T-Mobile Selects 6 Startups to Create 5G AR Experiences Using Snapdragon Spaces

Qualcomm launched its Snapdragon Spaces platform last year for developers to create augmented reality (AR) experiences for the company’s smart glasses. Bringing on collaborators like Square Enix and T-Mobile, the latter has announced its T-Mobile Accelerator and the six participating startups looking to create new 5G-enabled AR apps.

Krikey Minigolf image1
Krikey Minigolf

The participants will use the Snapdragon Spaces XR Developer Platform to develop, test and bring to market new AR products and services, aided by T-Mobile engineers and Qualcomm experts. They’ll be using the first smart glasses to support the platform; the Lenovo ThinkReality A3. The six companies to join the programme are Beem, Krikey, Mawari, Mohx-Games, Pluto, and VictoryXR.

  • Beem – Specialises in live and on-demand communication in AR.
  • Krikey – An AR gaming and social media app which launched its first title Yaatra in 2020 and then avatar NFTs in 2022.
  • Mawari – A Japanese startup providing an AR-focused streaming SDK.
  • Mohx-Games – A company focused on immersive AR gaming and entertainment experiences.
  • Pluto – Offers Pluto VR, a shared presence communication app and PlutoSphere, for streaming high-end PC VR games without a PC.
  • VictoryXR – Immersive education in VR & AR.

“Smart glasses will completely change how we connect and experience the world around us,” said John Saw, EVP of Advanced & Emerging Technologies at T-Mobile in a statement. “With T-Mobile 5G we have the capacity and performance needed to power high-bandwidth, immersive AR experiences for smart glasses, but it’s the developers and entrepreneurs that will bring these new applications to life.”

Lenovo ThinkReality A3
Lenovo’s ThinkReality A3

These won’t be the only AR startups to join the initiative, more will be added on a rolling basis. The programme is designed to help build an ecosystem of AR experiences as smart glasses become more readily available.

While Qualcomm doesn’t build its own smart glasses, the company does make reference designs like the XR1 AR Smart Viewer for OEMs to utilise as a based model. Qualcomm has also launched in recent months its $100 million USD Snapdragon Metaverse Fund to help finance new developer initiatives.

As further details regarding the T-Mobile Accelerator are released gmw3 will keep you updated.

A VR Human Cadaver Lab is the Latest Teaching Tool for Students

Fisk 5G-VR-Cadaver-Lab

The teaching and training potential of virtual reality (VR) is massive, nowhere more so than in healthcare. The latest example of this comes from Fisk University in Nashville, Tennessee, partnering with HTC Vive, T-Mobile and VictoryXR on an interactive VR human cadaver lab for students.

Fisk VR Cadaver Lab7

In the virtual lab, students in pre-med or studying biology-related majors will be able to explore the complete skeletal structure, muscle structure and eleven organs, dramatically reducing the high cost and maintenance associated with cadavers. “With this cadaver lab, our pre-med students will no longer need to rely on other universities for advanced anatomy and biology classes,” said Dr. Shirley Brown, Dean of Fisk University in a statement. “Virtual reality technology takes our university to a level equal to the most advanced schools in the country.”

Students will be using the latest HTC Vive Focus 3 all-in-one (AIO) headsets to step inside the virtual cadaver lab developed by VictoryXR. They’ll be able to engage with other students and professors, removing organs that can then be passed around the class. Students can also enlarge any of the organs to a size where they can look inside and see how it works.

In the future, the virtual cadaver lab will be upgraded with new specialities like surgical procedures, comparative learning between humans and animals as well as microbiology at the cellular level.

Fisk VR-Cadaver-Lab4

“We’re combining the best aspects of virtual and in-person learning, and this is the future of education,” said Dr. Vann Newkirk, President, Fisk University. “Fisk University is emerging as a tech leader among colleges, and our effort to bring a virtual reality cadaver lab to campus exemplifies our commitment to provide students with a state-of-the-art education.”

It’s not just virtual cadavers Fisk University will be deploying in VR. The institution is set to offer in-person VR history courses allowing students to visit important historical areas like civil rights locations such as the Montgomery Bus Boycott, and the Edmund Pettus Bridge in Selma, Alabama.

Virtual training has grown in prominence in the healthcare industry because of the huge cost reductions and the versatility in remote learning. Companies like Osso VR and PrecisionOS are just two VR surgical training specialists utilising the technology to help train the latest surgeons. As the growth of virtual learning continues, VRFocus will keep you updated.

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.

VictoryXR to Provide Remote Learning Services Through VR Education’s ENGAGE Platform

The current coronavirus pandemic has massively influenced the way everyone lives their lives, with those who can, working from home while others can’t work at all. It’s the same for the education system, with parents now having to ensure their kids stay up to date thanks to schools creating at home syllabuses. To aid in this endeavour, US-based VictoryXR which creates virtual and augmented reality (VR/AR) content for schools has teamed up with VR Education to help provide remote learning services.

 

VR Education: JESS Dubai

VictoryXR will be utilising VR Education’s ENGAGE platform – the same one HTC Vive used for its Vive Ecosystem Conference (HTC 2020 VEC) last month – to help distribute its science curriculum content and virtual animal dissections to schoolchildren across the US. Currently, VictoryXR has built over 240 VR and AR learning experiences covering 50 different learning units. The virtual programme will see qualified educators running live classes via ENGAGE with VictoryXR producing additional content to replay.

“VictoryXR is taking school inside virtual reality with ENGAGE. Students will learn with the best teachers and have the best learning labs, all in an interactive virtual world,” said Steve Grubbs, CEO of VictoryXR in a statement. “We view ENGAGE as the platform, much like the iPhone is the platform for world of apps. VictoryXR will build a VR school curriculum app on top of this platform which gives every school and every student access to the best equipment, the best teachers and the most effective learning.”

Titanic VR image“We are delighted to be working with Steve and his team at VictoryXR. They have a wealth of experience and the content they have already produced is aligned with the US school curriculum built by world class qualified educators. Having a platform like ENGAGE to deliver this content and provide easy-to-use content tools allows VictoryXR to develop and deploy similar high quality content quickly and easily at a much lower development cost,” adds David Whelan, CEO of VR Education.

“Even before the impact of COVID-19, the US home school market was quite significant with over 2.5 million home school students1. As a result of this world changing event, we believe that this number is likely to accelerate quickly as students and parents become familiar with working online at home. At a difficult time for education across the globe, ENGAGE provides a fantastic solution for distance learning and through this partnership with VictoryXR we are now able to provide services and content that go beyond anything previously offered within traditional educational programmes, not only in the US but globally.”

VR Education is best known for its own selection of educational products which include Titanic VR, Apollo 11 HD, 1943: Berlin Blitz and many more. As further details regarding VR Education’s latest products are released, VRFocus will let you know.