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Immersive VR Education A game changer for learning
University of Nottingham Educators and learners have to try virtual reality
Lenovo
The education sector’s intelligent transformation
MindFuel
Crucial tools in the future
Study aid or class clown?
It’s more complicated than that T H E
B U S I N E S S
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M A N U FA C T U R E D
R E A L I T I E S
Deadline: 01/04/2021
Publication date: 12/04/2021
haRDWARE ISSUE
Immersive technology hardware is undergoing rapid development, with new headsets and peripherals hitting the market every day. Enterprises need to know their headsets from their smart glasses, their haptics from their holographic displays. What do they need and why?
Mark Dugdale, Editor editor@vrworldtech.com
Jonathan Savage, Publisher jonsavage@vrworldtech.com
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w w w. v r w o r l d t e c h . c o m
Editor
Immersive VR Education
Mark Dugdale
University of Nottingham
A game changer for learning
Educators and learners have to try virtual reality
editor@vrworldtech.com
Lenovo
The education sector’s intelligent transformation
Publisher
MindFuel
Crucial tools in the future
Jonathan Savage
Study aid or class clown?
jonsavage@vrworldtech.com
It’s more complicated than that
Editorial board
T H E
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3
Deadline: 01/10/2021
Publication date: 11/10/2021
Entertainment Issue
Immersive movies, games and experiences are becoming big business, online and in the real world. They can be found in homes as headsets become cheaper for consumers, in museums as guests demand more immersion, and at venues as operators seek new ways to attract customers.
Mark Dugdale, Editor editor@vrworldtech.com
Jonathan Savage, Publisher jonsavage@vrworldtech.com
Editor’s Note
Welcome to VRWorldTech Magazine 2.0 New Year, new subscription
H
appy—if a little
a bird’s-eye view of what’s available
years, and all of our readers for their
belatedly—New
rather than zooming in on any one
support. Immersive technology really is
Year to each and
industry or sector. Stay tuned for those,
a truly amazing industry to work in and
every reader of
because we’ve got some exciting content
write about.
VRWorldTech
up our sleeves.
Magazine. This new decade continues
That’s all from me. I promise I’ll write a
to challenge and try us, in unexpected
And of course, if you’re reading this,
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and unwelcome ways. But optimism is
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This issue focuses on education, a
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news on those.
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learning becomes the norm. We’ll look at hardware in April, then architecture,
I want to take this opportunity to thank
engineering and construction, software,
our editorial board (which we are
entertainment, and manufacturing. The
working to expand, I promise!), every
hardware and software issues will take
single contributor over the past two
Mark Dugdale Editor VRWorldTech
vrworldtech.com
February 2021
5
Contents
In this issue
10
A round up of the biggest stories tracked over the past two months. This issues features Physna, SenseGlove, Vuzix, Rokid, PrecisionOS and Victory Square Technologies
18
Education / Editor’s comment
20
Important lessons are
Education / Immersive VR Education
being learned about
If virtual reality is a game
immersive technology’s
changer for education,
future role in education
then Engage and its users are the winners
6
February 2021
vrworldtech.com
26
Education / University of Nottingham As the University of Nottingham shows, for educators and learners to embrace virtual reality, they have to try it first
Contents
40
Education / MindFuel MindFuel prizes student engagement and believes augmented and virtual
34
reality will become crucial
Education / Lenovo
tools in the future
Lenovo is aiding the education sector’s intelligent transformation with VR Classroom 2
46
Meet Dominica Jamir, who is using virtual reality as a tool to enhance current teaching and learning methods
Dominica Jamir vrworldtech.com
February 2021
7
VRWorldTech is a must-read resource if you want to stay up-to-date on progress within immersive technology for enterprise. Our content sits between the technology’s creators and developers and the business leaders who can benefit from its use and application. We cover the stories that make immersive technology a reality.
A round up of the biggest stories tracked in The Reality Wire over the past two months.
Thangs.com creator Physna lands $20 million in funding
P
hysna, the geometric deep-
Using complex mathematical
In addition to Physna’s enterprise
learning and 3D search
analyses and advanced geometric
solution, the company powers a free
solutions company, has
deep learning technology, Physna
search engine for consumers called
raised $20 million in series
codifies 3D models into detailed data
Thangs.com.
