Oculus to Donate Rift & Go to Learning Institutions Across Seattle, Taiwan, & Japan

Oculus recently announced the’ll be expanding their educational pilot program by donating Oculus Rift and Oculus Go headsets to a number of educational institutions across Taiwan, Japan, and Seattle.

Dubbed Oculus Education, the new phase of the program is intended to bring VR headsets into schools, libraries, and museums, with what the company says is an overall goal of better understanding how teachers, students, and various institutions can use VR for learning and collaboration.

The company initially kicked off the program last year when it donated 100 Rift headsets to 90 libraries across California.

“Currently, these pilot programs will focus on training teachers and other instructors, as learning the particulars of any technology is a critical step in creating—and scaling—a program of lasting impact and value,” the company says in a blogpost. “The programs will also gather valuable feedback and lessons learned, specifically around the unique needs of individual institutions, that we can share with our product teams to inform our future discussions and plans.”

Nearby the company’s upcoming Seattle-based Oculus hub, Seattle Public Schools will see a special VR creation course and learning program, which is said to feature student and teacher collaboration across Seattle’s Ballard High School and Franklin High School. The course will allow students from both schools to cooperatively create educational VR content for eventual use in the classroom. Oculus is also partnering with Technology Access Foundation (TAF) in Seattle to better understand how to train educators to use VR, “and explore additional applications of VR in the classroom.”

In HTC’s backyard, Oculus is working with the Taiwan Internet and E-Commerce Association (TiEA) to distribute Rift and Go headsets to a number of Taiwan locations including: American Innovation Center, Kaohsiung Main Public Library Museum of Contemporary Art in Taipei, National Central Library, National Taiwan Museum of Fine Arts, National Museum of Natural Science, National Taiwan Museum, New Taipei City Library (Main Library), Social Innovation Lab, Taipei Public Library (Main Library), and Taroko National Park Headquarters.

As for Japan, VR headsets will earmarked for a distance learning program and educational apps for high school students, which the company says will help connect students in remote parts of the country to teachers through VR.

Oculus competitor HTC is also engaging the education sector by donation 100 Vives to libraries across California and Nevada, and creating a number of China-based, multidisciplinary VR educational programs via their startup VIVEDU, which has brought HTC VR products to Chinese classrooms spanning the gamut of K-12, vocational schools and university-level classes.

Google is also supporting VR/AR education with its Expedition Pioneer Program, which is bringing based on Google Cardboard and the company’s smartphone-based AR platform ARKit.

It’s amazing that one day kids will look back fondly on their first VR experience in the same way many remember the school’s computer lab, which was usually first stocked with a fleet of the ’80s era all-in-one Macintosh. While it’s still early days for educational VR apps, and educators simply can’t fill a room with VR headsets and hope for the best, it’s clear we’re in the beginning stages, which is a promising thought for future generations.

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Immersive Education with Google Expeditions, AR, & Virtual Tours

jennifer-hollandGoogle’s mission statement is to “organize the world’s information and make it universally accessible and useful,” and so it’s a natural fit that they’d be a leader in creating educational experiences for AR & VR. Google Expeditions continues to grow its library with 800 new expeditions where they have brought it to 3 million students with their Google Expeditions Pioneer program.

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They will be expanding to adding AR support for Expeditions soon, and there is also a set of virtual laboratory experiences created by Labster’s that schools can use to supplement or replace their existing labs with virtual biology or chemistry labs.

Google also announced Tour Creator, at Google I/O which will allow anyone to create annotated virtual tours with 360 photos that they take or screengrab from Google Street View. These tours can be uploaded to Google Poly where WebXR will be enabled so that these virtual tour experiences can be shared through a URL.

brit-mennutiI had a chance to catch up with a couple of people on Google’s VR/AR Team at Google I/O including Jennifer Holland, who is a program manager for Google Expeditions & Tour Creator as well as Brit Mennuti, a Product Manager for Blocks, Poly, & Tour Creator. I talked with Holland last year at Google I/O, and so she filled me in on everything that’s new with Google’s immersive education initiatives including Google Expeditions, Virtual Tours, and Best Buy’s Google Expeditions Kits.


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‘I Expect You To Die’ Studio Releases Educational VR Chemistry Game ‘HoloLab Champions’

Schell Games, the studio behind popular spy-themed VR puzzle I Expect You To Die (2016), today launched a VR chemistry lab practice game that aims to get students excited about chemistry by gamifying an otherwise time intensive (and possibly dangerous) lab learning experience.

