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.

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

The Marvel of Virtual Reality: How VR Gives Students Superpowers

A few weeks ago I had the privilege of presenting for the second year in a row alongside my good friend Paola Paulino as a part of the BETT MEA Conference in Abu Dhabi. Paola is the Founder and President of the VR/AR Association – Shenzhen Chapter, the Chief Innovation Director at XR Pioneer Ltd. And founder of #isnsVR where she launched one of world’s first virtual reality (VR) pilots in IB World Education. It’s always great to work with people who exude energy and passion for what they do and that is definitely Paola 

Steve Bambury Marvel article

This was a one-off presentation that won’t be repeated so Paola and I thought it would be nice to share some of the content and ideas from it here on VRFocus. We’re going to take a look at 10 Marvel superheroes, each with distinct powers, and correlate them to virtual reality experiences that modern students have access to. So let’s dive in… 

Captain Marvel

  • Power: Flight
  • App: Google Earth VR

STEVE: Pretty much every kid wishes they could fly and virtual reality can give them this experience. Using Google Earth VR students can fly around the planet and visit thousands of locations that they may never get the chance to visit in real life. The flight mechanic within Google Earth VR can take a little getting used to but students will quickly learn to swoop and soar across the Australian outback, the streets of Manhattan and any other location that draws their attention or relates to an area of study. If you’re looking for a jaw-dropping way to welcome learners to the world of VR, this is it!  

At JESS Dubai I recently used it as a part of an Explorers unit with Year 3 students. They had “flying lessons” first to acclimatise to the UI and then got to visit the destination of their choice. It was definitely an experience that they won’t forget in a hurry. 

Nightcrawler 

  • Power: Teleportation 
  • App: The Lab by Valve 

PAOLA: Beam me up Scotty! Imagine the capability to instantly transport from one location to another. In room scale VR, the most common locomotion is the superpower of Teleportation. Recently, we introduced students to room scale VR using The Lab by Valve at a recent visit to the American International School of Guangzhou in collaboration with our XR learning partners and tech innovation team – Diana BeaboutDave Navis and Robert Bauer. Students found the locomotion mechanic to teleport from location to location very intuitive. Students explored half a dozen mini-VR experiences teleporting around an Icelandic wilderness, a lava cave, and even a town square in Venice. Later we showed them Victory XR’s Frog Dissection Class, where the students could use teleportation to jump around the virtual science classroom. 

Dr Strange

  • Power: Time Manipulation
  • App: Timelooper

STEVE: Being able to manipulate space is pretty well established as key power that VR boasts but the manipulation of time is also incredibly exciting for educators. For the first time ever we have the technology to transport learners through time to engage with history in an authentic and engaging way. What better way to learn about Ancient Rome than to walk its streets and experience it first hand?  

The app I often use as a touchstone for this concept is the brilliant Timelooper which works on mobile VR devices. Cleverly blending CGI and re-enactment footage, Timelooper lets students step back in time to witness dozens of key events from US and European history play out around them. What makes this app particularly potent is its use of modern day 360 video footage at the start of experiences to contextualise the location before the world melts away to reveal the place’s significant moment in history. 

 In the clip below you can see some Year 2 students from JESS Dubai using Timelooper with me to kick off a topic on The Great Fire of London. 

Captain America

  • Power: Enhanced Strength
  • App: Blocks by Google

PAOLA: In the physical world sculpting takes some heavy lifting, but in Blocks by Google you can have superhuman strength! Students can easily move and sculpt material such as clay, to skyscrapers like the Burj Kalifa, or even planets. At one of our @XRpioneer learning partner schools – @ISNS_school, we collaborated with Visual Art students to explore Google Blocks in the preproduction process for an Art Exhibition. Students could lift, examine, and sculpt things to scale that helped them plan and model their pieces for the exhibition. Some students fully integrated VR in their final exhibition pieces, using both Google Blocks and Google Tilt Brush to create blended reality experiences. These students are #FutureReady 

