degree interactive environments and explore these amazing virtual worlds.

ClassVR

ClassVR is a groundbreaking new technology designed to help raise engagement and increase knowledge retention for students of all ages. It is the world’s first affordable VR/AR solution designed to give schools everything they need to deliver an exciting, engaging and truly immersive learning experience, whilst ensuring it is fully managed and controlled within the classroom.

ENGAGE

ENGAGE is an advanced virtual reality training and education platform that makes it easy to collaborate, create and learn in virtual reality. The tools are very easy to use and require no technical expertise. The platform allows educators and corporate trainers to share their own content in a virtual setting, inspiring students whether in a classroom, lecture theatre, or operating theatre.

Titans of Space

Titans of Space is a densely educational guided tour of the Solar System, designed first for virtual reality. Multiple versions are available for mobile and PC platforms, for VR and otherwise.

VirtualSpeech VR

VirtualSpeech provides a training platform for people to practice soft skills in VR. Combining VR with e-learning or in-person training gives participants a chance to practice what they have learned in realistic environments, helping develop essential soft skills more effectively. Founded by Dom Barnard and Sophie Thompson in early 2016.

Veative

Veative is bringing VR in education that improves learning outcomes and increases engagement. Veative has launched its Awareness drive for Virtual Reality (VR) in Education. They develop immersive technology solutions that have shown an incredible ability to educate, train, and solve real-world problems.

Arch Virtual

Arch Virtual creates VR medical training experiences that help students practice surgical operations. They practice medical procedures in virtual reality environments before conducting them for real. They create real-time 3D environments for visualization, simulation and marketing using gaming and VR technologies like Unity3D and Oculus Rift.

Gamar

Gamar is an award-winning platform that enables anyone to easily map spaces and create augmented reality games or tours. Within the app, there are many kid-friendly activities available to keep the whole family entertained. Gamar allows museums and local attractions to easily create engaging tours with augmented reality to engage visitors.

InMind 2 VR (Cardboard)

InMind VR is an adventure game about a scientific journey inside the emotional chemistry of the human brain. It allows the students to experience the journey into the patient’s brains in search of the neurons that cause mental disorders. The game places emphasis on the chemistry behind human emotion, greatly inspired by the Pixar/Disney movie “Inside Out” and (more scientifically) Lövheim’s theory of emotions.

VR Space

VR Space is one of the VR apps available to learn about space. It is an immersive virtual reality tour of Sun Star and planet systems. Kids will learn all about the different planets in our Solar System and can guess some of space’s greatest facts.

Mission: ISS

Mission: ISS is to date the most detailed and elaborate space-oriented educational app for virtual reality. Take a trip into orbit and experience life onboard the International Space Station!

MEL Chemistry VR

One of the best educational VR apps on the subject of chemistry. MEL Chemistry VR lessons are aligned with the school chemistry curriculum, covering all of its main topics.

Universe Sandbox ²

Universe Sandbox ² is a physics-based space simulator that allows you to create, destroy, and interact on an unimaginable scale.

The VR Museum of Fine Art

A must-download VR education app. Explore the Second Floor of the Museum! Explore a virtual museum in room-scale VR: see famous sculptures in full, 1:1 scale and see famous paintings without the limitations of glass and security guards.

VictoryXR

VictoryXR is a world leader in virtual reality and augmented reality educational product development. VictoryXR gamified learning for middle school and high school science while keeping all units tied to the Next Gen Science Standards. In addition to gamification, there are 48 virtual field trips around the world.

AR Flashcards-Alphabet & More

Made for younger students, AR Flashcards make learning fun with the technology of Augmented Reality! With AR Flashcards, learning is fun! When you point your device at the printed flashcard a beautifully rendered 3D animal will pop up on the screen. Tap the animal to hear the letter and animal name.

Anatomyou VR

Anatomyou VR is an educational mobile application that presents human anatomy to the user from a different perspective. Anatomyou can be used in two different modes: Virtual Reality and Full Screen.

ImmerseMe

ImmerseMe aims to be the world’s best academic language tool. ImmerseMe uses virtual reality (VR) to simulate everyday conversations in foreign languages. You can choose from over 3,000 interactive scenarios across 9 languages: German, Spanish, French, English, Japanese, Chinese, Italian, Greek and Indonesian.

TheBodyVR

The Body VR: Journey Inside a Cell is an award-winning educational virtual reality experience that takes the user inside a human cell.

FotonVR

FotonVR is the first virtual reality in education provider company, that provides complete solution of VR classroom set up, hardware supply, complete content for school syllabus and training to teacher. It has the largest library of science activities for school science subjects. It is an app specially designed for school to teach science subjects. It has more than 480 immersive VR activities that cover biology, physics, and chemistry topics.

Axon Park

Axon Park is an education technology company focused on democratizing access to education through XR and AI.

BRIOVR

Create an immersive learning environment for your classroom with virtual reality. BRIOVR is helping teachers bring VR into their classrooms by offering free sign-ups, storage and sharing to all students. BRIOVR has made it easy for users to build, create and share virtual reality content. Simply register with an email and your classroom has access to the latest VR technology. No coding or downloading required. Built for beginners.

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