Dubbed HoloLAB Champions (2018), the VR chemistry practice game is now available on HTC Vive via Steam for $8 (regularly $10). HoloLAB Champions is however free for educational instructors, students, and facilities. Eligible users can request educational copies of the game at on the company’s website.

Here’s what Schell Games has to say about HoloLAB:

In a game show-style setting, HoloLAB Champions guides players through a series of mini-labs that lead up to a final lab challenge. Earl, the holographic host, is a friendly commentator, armed with a fun sense of humor and a few eye-rolling science jokes. The camera-bot, Meyer, is his irreverent sidekick. Players score achievements based on their ability to perform tasks safely and accurately. Those who complete an event are awarded an elemental trophy and can take their place among the famed Hall of Brains. There is also a Practice Mode available, where players can hone their skills to prepare for the main event challenges.

The game was primarily designed for a single players, targeting students aged 14-18, but can be played in a group setting for immediate group and instructor feedback. Schell Games also offers a written classroom guide to help teachers integrate the game into their classroom and guide students through the labs. The added benefit is here is clearly safety—there aren’t any dangerous spills or lab equipment breakages in VR.

Image courtesy Schell Games

Schell Games says the game is a “companion tool to an in-person high school chemistry lab experience,” with two 30-40 minute episodes to teach players basic lab skills, procedures, and protocols.

The first episode is ‘Chemiluminescence’, where students need to mix correct amounts of liquid and solid ingredients to create a glowing chemical solution. The second episode, ‘Identify Unknowns’, presents students with a set of substances and, with limited reference information, players must correctly identify each substance.

Image courtesy Schell Games

“HoloLAB Champions is important because it teaches students about science and lab safety in an environment that is both educational and engaging,” said Jesse Schell, CEO of Schell Games. “Virtual reality is still a new and relatively untapped space so we are excited to see it being used in classroom settings. We look forward to gauging its effects on learning outcomes and student engagement in the future.”

HoloLAB Champions was funded in part by a SBIR grant from the Institute of Education Sciences at the U.S. Department of Education, and further refined with the help of students, educators, and RAND Corporation, a non-profit global policy think tank.

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‘CalcFlow’ Studio Partners with HTC to Bring VR STEM Tools to Libraries Across California & Nevada

Nanome, the studio behind CalcFlow, the 3D visualization tool for math concepts, has partnered with HTC to bring their STEM-focused VR tools to libraries across California and Nevada.

Nanome is bringing a number of their VR tools to libraries as a part of the Vive Libraries program, which recently saw over 100 HTC Vive’s donated to public libraries in California and Nevada.

Nanome’s CalcFlow aims to make calculus easier, allowing you to use VR to manipulate 3D graphs, model concepts in 3D, and also quickly modify parameters. CalcFlow is offered as a free download, but little good that does without a VR headset.

The studio’s other offerings include NanoOnea tool to model and visualize molecules, and NanoPro, a tool that lets you do the same but with atoms, molecules and proteins in a collaborative VR environment.

“Nanome is looking forward to partnering with HTC to work towards a future of democratized science, where anyone can learn, participate, and contribute to STEM fields,” the company says in an HTC blogpost. “Immersive virtual classrooms, labs, and experiences, like the ones created by Nanome, will open the eyes of students and hobbyists around the world.”

Library goers will also be able to use the company’s new blockchain platform Matryx, which rewards collaboration in STEM by posting monetary ‘bounties’ for difficult math problems and tasks. Matryx isn’t specifically a VR app, but does integrate with other Nanome VR tools,

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HTC Donates Over 100 Vive Headsets to California & Nevada Libraries

HTC is donating over 110 HTC Vive systems to California and Nevada libraries through its new Vive Libraries Program, an effort to seed local communities with premium VR.

In a blogpost announcing the program, HTC’s Chris Chin, Executive Director of Education VR Content, said he’s “especially excited that VR is entering communities that traditionally have had social, economic, or other access barriers.”

In California alone, HTC has donated 100 Vive headsets to public libraries.

“This generous contribution by Vive is helping bring a virtual world of adventure and learning to communities across California. As more virtual reality stations take root across our library system, we are seeing positive learning impacts and visitors that are genuinely excited about technology and education,” said California State Librarian Greg Lucas.

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The company has invested heavily in the areas of education and the arts, including a multi-million dollar arts program, which saw partnerships with museums across the globe including London’s Tate Modern, New York’s Metropolitan Museum of Art, Paris’ Natural History Museum—and their China-based, multidisciplinary VR educational programs via their startup VIVEDU, which has brought HTC VR products to Chinese classrooms spanning the gamut of K-12, vocational schools and university-level classes.