B funding.
that can be understood by software. Thangs is an easy-to-use search
The round was led by Sequoia
This approach enables an entirely
tool for physical object and 3D
Capital with participation from Drive
new era of software. Physna allows
model search, allowing users to
Capital, which led Physna’s Series A
designers, engineers, supply chain
search with models directly rather
round in 2019.
professionals and field workers
than relying on text.
to quickly find new 3D models The funds will be used to grow
by searching with predefined 3D
Since launching in August 2020,
the company’s team and increase
objects, partial models, geometric
hundreds of thousands of people
development to meet growing
measurements, or actual model data.
have used Thangs to improve
demand for its solutions.
their workflow in everything from Shaun Maguire, partner at Sequoia,
product design to 3D printing, with
Sequoia partner Shaun Maguire joins
says: “Paul [Powers] and the Physna
virtual and augmented reality model
the board of directors with the latest
team have developed a breakthrough
compatibility soon to follow.
round, which brings Physna’s total
platform that enables intuitive search
funding to $29 million.
of 3D models for the first time.”
Physna was founded in 2016
“With the amount of 3D data in the
announcement of significant updates
on the principle that computers
world about to explode, Physna will
to Thangs, including support for
can be taught to ‘think’ in three
be the way this data is organised and
more complex content types beyond
dimensions, and accurately
accessed—ultimately, becoming the
the simple 3D models that are
describe the physical world.
GitHub for 3D models.”
currently searchable.
The Physna team continues to add features at a fast pace with the
10
February 2021
vrworldtech.com
Do you want to know more? Visit: /The-Reality-Wire
Thangs now supports assembly files from virtually any platform, allowing users to upload massive assemblies alongside their subassemblies and components. Users can see how all the parts go together, and through Thangs’s light version of Physna’s core algorithms, see alternative ways to build the model. This latest update brings Physna one step closer to making 3D models accessible and useful to everyone—regardless of their background. Customers relying on Thangs as well as Physna’s enterprise software include the Department of Defense and a host of Fortune 100 companies in the aerospace, automotive, manufacturing, medical and robotics industries, among others.
SenseGlove launches new haptic gloves for virtual reality training
S
enseGlove, a developer of force and haptic feedback gloves, has launched a new version of its haptic force-feedback gloves designed specifically for professional virtual reality training purposes.
SenseGlove Nova features an updated flexible form-factor in combination with haptic technologies and smooth
Paul Powers, chief executive officer and founder
hand tracking that enables users to feel shapes, textures,
of Physna, comments: “Physna has enabled a
stiffness, impacts and resistance in virtual reality easier
quantum leap in technology by allowing software
than ever before.
to truly understand physical 3D data. By merging the physical with the digital, we have unlocked
The gloves’ level of usability and touch-enabling
massive and ever-growing opportunities in
technology will help upscale all kinds of virtual reality
everything from geometric search to 3D machine
training programmes, such as training to handle
learning and predictions.”
hazardous materials, carrying out complex tasks with multiple tools and objects, or learning to design and test
“Having both Sequoia and Drive endorse this next-
physical prototypes.
generation of search and machine learning helps Physna empower even more technical innovations
Gijs den Butter, chief executive officer of SenseGlove, says:
for our customers and the market as a whole.”
“Unlike research applications, VR training projects are all
vrworldtech.com
February 2021
11
TRW about quick implementation. We
virtual reality training: motion-tracking,
a wide variety of virtual objects, from
created SenseGlove Nova—a new
force feedback, vibrotactile feedback,
robust engines to fragile light bulbs.
glove using stretchable, easy-to-put-on
and an updated form-factor that
material—specifically for VR training,
enables the user to easily and quickly
For the vibrotactile feedback of
based on direct customer feedback.”
put on and take off the gloves.
SenseGlove Nova, SenseGlove has embedded an advanced voice coil
Den Butter continues: “The ability
Malte Hedemann, a referent digital
actuator technology that allows the
to experience digital worlds through
realities (virtual and augmented
Nova to render the feeling of realistic
intuitive real-world behaviors coupled
reality) expert at the Volkswagen
button clicks and impact simulations,
with a low $5,000 price make the
Group, says: “The next big step
which are crucial for virtual reality
SenseGlove Nova the most accessible
towards truly immersive VR training is
training with tools and dashboards.
device for the future of work and a new
to have haptic interactions. Therefore,
sense in VR training.”
