Virtual Education: Best Practices when Facilitating Immersive Experiences

Education in VR

With the onset of the COVID-19 pandemic, educators and school boards began exploring ways to approach online learning and stay connected with their students. While many of these virtual experiences and distanced classroom tools aren’t completely new to the education industry, this period of crisis compelled administrators and teachers to learn more about VR, explore its versatility, and experience for themselves how effective it can be in the classroom.

VR Education: JESS Dubai

Virtual education through VR was a popular tool prior to the worldwide lockdown. Teachers have noted how presenting information in VR versus traditional methods like lectures, powerpoints, or textbooks, allow students to digest and understand the material quicker and more thoroughly. Specific places, moments in history or complex systems like the human body become more real and new information about these topics is no longer abstract.

Like any tool, however, how VR is used in the classroom to greatest effectiveness is the next question – while we can inherently understand the value of being immersed in a topic of study, the experience of VR can be an isolating one. Using this technology in education must come with its own process to be fully integrated into the curriculum.

Keep it Student-Centered

VR learning works best when information or story-based learning is presented from a first-person perspective. Since VR targets the user’s audio and visual learning centred experiences feel like you’re present and have a first-person perspective, allowing students to relate to the content more and to take in information from their own perspective. With using these capabilities in education applications, students are able to see topics that are covered in the syllabus with better context. There’s also an opportunity to explore concepts that would be either too expensive to demonstrate in class. This may mean witnessing science experiments that are too dangerous or expensive to reproduce, exploring biology and body systems in detail that would be impossible for most public schools, or witnessing daily customs from remote locations in a social studies course that brings the world to life without leaving the classroom.

Pay Attention to the Sequence

Experienced teachers know that whether they are with the same students in a classroom all day or seeing different groups for specific classes, timing and order of lessons are an important part of the curriculum and how it is received by students. For longer classes, you may notice that sometimes your student’s attention may drop off close to the middle portion of the class. There have been psychological studies on how people can recall information better when it’s presented towards the beginning and end – known as the Serial Position Effect. If you tend to notice your student’s attention starting to drift around halfway through the lesson, following the format of having more challenging concepts presented in the beginning, transitioning into VR learning, and recapping everything at the end could keep them focused and engaged with an exciting yet informative experience.

VR allows students some time to focus, blocking out the classroom and its distractions and can reinforce concepts introduced not only by being immersive but by being individually paced, viewed by a single person in a headset. However, since it can be an isolating experience, and monitoring multiple students’ headsets at once may be challenging, in-person re-caps and discussions about the content can round out the lesson.

Education

Give Opportunities to Collaborate

The idea of discussing what was witnessed in VR brings us to another key part of using this media in the classroom – learning to hold discussions around something that may have been viewed individually and extract a group experience. Although the teacher is the main leader of discussions in the classroom, peer learning can be just as effective in nurturing a student’s understanding of a subject. This informal way of teaching and learning not only helps students practice and review what they have just learned, but it creates an active learning space where they can slowly build up their confidence with the content. While VR may sometimes get a bad reputation for being isolating, there are countless opportunities to make it collaborative. This could take the form in completing a group project inside a virtual environment or allow students to take turns in the space and come back together for a discussion. Plus, especially for classrooms still doing remote learning, virtual environments provide the perfect platform for students to still meet and work together regardless of the location.

Integrate VR with What You Already Use

VR is an incredibly powerful tool, one that can really transform the future of learning. However, for some of the reasons already discussed, and its cost and the logistical challenges of monitoring headset activity, we anticipate it being used in certain situations and covering certain topics in a limited way. A common misconception when it comes to VR applications is the need to rewrite whole curriculums and syllabuses in order to accommodate using the technology. But the beauty of VR is that it can be shaped, moulded, and work alongside the topics and assignments already created. VR should ultimately be used as an enhancement to existing content and an opportunity to explore what might seem impossible to view – but it will never be able to cover all topics – some things are better discussed and experienced in person. Tools used in the classroom should ultimately provide added value and support to the class.