Through HTC’s content platform Viveport, the company is presenting libraries with over 35 educational experiences covering the areas of Arts & Culture, Creativity, Design, History, STEM, Travel, and Wellness. Check out the full list of experiences below.

Vive Libraries Program Content List

  • Adventures in Space
  • Amazon Odyssey
  • Ancient Adventures
  • Berlin Wall: The Virtual Reality Experience
  • Beyond Tokyo
  • Buzz Aldrin: Cycling Pathways to Mars
  • Calcflow
  • COSM Worlds within Worlds
  • Earthlight VR: Spacewalk
  • Everest VR
  • Jam Studio VR
  • Lifeliqe VR Museum
  • Lumen
  • Lunar Learning & Earthly Robots
  • MakeVR Pro
  • Mars Odyssey
  • Masterpiece VR
  • Masters of Design
  • Modigliani VR: The Ochre Atelier
  • Newton’s House of Forces
  • Oceans of Wonder
  • Operation Apex
  • Rad Robots
  • Realities.io
  • Remembering Pearl Harbor
  • Remind VR: Daily Meditation
  • SculptrVR
  • Stonehenge VR
  • Super Puzzle Galaxy
  • Take Flight!
  • The Night Cafe: A VR Tribute to Van Gogh
  • The Physiology of the Eye
  • TrueScale
  • Unabomber: The Virtual Reality Experience
  • Unbound
  • Wisemind

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Hands-On: ‘The Big Table’ – A Quirky Educational App That Encourages Experimentation

Successfully combining educational value with an entertaining, playful presentation, The Big Table is a VR laboratory that teaches many fundamental chemistry concepts, aimed at students aged 13 to 17. The app recently launched on Gear VR and Oculus Rift.

The journey begins in a space shuttle, docking dramatically with a high-tech space lab, giving the user a chance to familiarise themselves with the simple control system, which involves teleport locomotion and all object interactions performed with a single input. This caters to Gear VR’s limited input options and seems appropriate for this application. With the ‘untethered’ freedom of a Gear VR, the user can easily turn around on the spot, but for front-facing Rift tracking setups, you can also snap-turn with an analog stick. The whole experience can be played with a single Touch controller.

Once inside, students should find the lab visually stimulating without being too overcrowded or overwhelming; a friendly AI companion floats around, explaining the different pieces of equipment, while other AI robots trundle across the floor doing their own ‘research’. Each robot is named after a famous scientist, and can be picked up and placed in the ‘Analyzer’ for a very brief history lesson. You can place any objects in this device, which triggers the giant periodic table on the wall to animate and show the elements it contains.

Image courtesy Prologue

The lab consists of four experimental stations: the ‘Zapper’ to measure conductivity, the ‘Smasher’ to demonstrate allotropy and malleability, the ‘Converter’ to switch through phases of solid, liquid, and gas, and the ‘Igniter’ for combustion. Each station has a selection of objects to place into the equipment, and you throw the lever to see what happens. In some cases you’ll create new objects through this process, which are then added to the menu. This prompts a voyage of discovery; most users will probably want to throw every object into every piece of equipment.

Image courtesy Prologue

And satisfyingly, you’re free to do so. For example, there is a battery in the menu next to the ‘Zapper’, to show its conductivity. But there’s nothing to stop you from sticking the battery in the ‘Smasher’ instead, which makes a nice bang. Experimentation is encouraged, and the developers seem to have thought about most of the obvious combinations, but the one-handed, one-button controls means you can’t group a ton of objects together. The robots are quick to clear up any object you drop, which is a little frustrating, but it’s probably for the best. This isn’t Garry’s Mod (2004), after all.

Image courtesy Prologue

Several enormous 3D icons float way above you, which activate more audio explanations and corresponding ‘holographic’ animations about atomic theory. These are generally well-made and succinct, and are presented at a scale that would be impossible to reproduce in a classroom. Behind the floating icons, the walls are draped with vertical banners, which display ‘achievements’ for completing certain tasks. Much like the object lists at each station, some of these are hidden or locked, and have to be discovered during a thorough exploration of the lab. In some cases, these also generate more objects. For example, only once you’ve activated the achievement “light a substance on fire without the burner” will you be given some chili peppers in the Converter menu, which can then be converted into pepper spray. Your achievements and unlocks save automatically, so you can continue from where you left off if you return to the lab. There is an option to reset everything, but the app might benefit from a multiple save feature, if the same headset was being shared with several students.