Scarlet Witch

  • Power: Telekinesis
  • App: Engage

STEVE: I’ve been using Engage for my #CPDinVR events for almost two years now and I’ve seen the platform evolve immensely in that time. One constant though has been the integrated banks of 3D IFX assets which can be inserted in the space and puppeteered using the controllers. This functionality was originally only available to the session host but since the major update to the platform in June 2018, it can be granted to anyone within the space. Being able to control and manipulate assets – be that moving them or manipulating their size – provides learners with the opportunity to use them effectively as a part of demonstrations of learning. Using Engage’s lesson editor feature you can even create recorded sessions where object movements are mapped and triggered to create an immersive learning experience.  

In the clip below, you’ll see me demo some simple IFX manipulation… whilst dressed as Tony Stark! 

Storm

  • Power: Elemental Manipulation
  • App: Tilt Brush

PAOLA: What if you could change the environmental climate in a matter of seconds?  Or manipulate the elements? Google Tilt Brush centralizes the students’ imagination in a world where they can manipulate their environments in an instant — from a starry night to a bright snowy day. Students are presented with a variety of extraordinary virtual brushes that allow them to effectively design and manipulate the elements to recreate their dreams. In our first pilot year, XR Pioneer students used Tilt Brush across IB subjects such as MYP middle school Math, DP high school Visual Arts, Digital Media class, and DP Biology.  

In Visual Art, students integrated Tilt Brush in their preproduction process to visualize their DP layouts on an exhibition focused on dreams. One student used Tilt brush to recreate a scene from their dream using a 3D spatial digital painting. A manifestation from dream to reality. The student used Tilt Brush and Blocks to construct the layout of the experience. To add a tactile component to the installation, a real physical chair was placed in the exhibition space. This chair was calibrated to match the position of a virtual chair. This provided physical and virtual means for guests to experience the student’s vision. Here, the chair could be felt in the physical world while seen in VR.   

It was the first time a student integrated “blended-reality” in an IBDP Visual Arts exhibition in Asia. Check out some behind the scenes of our Visual Art (XR Pioneer) student’s Tilt Brush reflections. 

Ant-Man

  • Power: Size Manipulation
  • App: Micro Cosmic Worlds

STEVE: Just as VR can be used to manipulate space by transporting users to distant lands, it can also be used to manipulate the virtual traveller themselves. Just like The Ant-Man himself Scott Lang, in VR we can shrink or grow to any size to view and interact with content in ways that have never been possible before. Apps like Sharecare VR and The Body VR let students shrink down and travel inside the human body, Fantastic Voyage-style whilst The Extraordinary Honey Bee lets you experience life from the perspective of a bee.   

Micro Cosmic Worlds is one of the best ways to demonstrate this virtual superpower though. It allows learners to move through a series of scenarios, getting progressively smaller – from the size of an ant to that of pollen, bacteria and ultimately you stand atop a vibrating molecule. It’s a stunning way to view the world and get a closer look at the world around us that we cannot see.  

Loki

  • Power: Shapeshifting
  • App: Mindshow

PAOLA: Every student has the power of becoming—now they can in VR too! In Mindshow developed by Name Mindshow Inc, a student can shapeshift into the body of different characters and craft a fully-animated performance. Using the VR headset and controllers, the student’s body position and arm gestures are tracked and re-targeted onto a virtual puppet.  

Students can take on production roles either on stage or behind-the-scenes.  Onstage, students can be actors and animators by becoming the characters and performing. Backstage, they can be production designers, designing environments and importing custom models that they have created and saved on Google Poly to use as props. Students can be a camera operator, filming the action with virtual hand-held cameras within Mindshow. Teachers at the International School of Nanshan (ISNS), a learning partner of XR Pioneer, have observed that even their shiest students come out of their shell and exude confidence as they embody their Mindshow roles from onstage to backstage.  