Volkswagen collaborates with
Both the thumb and the index finger
SenseGlove to make this vision of
have their own vibrotactile actuator,
scalable haptic VR training a reality.”
while the voice coil actuator is
Research has shown that the presence of realistic haptic interactions and feedback is an
How they work
integral part of creating compelling
located in the hub of the glove. The unique force-and vibrotactile
and useful immersive virtual
SenseGlove’s patented force
feedback is incorporated into a user-
environments, where both kinesthetic
feedback technology enables
friendly flexible glove, whose haptic
and cutaneous feedback convey
lifelike interactions, which is crucial
features along with advanced motion
unique information critical to object
for complex task training. The
tracking, compatibility with the latest
handling and manipulation.
SenseGlove exoskeleton is inspired
standalone headsets and scalable
by the human tendon muscle system.
pricing make SenseGlove Nova the
Famous for its exoskeleton cyberpunk
By applying resistance through its
new standard in professional virtual
design, the current version of
magnetic friction brakes, SenseGlove
reality interactions.
SenseGlove (DK1) is used for virtual
emulates the feeling of object density
reality research and has been on the
and size.
market since 2018.
SenseGlove showcased the working prototype of SenseGlove Nova at CES
The SenseGlove Nova incorporates
2021 and plans to ship the first pairs
It has since been purchased
four brakes dedicated to each finger
of gloves in March 2021.
and applied by more than 100
from thumb to ring finger. Each brake
corporations and institutions,
delivers up to 20N of force, which
SenseGlove Nova is currently
including Volkswagen, Airbus,
is equivalent to the weight of a 2kg
available for pre-order at an
Scania, Honda, Procter & Gamble,
brick on each finger and makes for
introductory price of $5,000 for a set
Siemens, the University of
unparalleled force feedback.
of two gloves. Visit the SenseGlove
Cambridge, and Fraunhofer.
website to find out more. The different amounts of force,
Developed in collaboration with
transferred to the fingertips through
Bulk orders of 10 or more Nova
research customers, SenseGlove Nova
mechanical wires, allows SenseGlove
gloves are available at a discounted
possesses the features required for
to enhance training simulations with
rate of $3,500 per set of gloves.
12
February 2021
vrworldtech.com
TRW requires a low-power and highresolution display. Dr Qiming Li, chief executive officer and founder of Jade Bird Display, says: “We are very pleased to
Vuzix partners with Jade Bird Display to develop next-gen AR smart glasses
V
collaborate and have this joint-supply relationship with Vuzix, who is a longtime leader in optics, display technology and augmented reality products that are a perfect fit to operate with Jade Bird Display’s unique microLED technology. Vuzix and Jade Bird are respective
uzix Corporation,
Both monochrome and RGB
industry leaders, and we look
a supplier of smart
microLED display solutions are
forward to a long and strong
glasses and augmented
actively being developed for use by
partnership with Vuzix.”
reality technology and
Vuzix in its next generation smart
products, is working
glasses and for customers of Jade
Paul Travers, president and
Bird Display.
chief executive officer of Vuzix,
with Jade Bird Display, a Chinabased leader in microLED displays,
comments: “We are very excited
on the co-development and cross-
These solutions are expected to
about our collaboration with Jade
supply of solutions incorporating
be the world’s smallest microLED
Bird Display, who has demonstrated
their superbright microLED display
display engines when commercially
leading highly efficient microLED
engines and waveguides.
released and will utilise Vuzix’s latest
technology and production
‘monolithic’ single layer waveguides,
capabilities in microLED displays.”
Under their multi-year agreement,
with both glass and plastic options
Jade Bird Display will provide
expected to be available.
“This relationship with Jade Bird
microLED displays and Vuzix will
Display advances Vuzix’s products
provide newly developed proprietary
For these next generation products,
and serves to further our leadership
waveguides and display engine
the entire microLED engine
position in the supply of next
optics to work with these displays.
(monochrome and RGB) should allow
generation waveguides and display
next-generation augmented reality
engine technologies and also
The complete solutions and
smart glasses to have a virtually
supports and helps to grow Jade Bird
components will be sold by both
indistinguishable look and feel from
Display’s markets with fully functional
Vuzix and Jade Bird Display to their
normal eyeglasses.
solutions that each of us can sell.”