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The Big Table‘s simplistic visuals are clearly designed for the Gear VR, and it’s not stacked with content, but there is more than enough value here, considering the low $3 price. There is at least an hour’s worth of things to see and do as a single user, and it potentially offers a huge value if used properly in an educational setting.

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Turn-key VR Training System ‘SimSpray’ Looks to Lower Costs for Commercial Spray Painters

SimSpray is a VR training system targeting educational institutions, manufacturers, and trade unions, all with the eye for lowering costs over traditional training and offering some unique insight only available in VR.

Training to become a commercial spray painting technician costs time, money, and requires the use of special equipment—all of which is fundamental to learning the trade, but VR can replicate some of this while providing important insight you wouldn’t otherwise get.

VRSim, a Connecticut-based startup, offers its enterprise-level VR turn-key solution with touch-screen monitor, capable PC, a modified Oculus Rift headset with tracking provided by Sixense, and a SimSpray spray gun with appropriate buttons that touts haptic feedback to simulate real equipment.

Image courtesy VRSim

“We need to provide training experiences that enable trainees to gain in-depth understanding of the knowledge and motion it takes to do a perfect paint job,” said Matthew Wallace, CEO of VRSim.

The company claims SimSpray can reduce material costs “by up to 50 percent and operating costs by up to 20 percent.” minimizing waste and exposure to hazardous materials. The SimSpray system also collects 3D tracking data for easy replay and evaluation of user performance.

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‘Tribe VR DJ School’ Trains You to Mix Music on Real Equipment

Partnering with DJ Kyroman and music school Pyramind, Tribe VR’s DJ School aims to teach the art of live mixing with real DJ equipment modelled in VR, with the goal of allowing your virtually acquired skills and knowledge to transfer to real life mixing equipment. The app launched in Early Access on the Oculus Store in December.

San Francisco-based VR development startup Tribe VR is concentrating on immersive learning applications for virtual and augmented reality to enable users to learn real-world skills. Tribe VR DJ School is their first project, a VR application currently optimised for Oculus Rift and Touch. It was recently showcased on the official Oculus blog alongside live performance platform NOYS VR (Early Access, 2017) and interactive music video Show It 2 Me (2017) as three examples of immersive music experiences created for VR.

In its current form, the user is presented with two digital decks and a mixer based on high-end Pioneer DJ equipment, and the basics of operating the mixer, such as adjusting equalisers and crossfading is explained by a virtual ‘Mentor’. For now, the features are limited, as the single ‘lesson’ only teaches you to play around with two preloaded tracks that are already synchronised. The ‘free play’ mode allows a little more room to experiment with sounds, but the app is missing the crucial feature of being able to import your own music.

Image courtesy Tribe VR

Vinyl Reality (2017), another Early Access VR DJ app on Steam, appears to be further along the path of features, as it allows music import, but appears to be focused on simulating mixing with traditional turntables. Tribe VR DJ School, as the name implies, wants to lean heavily towards teaching, and the developer plans to implement “DJ masterclasses” and “extensive lesson content” over the coming weeks.

This is highlighted by Tribe VR’s partnership with leading San Francisco music production school Pyramind. According to the Tribe VR blog, the team is working together with Pyramind to “develop course content, music tools and services.”

“We see VR and AR as the next steps in improving the way people learn and create music,” says Gregory Gordon, Pyramind CEO and Founder. “We are excited to be working with Tribe to develop methods and approaches for people to learn immersively.”

“We are delighted to be working with Pyramind,” writes Tom Impallomeni, Co-Founder and CEO of Tribe VR. “Greg has built an amazing business and their deep knowledge of all things relating to Music Production and DJing is a massive help to us in our quest to improve the way people learn.”

DJ School is just one example of an immersive learning experience; Tribe VR seems to have ambitions for further learning-focused VR and AR projects.

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‘Titanic VR’ Dives Deep into the History of the Fateful Sinking in Educational VR Experience

Getting kids excited about learning isn’t easy, especially when the little glowing rectangle in their pockets provides endless distractions. Enter Titanic VR, a new educational experience by Immersive VR Education that brings the sunken wreckage of the RMS Titanic to life once more.

Titanic VR was built from the ground-up for VR and was made using what the studio says were “comprehensive maps to create a realistic 3D model of the wreck site as well as motion capture, face-scanning technology and professional voice actors to immerse users in the story.” The studio worked with the BBC to obtain real life testimony from the survivors themselves, creating an even deeper opportunity for learning about the disaster.