Keep it Fun!

VR is new enough that most people haven’t used it extensively. The best practices are evolving for this new media, so acknowledging that the best laid plans may go awry is part of adding this to the classroom. Experiences may take different amounts of time than were allotted, or students may be so interested in the format they need to repeat the experience to take in the content. So don’t forget that the entertainment and fun value are part of the tool. Much like when computers were first introduced to the classroom, along with the software they were running, they provided an education in learning something new, and engaging with a new tool as part of the learning challenge. Most of the educational applications for VR present subjects and information in a game-like manner, making it much more enjoyable to learn about subjects that can sometimes be a little dry or boring. Like many adults, students probably need a few minutes when they begin a VR experience to just look around and take it in before diving into content, so be sure to build in time for exploration. Most hardware headsets are pretty intuitive, requiring only seconds to learn so that shouldn’t be a barrier.

Virtual Education – The Next Generation of Learning

While most educators haven’t had the opportunity to get well acquainted with VR, the benefits for students to be immersed and see what would otherwise be impossible should make the technology a game-changer in education. It’s time to start exploring solutions that go beyond lengthy textbooks and pixelated diagrams. When virtual education has been carefully thought out and done right, it can make a world of a difference in helping students understand concepts and theories immediately.

Transfr Secures $12M Series A Financing to Scale Immersive VR Job Training Platform

With record high unemployment, it’s becoming even more important to provide a path for jobseekers to learn new skills fast and retain them more easily. TRANSFRVR, one such company working to bring immersive VR learning to accredited job training programs across the United States, today announced its secured $12 million in Series A financing.

Transfr says the latest funding round will help scale its VR training programs, which are designed to “boost economic mobility in regions most heavily impacted by skills gaps and unemployment,” the company says in a press statement.

Currently, Transfr is already working with Alabama’s AIDT, a workforce agency, and the Alabama Community College System to use its curriculum and Oculus Quest to provide skills training for careers that don’t require four-year degrees, such as automotive manufacturing, construction and other skilled trades.

“By simulating on the-job experience, we’re helping to transform skills training into a more engaging and immersive experience and bridge the gap between work-based learning and classroom instruction,” said Bharanidharan Rajakumar, founder and CEO of Transfr. “Empowering high-potential workers with access to hands-on, practical training is unlocking better careers and higher wages—regardless of their employment history.”

Transfr’s VR learning technology and assessment tools are also being used by workforce agencies, schools, colleges, and employers across the United States, the company says, including Lockheed Martin, and Mazda Toyota Manufacturing.

The Series A was led by Firework Ventures, joining existing investors Album VC, Imagination Capital, professional golfer Greg Norman, education executive Stuart Udell, Tampa Bay Lightning owner Jeff Vinik, and Degreed founder David Blake. Firework co-founder Ashley Bittner, a former Department of Education appointee, was tapped to join the company’s board.

The post Transfr Secures $12M Series A Financing to Scale Immersive VR Job Training Platform appeared first on Road to VR.

New 5-Part David Attenborough Series Coming To Oculus Quest On October 6

A new 5-part nature series starring David Attenborough is coming to Oculus Quest from October 6, co-produced by Oculus and Alchemy Immersive.

The series, split across five episodes, is called Micro Monsters with David Attenborough and will be available through Oculus TV starting tomorrow. On Quest 2, the series will stream in 8K 3D in 60fps, whereas on the original Quest it will come down to 5K.

Micro Monsters David Attenborough Oculus Quest

As the title suggests, the series will focus on some of nature’s smaller creatures, specifically arthropods such as butterflies, scorpions and the like. While filming, the series used a combination of custom-developed 3D stereoscopic camera rigs, 180 degree footage and VFX compositing to create the final product, created specifically for VR.