These solutions are being developed
“We look forward to showing these
Vuzix and Jade Bird Display have
for smart glasses and sighting
solutions to the world and seeing
agreed to supply to each other on a
systems, simple viewfinders, and
them in action come the second half
priority allocation basis.
just about any near-eye device that
of 2021.”
respective customers.
vrworldtech.com
February 2021
13
TRW PrecisionOS receives investment from Parvizi Surgical Innovation
P
arvizi Surgical Innovation
our medical device and institutional
(PSI) has invested in
partner network.”
and partnered with
'A proven model for success' Dr Javad Parvizi, founder and chief
PrecisionOS, the clinically
“Re-imagining surgical education has
executive officer of PSI, says: “The
validated software
been at the forefront of our highly
PrecisionOS platform optimises
company providing relevant medical-
advanced and innovative approach
surgical education through cutting-
grade, interactive and industry-
to improve patient outcomes."
edge gaming and simulation
recognised virtual reality and
capabilities while providing endless
augmented reality experiences for
He adds: "We are excited to
growth opportunities for industry-
surgical training and education.
introduce our partnership with PSI,
wide surgical advancement.”
which shares a similar patient-centric Founded by Dr Danny Goel,
vision and values.”
an orthopedic surgeon with a
“The technology offers a proven model for success given its robust
passion and commitment for novel
PSI is comprised of nearly 100
clinical validation from two recent,
educational approaches toward
clinicians located across top
randomised controlled trials and
surgical mastery, PrecisionOS brings
educational university institutions
the support of its experienced and
together a groundbreaking team of
globally. The organisation collectively
diverse surgeon advisory board.”
industry experts intersecting surgical
brings together industry-leading
education, gaming, and film with
surgical experts focused on
“We look forward to aligning
simulation and haptics.
transforming the efforts of enhanced,
ourselves with PrecisionOS as they
novel technologies.
continue to pave a strong path
Goel, founder and chief executive
forward for supporting surgeons
officer of PrecisionOS, says: “This
Prioritising healthcare providers and
within our operating rooms, as well
is a significant milestone for our
patients’ experiences, PSI continues
as researchers, industry leaders,
company, which has provided world-
to drive the industry forward in
and all other parties involved in
class teaching experiences across
devoting its ongoing investment
providing elevated and modernised
25 countries in over 300 cities within
toward long-term quality care.
surgical experiences.”
14
February 2021
vrworldtech.com
Deadline: 2 6 / 1 1 / 2 0 2 1 Public a tion da te: 0 6 / 1 2 / 2 0 2 1
Manufacturing Issue Designers are at the forefront of virtual reality, creating and refining ever impressive products, machines and buildings, without having to leave their studio and on much grander scales, while augmented reality is being utilised to redefine traditional spaces and bring 3D models alive, in the real world.
Mark Dugdale, Editor editor@vrworldtech.com
Jonathan Savage, Publisher jonsavage@vrworldtech.com
TRW
Rokid unveils Vision 2 mixed reality glasses
I
mmersive technology startup
Furthermore, Rokid Vision 2's
•
Rokid has unveiled its latest
hands-free voice control interface
multimodal interactive
mixed reality binocular
with dual microphones can
technology, real-time
glasses, Rokid Vision 2.
accurately detect voice commands
navigation, and multimedia
in any environment.
engine to create an
Combining augmented reality and
Holographic Cinema: Using
immersive 4D IMAX theater-
artificial intelligence capabilities,
Through producing the Vision
like experience, including
Rokid Vision 2 integrates mixed
series, Rokid has concluded
2D, 3D, and 360° panoramic
reality with the real world to improve
several standards for mixed reality
videos.
productivity and provide immersive
hardware products.
experiences for users.
•
Virtual City: Adopts six degrees of freedom simultaneous
Du Hui, head of the hardware
localisation and mapping,
The 4G and 5G device is designed
department at Rokid, says
voice, and other technologies
for cultural tourism, exhibition/
these standards are high optical
based on a single RGB
museums, healthcare, industrial
transmittance, large unobstructed
camera, in which users are
uses, and several other industries.
FoV, ultra-long exit pupil distance,
allowed to move freely around
multi-platform accessibility,
the virtual space.
Hardware features
multimodal interaction, and a multiexternal perception capability.
Rokid Vision 2 is lightweight and can be folded like an ordinary pair
Software updates and new apps
Over the past year, Rokid has been developing the software ecosystem around the glasses.
of glasses. The display uses the world’s leading diffractive optical
Rokid Vision 2 is equipped with
Rokid released SXR SDK, which
waveguide technology with a light
brand new apps that support spatial
provided technologies and services
transmittance of 85% and 40° field
interaction. They include:
that developers can work with on
of view (FoV), equivalent to viewing
•
Android and Unity.
a 120in TV that is 4m away.