For now, the experience features a storyline set in the near future that takes you to the wreckage as well as a sandbox mode for free exploration. There’s also bonus missions such as rescuing a lost Remotely Operated Vehicle (ROV), creating a photo mosaic, placing research equipment, and cleaning and preserving recovered artifacts. Since it’s currently in Early Access, there’s still more to come, including an animated 1912 experience being released later this year where players will witness historically accurate events through the eyes of a survivor.

Titanic VR was the result of a successful Kickstarter campaign created by studio founder David Whelan. Taking in over €57,000, the studio has built the educational experience for all major VR platforms including HTC Vive, Oculus Rift, and PlayStation VR. Support for Windows VR headsets is slated to come later this year.

“Increasingly, educators are realising that simulated learning can make a real difference in learning outcomes. With the improved availability of affordable hardware led by major internationals such as Apple, Samsung and Google, the VR/AR market will inevitably gain traction and eventually become an everyday technology,” said Whelan. “We are leading this revolution, utilising leading edge VR/AR technologies to enhance digital learning through our fully immersive social learning platform, Engage and our proprietary experiences.”

The team is also known for Apollo 11 VR, a similar dive into history not only lets you blast off with a Saturn V rocket and let you land and walk on the Moon, but also injects actual audio from the mission into the experience. According to Whelan, Apollo 11 VR has sold over 80,000 copies so far. Immersive VR Education hopes to replicate that success with the new Titanic VR experience.

You can download Titanic VR herePSN on Steam Early Access , which includes support for Vive and Rift. The PSVR version hasn’t appeared to hit yet, but we’ll update once it does.

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1,350 Student VR Education Study Measures Attitudes, Interest in VR Learning & Building

Foundry10, a Seattle based philanthropic educational research organization, wanted to explore what happens when you bring VR into the classroom. Following a pilot project started in 2015, Foundry10 has now put VR in the hands of 40 schools and community centers around the world, and measured students attitudes toward the technology.

The data from Foundry10’s initiative is available in two free reports, which begin to lay a foundation of data about how VR might be most useful in the classroom:

The majority of the schools in the study were in the United States and Canada. Headsets were mostly passed out by Foundry10 contacting teachers who had expressed interest in bringing VR to their classroom. A total of 1,351 students from 6th to 12th grade, a majority of them were in the 7th and 8th grades. As for gender, ½ the students were male, a ⅓ were female, and ⅙ did not specify. Most of the students had not tried VR before trying it in school or in a community center.

Image courtesy Foundry10

To gather data student surveys were passed out both pre/post VR experiences. The students surveys were grouped into two categories: VR consumers, those who viewed/engaged with VR content; and VR creators, those who consumed as well as created and/or modified existing content as part of their learning. VR content creation was offered in classes such as Advanced Computer Science, Game and App Development, and Fundamentals of Digital and Visual Arts. Some students were using VR to create artistic work, but those were not included VR content creators since they were not coding. Content creators also were mostly in higher grade levels (majority being in 12th grade), and the majority were male.

Image courtesy Foundry10

Of the students surveyed (regardless of class content) majority were interested in both consumption and creation of VR content. There was a small decrease (moved to consumption only) when comparing post to pre, but still a majority wanted to do both. As for subject matter, students mostly wanted to experience content in concrete subjects such as history or science education.

Initially students were unsure of what to see or what could be done in VR, but there were distinct shifts in before and after. There were positive shifts in categories such as trying new things and historic experiences, but negative shifts in emotions. Students felt that they could learn about places through VR. A teacher offered an anecdote about their students in a rural classroom experiencing a virtual subway ride. This was very impactful on this group of students because majority of them had never seen anything like a subway except in images and video.

Image courtesy Foundry10

Additional questions were recorded in the survey such as what causes breaks in immersion when it comes to VR content (the answer will most likely not surprise you: ). There was also data presented for discomfort experienced by students in VR, which was not overly common, but still something teachers and creators of educational VR content would need to consider in the future.

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Also, there was evidence that, in schools where the VR program that did not have support of the school’s administration and IT services, the technology was draining on teachers, regardless of the teacher’s previous interest. Students also had comments on the hardware, in particular the cables being troublesome, so a wireless version would be preferred or less cumbersome experience could be beneficial.

Overall, students had confidence that VR ed content developers were knowledgeable about the content they were creating. They also understood that the technology has a long way to go, but felt the simulations they experienced were realistic. Students also felt that VR was helpful to people, and should be more accessible. At the moment of the published released 30 schools were enrolled for the 2017-2018 program. For more in depth analyses of these finding please visit foundry10. Links for both the in depth study as well as the summary are available there. This was a very intriguing study, and we look forward to seeing their results in the future.

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