We also piloted a VR performance with ISNS’s Drama Department. Shout out to the @ISNS_school’s immersive tech integration, @MagicMrFernweh and MYP Drama teacher, @ms_wenn for the collaboration! 

The minds behind Mindshow understand the value of creators sharing their work, and they’ve streamlined the process by allowing users to upload their Mindshow movies directly onto social media platforms such as YouTube. In a similar sense, students will be able to share their stories and collaborate with others as they craft their VR films from beginning to end. Check-out our XR Pioneer students at @ISNS_School thoughts and reflections. 

Professor X

  • Power: Enhanced Empathy
  • App: Equal Reality

Much has been written about VR’s power to foster empathy and whilst I don’t think it is the silver empathy bullet implied by the infamous “Ultimate empathy machine moniker, studies have shown that the immersive, visceral nature of virtual reality really can help people to feel what it is like to walk in someone else’s shoes for a little while which in turn can have a tremendous impact on their attitude and outlook in the real world. 

One app that looks to harness this power is Equal Reality which puts the user in the shoes of various groups that may experience prejudice – be it based on gender, race, age or disability. As workplace-based scenarios play out, the user has to identify moments where people are subjecting them to unconscious bias. It can even generate post-session reports and provides some telling diagnostics about both the way you were treated and the way you yourself acted (e.g. did you focus your attention on one character more than another.) 

Groot

  • Power: Being a tree!
  • App: Tree VR

PAOLA: Empathy is not limited to just the human form–in Tree VR, you can become a tree-like Groot from Guardians of the Galaxy. Tree VR from New Reality Company shows off the potential of VR as a tool for empathy and education. In Tree VR, the lifecycle of a tree can be experienced, explored, and ultimately felt. The student’s arms become the branches as they grow taller and wherever they turn is Mother Nature herself. 

 In this immersive story, the students cannot alter their location or any objects outside of their tree self. The reason for this is clear–it prompts the student to feel the frustration of being rooted and unable to move. You could say, in this experience, the students get the opposite feeling of superpowers—that is a feeling of powerlessness.*Spoilers alert* This powerlessness feeling culminates in the end of Tree VR, as forest fires rage closer and closer to you and all the viewer can do is see it coming. Tree VR is a multi-sensory example of taking on another living thing’s perspective by experiencing life through a lens that is very different from their own. 

We introduced Tree VR to students when VIVE President of China, Alvin Graylin, visited us at our partner school ISNS where he invited XRpioneer students to enter the “My VR Dream” National Youth Creative Contest in China inspired by VR for Impact.  Check-out Steve Bambury’s playthrough of the entire Tree VR experience. 

We rounded out the presentation by discussing the potential impact of putting all this power in the hands of students. We don’t want our students becoming the Thanos of this narrative after all. It seemed logical therefore to end with the classic Uncle Ben quote from Spiderman – “With great power comes great responsibility.” VR is a hugely powerful medium for education but it needs to be harnessed carefully and moderated by well-informed educators. If we do that, it can genuinely bring some Marvel into the classroom.  

5 Historical Events And Time Periods You Can Visit In VR

Virtual Reality (VR) is a tool that can be used for complete immersion into a number of different experiences. Everything from horror videogames to simulating the experience of flying. There are a wealth of user experiences to try in VR. As VR applications become more realistic and as more genres are explored, it’s possible to give VR users the chance to take on new experiences.

TimelooperOne of the most popular new applications that VR users are enjoying is an app called Timelooper. This application allows individuals to completely immerse themselves in historical scenes from the past. Timelooper can help to place people into accurate historical scenes where they can experience them from a first-person view.

Timelooper isn’t the only way to experience history from the perspective of VR of course, you can also can find excellent immersive content on YouTube.