16
Fantasy World: A 360-degree immersive space created using stereo rendering technology
The Rokid software system also
The dual directional speakers create
and natural multimodal
supports several mainstream
a top-quality immersive experience
interaction (voice, head control,
hardware platforms, including
for users.
and gestures).
HiSilcon, Amlogic and Qualcomm.
February 2021
vrworldtech.com
TRW Victory Square hires Dooner to lead new Immersive Tech location-based VR experience In the future, Rokid plans to support its software on more hardware devices in order to build an ecosystem with a host of partners and developers.
Rokid plans to target broader market
V
ictory Square
Tim Bieber, chief executive officer
Technologies portfolio
of Immersive Tech, says: “Steven
company Immersive
Dooner is an exceptional executive
Tech has hired Steven
with a sincere drive for innovation
Dooner, a former senior
and progressing the location-based
executive at location-based
entertainment industry forward.”
entertainment provider The VOID, to lead its new franchise.
“With experience spanning over 40 years, from the inception of
With more than 40 years of
Chuck E. Cheese franchise scale
location-based entertainment
in the mid-70s to senior positions
“Rokid is not only a company
experience, Dooner will play a
launching many of Disney’s
that creates products but also an
pivotal role in fulfilling Immersive
location-based entertainment
interactive platform that integrates
Tech’s goal of leading this
initiatives, including a $1.5 billion
human, virtual and real worlds,”
application of virtual reality to
Tokyo Disney park expansion, he is
explains Mingming Zhu, founder and
new heights.
a literal guru in the industry and we
chief executive officer of Rokid.
couldn’t be more thrilled to have At The VOID, he was in charge
“XR is the next-generation platform
of development and location
that can perfectly integrate human-
deployment.
Dooner says: “Having spent my
computer interaction through voice, vision, and display."
him on our team.”
entire career in this industry, I Dooner joins the Immersive
have seen a variety of innovative
Tech executive team as director
concepts come to market. In some
"It completely changes the ways we
of franchise development with
cases, an existing concept is
work, live, learn, and entertain.”
aggressive goals of launching the
enhanced and refined to the point
company’s Uncontained location-
where it sets itself apart from the
Zhu adds: “Rokid will continue to
based virtual reality attractions to
rest. The Uncontained experience
enable partners through innovative
the entertainment market.
is one such concept.”
products to reach more industries
Uncontained is a riveting, realistic
“Not only do they encompass the
and consumers, ultimately reaching
attraction that offers a captivating
latest and best technology, but
our mission to ‘Leave Nobody
virtual reality experience inside a
they have successfully addressed
Behind’."
Covid-safe shipping container. It
many of the capital and logistical
will launch in North America.
concerns of the operator.”
user interfaces and advanced
vrworldtech.com
February 2021
17
Education / Editor’s comment
Important lessons are being learned about immersive technology’s future role in education
Study aid or class clown? It’s more complicated than that
By Mark Dugdale
T
he education sector
and are receiving their education
higher education. By delivering “the
has been hit harder
from home.
best education in the world … at a
than most during the
fraction of the cost”, the untapped
Covid-19 pandemic.
This forgets two key groups—those
potential of young people around
With campuses
without access to the appropriate
the world can be realised, bringing
regularly opening and closing their
technology and those whose
both benefits to them and the
doors, learners across age groups
education can only be delivered
society to which they belong.
and the educators charged with
in-person—but their needs ask
overseeing their learning have had to
questions that technology isn’t best
That’s a bold ambition, but far from
adapt in unexpected and trying ways.
placed to answer.
unrealistic if we accept that, in the future, education can be delivered on-
Technology’s role was crucial to
For learners and educators who
demand, much in the same way that
managing the global shift to remote
face an immediate and possibly
entertainment and shopping are today.
learning. Indeed, without computers
distant future of remote learning,
and mobile devices, the internet,
immersive technology also has an
By tearing down traditional barriers
and basic video conferencing
important role to play.
and institutions, learning will no
solutions, the situation would have been untenable.
longer be held back by available Immersive VR Education’s David
resources. The only barrier will be the
Whelen tells me that the ENGAGE
talent and ingenuity of educators.