Here’s a summary of what to expect:

“Witness a scorpion and a centipede fight to the death; experience the process of an aphid miraculously cloning itself; and an army of green ants building incredible structures. Narrowly avoid the deadly ambush of a Trapdoor spider and become transfixed by the Portia spider’s deadly musical lullaby. Combining spectacular live-action close-ups with the power of computer graphics, watch a caterpillar’s transformation from inside its cocoon and discover a beetle’s secret chemical weapon.”

Micro Monsters David Attenborough Oculus Quest

Here are some more details on each episode as well:

Episode 1 – The Duel at Dawn: Dive into the deadly world of scorpions, as they battle for their pray and a mate.

Episode 2 – The Mighty Makers: Discover the natural world’s ultimate colonizers: ants and aphids.

Episode 3 – The Trap Door: Uncover the secret forms of defense and attack of the Trap Door spider and the Bombardier beetle.

Episode 4 – The Feast and Flight: Discover the miraculous shapeshifting bug that starts life as one creature and ends it as a completely different one.

Episode 5 – The Deadly Lullaby: Join the hypnotic Portia Spider as she prepares her attack on a spider twice her size.

Micro Monsters is available on Oculus Quest from October 6.

New 5-Part David Attenborough Series Coming To Oculus Quest On October 6

A new 5-part nature series starring David Attenborough is coming to Oculus Quest from October 6, co-produced by Oculus and Alchemy Immersive.

The series, split across five episodes, is called Micro Monsters with David Attenborough and will be available through Oculus TV starting tomorrow. On Quest 2, the series will stream in 8K 3D in 60fps, whereas on the original Quest it will come down to 5K.

Micro Monsters David Attenborough Oculus Quest

As the title suggests, the series will focus on some of nature’s smaller creatures, specifically arthropods such as butterflies, scorpions and the like. While filming, the series used a combination of custom-developed 3D stereoscopic camera rigs, 180 degree footage and VFX compositing to create the final product, created specifically for VR.

Here’s a summary of what to expect:

“Witness a scorpion and a centipede fight to the death; experience the process of an aphid miraculously cloning itself; and an army of green ants building incredible structures. Narrowly avoid the deadly ambush of a Trapdoor spider and become transfixed by the Portia spider’s deadly musical lullaby. Combining spectacular live-action close-ups with the power of computer graphics, watch a caterpillar’s transformation from inside its cocoon and discover a beetle’s secret chemical weapon.”

Micro Monsters David Attenborough Oculus Quest

Here are some more details on each episode as well:

Episode 1 – The Duel at Dawn: Dive into the deadly world of scorpions, as they battle for their pray and a mate.

Episode 2 – The Mighty Makers: Discover the natural world’s ultimate colonizers: ants and aphids.

Episode 3 – The Trap Door: Uncover the secret forms of defense and attack of the Trap Door spider and the Bombardier beetle.

Episode 4 – The Feast and Flight: Discover the miraculous shapeshifting bug that starts life as one creature and ends it as a completely different one.

Episode 5 – The Deadly Lullaby: Join the hypnotic Portia Spider as she prepares her attack on a spider twice her size.

Micro Monsters is available on Oculus Quest from October 6.

‘Apollo 11 VR’ Studio Secures $3.3M Funding from HTC for VR Education Platform ‘Engage’

Immersive VR Education, the studio behind Apollo 11 VR, Titanic VR, and social VR education platform ENGAGE, today announced that it’s secured a €3 million (~$3.3 million) investment from HTC.

The investment follows a recent HTC Vive Ecosystem Conference held in Engage back in March, which would have otherwise been held in Shenzhen, China were it not for the coronavirus (COVID-19) pandemic.

Immersive VR Education says in a press statement that the investment will be used to further develop and enhance Engage, build its sales and marketing capability, and fund the production of additional showcase experiences for Engage. The company’s platform allows educators to create bespoke VR experiences for both small and large format viewing, supporting up to 50 contemporaneous users on a variety of devices, including SteamVR headsets, Oculus Quest, Vive Focus Plus, and Pico headsets.