Both app and service can be fantastic for education and for helping people truly feel like time travelers! If you are interested in trying Timelooper or other history video content, here are some five historical events and time periods that you can currently visit in VR:

Washington’s Inaugural – 1789

Experience Washington’s inauguration in the year 1789 through the Timelooper app. This re-creation was filmed on location in period costume and it is truly a unique moment in history where you can step back and experience the inauguration of the first president of the United States. If you are a presidential history buff or you are simply interested in what public gatherings were like in the year 1789, this is a wonderful experience to try.

Timelooper - Washington's InaguralPearl Harbor – 1941

Experiencing the attacks on Pearl Harbor firsthand is possible thanks to a TIME magazine experience that has been published on YouTube. In a 360° video you can listen to a veteran retelling their experiences over some stunning visuals in a beautiful tribute to those that lost their lives. Although this is a short experience it can truly leave an impact.

The John Lennon Memorial – 1980

This experience which dates back to the year 1980 is a 360° immersive experience of what it would be like to attend the John Lennon Memorial. With scenes filmed at the time and remastered into a 360° experience, you attend John Lennon’s Memorial first-hand just like a time traveller. This is another experience built just for Timelooper VR.

Dunkirk – 1940

In the Dunkirk VR Experience also published by Time magazine, you can go through a four minute journey of what the beaches of Dunkirk were like during this bloody battle. This experience places you on the beach with British forces as you are waiting to be picked up. It can be haunting but an incredible VR experience to visit. It was created as a preview for the Dunkrik film by Christopher Nolan and features many of the same costumes and sounds that were found in the film. If you are a fan of this film or if you are a history buff interested in this event from World War II, this could be an experience that you should try first.

Life As A Viking – c.800-1050

See what a true Viking battle was like from a 360° camera that was brought into a re-enactment fighting pit. With a gigantic group of 600 reenactors all armed with real axes and swords, you can join in the immersion and see what a true Viking battle would be like. National Geographic filmed this re-enactment on location at the Wolin Festival. The sounds and the visuals make you feel as though you are clashing swords with everyone first-hand!

Keep in mind that VR is now making it easier for anyone to transport themselves into a number of incredible experiences. With the help of immersive content you can find in Timelooper and Youtube, you can feel like a time traveler and see what it was like to be at each one of these important moments in History!

Hear Bombs Fall on London With VR Recreation of the Blitz

As time passes and those who survived the experience leave us, something of the vitality of history is lost. There is little sense of immediacy in history photography or news reports, and its difficult to get a sense of how it really felt with the cushioning distance of television pictures. Virtual reality (VR) can let people get closer to history in a way no other medium can, such as with the project to re-create the World War II bombing of London in VR.

VR content creators TimeLooper have created a VR recreation of London’s Trafalgar Square, using historical data and World War II experts to make the experience as accurate as possible. Users who don a VR headset are able to see Nazi bombers overhead as raid sirens howl. The team at TimeLooper even used records to find out exactly where the bombs fell, so even the positioning of the explosion is as accurate as they could make it.

Using a smartphone and a Google Cardboard headset, the TimeLooper app allows visitors to London to load the app and visit VR recreations of the Blitz, the Great Fire of London and medieval London. Recreations in New York featuring the construction of the Empire State building, President Washington’s inauguration and the VJ Day celebrations are also available, along with others in Washington D.C, Berlin and the ancient city of Ephesus in Turkey. It’s also possible to view the recreations in augmented reality (AR) mode without using a headset.

Yigit Yigiter, CEO of TimeLooper told Motherboard: “Our premise is what would you see if you could time travel to that time at that location, so you can feel like you’re in the moment.”

“VR is a very emotionally evocative medium,” said Albert “Skip” Rizzo, director of Medical Virtual Reality at University of Southern California. “I think we’re sort of inoculated to seeing news reports,” said Rizzo, a research professor of psychiatry. “Of course everyone sees a news report about a refugee situation … and you feel bad, but it’s not the same as having the experience of being in that environment.”

VRFocus will continue to bring you news of new VR experiences as they becomes available.