SEE ALSO
HTC Unveils 'Vive Sync' Social VR Platform for Companies Looking to Go Virtual

“In the wake of the COVID-19 pandemic, which is set to catalyse long-term changes in working practices, VRE and HTC’s combined offering provides a complete end-to-end service to alleviate the challenges posed by reduced travel due to health and climate change concerns,” said Immersive VR Education CEO David Whelan. “We look forward to this next stage of our development and continuing to work alongside HTC as a strategic partner and shareholder to provide these solutions for customers.”

HTC recently unveiled its own social VR platform Vive Sync, which focuses on enterprise users and businesses looking for a virtual meeting place.

As part of this agreement, HTC will appoint one non-executive director to the VRE board, the studio says. It’s not clear to what extent the studios will collaborate however, as both companies now appear to have similar products with admittedly divergent target markets.

The post ‘Apollo 11 VR’ Studio Secures $3.3M Funding from HTC for VR Education Platform ‘Engage’ appeared first on Road to VR.

Vantage Point Secures $2.25M Investment for VR Enterprise Training Platform

Vantage Point, the enterprise-focused training company, announced a $2.25 million investment, something that will help them further develop their platform which was created to increase empathy and accuracy of retention through VR-based training.

The latest round of investors includes former COO of Deutsche Bank George Hornig, Quentin Clark of General Catalyst, Jamie Farrell, Shadee Barkan, Ahmed Haque of Trilogy Founding, Mike Bisk of Bisk Ventures, Samara Hernandez of Chingona Ventures, Dana Wright of Math Ventures, John Fein of Firebrand, and Bá Minuzzi of Umana Family.

The latest round brings the company’s overall investment to $3.75 million.

First launched in 2017, Vantage Point is developing a platform centered on Emotional Intelligence Training, which focuses on sexual harassment prevention, diversity and inclusion training.

SEE ALSO
Strivr Secures $30M Series B Financing to Accelerate Adoption of VR Training

“Through creating engaging and immersive experiences in a safe and simulated environment, Vantage Point educates users on identifying and responding to nuanced and high-pressure situations and identifies and educates users on implicit bias. Forward-looking, Vantage Point will expand to all areas of corporate training as the primary market leader in the immersive training space,” the company says in a press statement.

“Our goal is to deliver distributed Virtual Reality training in a way that is cost-effective, easy-to-manage, and accessible to all employers even in the wake of COVID-19,” CEO is Morgan Mercer says.

Mercer says the new norm of teleworking “will not be a transitory trend,” and that companies need to assemble more effective tools to promote “employee wellbeing and inclusion and bring people together as social and cultural dynamics change.”

Mercer, a two-time survivor of sexual violence, founded the company in effort reshape the way the topic of sexual harassment was approached while at the same time recognizing the level of empowerment individuals could be given through VR training.

The post Vantage Point Secures $2.25M Investment for VR Enterprise Training Platform appeared first on Road to VR.

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.

Strivr Secures $30M Series B Financing to Accelerate Adoption of VR Training

Strivr, the immersive VR training company, announced the successful completion of a $30 million financing round, something the startup says will help it further expand adoption of enterprise-focused immersive learning.

The Series B financing round was led by Georgian Partners, with participation by venture capital firms including Franklin Templeton, Prologis Ventures, GreatPoint Ventures and Alumni Ventures Group. The latest round brings the company’s overall investment to $51 million.

Strivr is focused on building immersive learning software using VR headsets. It’s created VR training programs for the likes of Verizon, jetBlue, Fidelity, GE’s FieldCore, and Walmart, the latter of which was apparently so successful that the big box store expanded the VR learning program to all of its 4,700 nationwide, bringing with it over 17,000 Oculus Go headsets to US-based Walmart stores back in 2018.

SEE ALSO
34 VR Apps for Remote Work, Education, Training, Design Review, and More

Although it now puts a major focus on retail and industrial training, Strivr actually first catered to professional and collegiate sports teams when it was founded in 2015 by former Stanford Cardinal kicker Derek Belch and Jeremy Bailenson, the founding director of Stanford’s Virtual Human interaction Lab.

“With more than 1.5 million training sessions conducted in VR and over 22,000 headsets deployed across our customer base, Strivr has developed the world’s only end-to-end software platform for the delivery of immersive solutions to elevate workforce learning and performance,” said Belch.

As a part of the latest financing round, Strivr takes on its board of directors Tyson Baber, partner at Georgian Partners.

The post Strivr Secures $30M Series B Financing to Accelerate Adoption of VR Training appeared first on Road to VR.

27 VR Apps for Remote Work, Education, Training, Design Review, and More

One of VR’s biggest strengths is the ability to make those at a distance feel like they’re physically near each other. While this is great for visiting with friends remotely, there’s a number of VR companies betting that virtual reality office environments, remote collaboration, and working from home in VR are going to be the future of work. Here’s a look at a handful of VR apps built for remote collaboration.

Updated – August 31st, 2021

Team Collaboration, Presentation, & Virtual Offices

These apps are designed for professionals who need to collaborate, meet, discuss, present, and make collective decisions, as well as those who want to be able to use their PC for productivity in VR while connected with others.

Connec2

“Connec2 is a virtual collaboration platform that allows you to have a lifelike social experience. Imagine a virtual extension of your workspace in which physical boundaries disappear. Teleport as your digital avatar to the virtual workspace to start collaborating together. It doesn’t matter where you are, Connec2 makes you feel present at any meeting.”

Glue

“Glue is a modern collaboration platform for teams who need remote meetings to be as great as face-to-face meetings. Glue brings remote teams together to learn, share, plane and create. Combining the best in immersive 3D graphics, virtual reality and cloud computing technology, Glue empowers teams everywhere to maximize their collaboration potential.”

Immersed

Image courtesy Immersed

“Immersed enables you and others to collaborate remotely by immersing you into the same VR workspace! Be in the same virtual room with up to 7 people! Multiscreen Sharing. Share as many screens as you’d like with others, no matter what computer you’re using. Remote Whiteboarding! Brainstorm ideas with others.”

MeetinVR

“MeetinVR enables your company to have powerful meetings in interactive VR spaces. It enables activities which are impossible or very hard to do remotely such as to present and review products and 3D models, brainstorm, sketch, mind-map, prototype and have team-building activities. All of these while interacting in a natural and easy to learn way.”

MeetingRoom

“MeetingRoom has developed a platform which will transform how businesses collaborate. We offer a virtual meeting room with collaboration and presentation tools, manipulated by the participants; pointing, discussing, marking and deleting with up to 12 other team members using virtual reality headsets. Access from non-VR platforms is also available.”

Rumii

“Step into your virtual reality office or classroom. rumii can be used across virtual reality headsets and desktops for collaboration, classes and meetings. Great for remote teams, education and digital nomads.”

Spatial

“Spatial turns the space around you into a shared augmented workplace. Remote users can collaborate, search, brainstorm and share content as if they were in the same room.”

vSpatial

“vSpatial is a virtual reality workspace that connects users to their computer applications and coworkers in an amazing way that makes their jobs easier and more delightful. vSpatial leverages the magic of VR and makes it possible for all participants in a meeting to easily share multiple applications with each other all at the same time. This all happens simply and seamlessly, with the voice conversation moving to the next level with intuitive controls and crystal clear spatial audio. Collaboration has now become more efficient and effective saving our users time, money and frustration.”

Horizon Workrooms

Image courtesy Facebook

“Horizon Workrooms (beta) is the VR space for teams to connect, collaborate and develop ideas, together. Meet teammates across the table, even if you’re across the world. Transform your home office into your new favorite meeting room—and your desk into a shared table where you can gather with your team. With the Oculus Quest 2 and Oculus Remote Desktop app, you can use your computer to collaborate side-by-side with your team in VR. Can’t make it in VR? Dial into a VR meeting through video call from your laptop or desktop computer.

Design, Creation, & Prototyping

These apps lean toward collaborative spatial design, sketching, prototyping, brainstorming, and review.

Sketchbox Design

“Work together with your whole team in Sketchbox, and feel like you’re in the same room, even if you’re on different continents. Perfect for collaborative design sessions, presentations, and design reviews. Instantly start a VR meeting.”

Softspace

“Softspace is a spatial thinking tool for creative individuals and teams. Build beautiful virtual project spaces where you can organize, develop, and communicate your best ideas.”

Visualization & Review

These apps are oriented toward collaborative visualization, review, and annotation of CAD designs, 3D models, big data, complex code, and more.

Dimension10

“Experience and collaborate in your 3D-model like you are there. We allow you to experience your 3D-design rather than viewing it on a flat 2D computer screen. Make better decisions, save time and Identify design challenges together with your colleagues or customers. Increase common understanding and facilitate for more creative discussions.”

IrisVR Prospect

“Communicate your vision with greater clarity and gain the trust of clients. Make decisions with speed and confidence by experiencing a true to scale space. Run QA/QC to catch costly coordination issues. Walk through your 3D files with colleagues in VR, no matter their location. Multiuser provides reliable voice chat and a shared virtual environment for presentations and design reviews.”

PiXYZ Review

“PiXYZ Review allows you to easily import a wide range of CAD models from industry-leading solutions, easily handling large and complex assemblies. Interact with your CAD model using manipulation and visualization tools for a desktop use. Also, instantly switch to a powerful VR mode for an immersive and interactive experience with a VR headset. Finally, collaborate easily with your coworkers thanks to an easy-to-use Collaboration mode.”

Stage

“STAGE gives you real-time communication, immersive visualization and an awareness for atmosphere. Additionally, a meeting in STAGE saves costs compared to present-meetings.”

VisionXR

“VISIONxR is an immersive platform allowing multiple users, in multiple locations, on multiple devices (VR, AR, desktop and mobile) to collaborate, communicate and learn together. It removes the barrier of geography, reduces time and travel costs and speeds up the process of learning and collaboration. VISIONxR is a response to the changing world of work and learning where real-time collaboration and knowledge share empower and enhance performance.”

Vizible

“Meet with others inside your secure, real-time VR environment. Interact with objects and each other. Engage your audience to the max. Review sessions, then revise, republish, and re-use your immersive experiences. Work on them with others in your organization in real-time, like with a Google Doc.”

The Wild

Image courtesy The Wild

“Discover the best place for building teams to present, collaborate, and review projects together from anywhere. Put your stakeholders inside your design remotely from any location. Effectively communicate spatial concepts through immersive design reviews to unlock better decisions and alignment.”

Education & Training

These VR collaboration tools are built with an eye toward remote education, training, lectures, and large presentations.

Acadius

“Acadicus provides a flexible method for delivering a wide variety of VR training scenarios. Live VR sessions enable multiple instructors and/or students to be together in VR, interacting with assets while participating remotely.”

Engage

“Engage is an education and corporate training platform in virtual reality. It empowers educators and companies to host meetings, presentations, classes and events with people across the world. Using the platform, virtual reality training and experiences can be created in minutes. The tools are very easy to use and require no technical expertise. You can choose to host your virtual reality sessions live, or record and save them for others to experience later. A wide variety of effective and immersive virtual experiences can be created with an extensive library of virtual objects, effects and virtual locations available on the platform.”

Oxford Medical Simulation

“Providing learners with quality clinical experiences is a challenge. OMS virtual reality nursing scenarios allows nursing educators to deliver immersive, standardized simulation scenarios, feedback and blended learning in one easy to set-up intuitive platform. The OMS VR platform allows nursing students to access flexible, immersive, engaging scenarios whenever they need to, achieving first rate educational outcomes whilst saving organizations time, space and money. With libraries of scenarios for nursing students, registered nurses and nurse practitioners OMS support all groups of learners.”

Wonda VR

“Create your own immersive experiences. Combine any content to make your own VR experience in a couple of minutes. Collaborate and learn together from anywhere, synchronously or on-demand.”

Social VR Platforms

Social VR platforms are made for connecting users for general and entertainment purposes like discussions, group events, activities, and more. While there are many more social VR apps out there, we focused here on those which might provide value to those looking for remote working solutions rather than gaming and entertainment.

AltspaceVR

“AltspaceVR is the premier place to attend live shows, meetups, cool classes, and more with friendly people from around the world. All thanks to the magic of Virtual Reality.

Easily start your own meetup, show or class and discover the next frontier of entertainment and community.”

Bigscreen

“Use cases of Bigscreen include both entertainment and productivity. It’s used as a virtual living room to watch movies, play videogames, browse the web, and hangout with friends. It’s also used for productivity as a tool for remote teams to collaborate together in virtual offices.”

Mozilla Hubs

Photo by Road to VR

“Share a virtual room with friends. Watch videos, play with 3D objects, or just hang out.”

vTime

“Spend time together when you’re miles apart. Chat with friends, meet new people, and express yourself with virtual gestures.”

Couch Live

“Watch TV with friends—no matter where they are, or what device they’re using.”

The post 27 VR Apps for Remote Work, Education, Training, Design Review, and More appeared first on Road to VR.

VR Tool Built With Google Poly Turns Words Into Matching 3D Objects

A VR developer posted footage of a proof-of-concept mechanic that allows users to spell out any word and see it visualized as a Google Poly asset in real time. The implementation looks robust enough that it might be usable both as a game mechanic or for building worlds in virtual reality.

As you can see the video embedded above, the tool allows the user to move letters around to form a word, which can then be squished together and turned into a Google Poly asset. The asset can then be pulled back apart, turning it back into the letters that formed the initial word.

We contacted the developer, Andy Bacon, for more information on why he developed the tool and whether he had any plans to release or develop it further. Bacon sees the tool being used as the core for a future game called ‘Lexicon’. He initially came up with a 2D prototype of the mechanic back in 2014 for a school project, but hadn’t developed it any further until recently. In September of last year, he made a VR prototype and posted it online. However, that initial VR version didn’t use Google Poly models and would require unique 3D assets for each possible word — a very big ask. To solve this problem, one Reddit user suggested that Bacon could look into integrating Google Poly models instead of creating unique assets.

This latest version of the tool incorporated the suggestion, and is able to use Google Poly assets for any word the user spells out with very little load time. According to Bacon, for models with lower levels of detail, the load time is almost unnoticeable. The results are also amusing and not always literal — ‘pine’ loads a pine tree and ‘paper’ loads a paper plane, for example.

Bacon hopes to develop the tool and the accompanying game, ‘Lexicon’, more in the future. For now, he’s working on Davigo, an upcoming a asymmetric VR game, but says the Davigo team has discussed working on Lexicon as their next project. That being said, comments online in response to the Google Poly integration have him thinking of other potential use cases.

“The video has sparked a lot of interesting conversation about VR education apps online,” said Bacon. “There seems to be a lot of interest in this idea to help teach kids spelling. Given the response, I’m considering pivoting the direction of the project, or at least developing a smaller learning mode alongside the puzzle game I envision.”

You can follow Andy Bacon on Twitter for future updates on the tool.

The post VR Tool Built With Google Poly Turns Words Into Matching 3D Objects appeared first on UploadVR.