Thankfully, the majority of learners
virtual communications tool for
of all ages, from young children
learning, collaboration and events,
And make no mistake, the world
to higher education students and
and others like it, can broaden
is lucky to have its current crop of
adults undergoing training, could
access to prohibitively expensive
educators. Faced with a new normal
18
February 2021
vrworldtech.com
Do you want to know more? Visit: /Education
Education / Editor’s comment
that was anything but, they rose to the
in this, according to Cassy Weber,
is difficult, but the one currently
challenge, and continue to do so.
chief executive officer of MindFuel.
underway in the education and other sectors requires all
One educator, Professor Gary Burnett,
She says that if young people
stakeholders to listen to one
from the Human Factors Research
are not engaged, “they’re not
another and work together to
Group at the University of Nottingham
developing the meaning behind the
manage the process.
in the UK, believes that immersive
subject they’re learning”.
technologies of every kind represent a
As Rich Henderson, director of
possible future for education, as long
In the absence of in-person learning
global education solutions at
as they deliver an “extremely positive
or in a world where they split their
Lenovo, tells me, educators,
experience for students”.
time between home and school,
learners, schools, colleges,
students must be inspired to
universities, and even corporates
That experience must go above
develop coding skills, learn about a
need to be able to go at their own
and beyond 2D video conferencing,
boring subject such as the weather,
pace, particularly as they manage
where educator and learner are
or visit strange places.
the existing challenges brought
clearly separated, and the digital
about by the pandemic.
self isn’t maximised to improve
Digital technologies, particularly
communication and interaction.
immersive ones, can and must meet
It’s down to partners such as
these needs.
Lenovo to advise and educate the
Above all, learners must be
sector on the potential of immersive
engaged while at home and in
There are also questions for
technology, ensuring that when it is
school, and augmented and virtual
immersive technology providers,
used, it’s done so for the benefit of
reality can play a significant role
like Lenovo. Any transformation
everyone involved.
vrworldtech.com
February 2021
19
Education / Immersive VR Education
On-demand learning If virtual reality is a game changer for education, then Engage and its users are the winners
W
hen it
ENGAGE’s revenue and user base
comes to
are up by 550% and more than
immersive
700%, respectively, and the tool
technology
now accounts for more than 40%
for
of the company’s revenues, up from
enterprise, not least education,
9% the previous year.
few are as established or valued by their customers as Ireland-
What’s more, Immersive VR
headquartered Immersive
Education believes that, by 2025,
VR Education, the company
ENGAGE can reach the €10 million
behind the ENGAGE virtual
annual revenue milestone, as well
communications tool for learning,
as 500 active enterprise customers
collaboration and events, as well
and 100,000 monthly users.
as content such as the Apollo 11 virtual reality experience.
over the past year, since the As David Whelan, chief executive
outbreak of Covid-19, that
officer of Immersive VR Education,
businesses see the tool as ideal
Immersive VR Education’s latest
puts it: “We’re down in the trenches,
for remote team collaboration and
financial projections back up these
generating revenue, and we have
meetings. Whelan says two events
claims. During the company’s 2020
clients with real use cases.”
in particular turned the attention of
financial year, it expects to earn
schools, colleges and universities
approximately €1.42 million in
Learning remains a primary
towards ENGAGE, where dozens
revenue, up 38% on the prior year’s
use case for ENGAGE, even as
of learners can simultaneously
€1.02 million.
Immersive VR Education discovered
enter a virtual world, through and
20
February 2021
vrworldtech.com
Do you want to know more? Visit: /Education
Education / Immersive VR Education
Credit: Immersive VR Education
in multiple devices and modalities,
major event. Whelan explains:
teach learners remotely in virtual
to walk on the surface of Mars,
“Virtual reality headsets are
reality with PC-tethered headsets.
through the human body or with
becoming very affordable, often
“The hardware alone would be
dinosaurs, to name but three
less than the cost of iPad, and
an investment of a few thousand.
experiences that the platform
they’re easy to set up and provide
That was a really difficult sell for
makes possible.
an excellent immersive experience.”
educational institutions.”
The increasing affordability of
Until the arrival of affordable,
The second major event, of course,
virtual reality headsets such as
sophisticated mobile headsets,
was the outbreak of Covid-19.
Oculus Quest 1 and 2 was one
educational institutions could only
When schools, colleges and
vrworldtech.com
February 2021
21
Education / Immersive VR Education
“
We’re down in the trenches, generating revenue, and we have clients with real use cases.”
David Whelan Chief executive officer of Immersive VR Education
universities around the world were
video conferencing solutions. For
appears to not be paying attention
forced to close and move students
a start, the tool provides an entire
during a class, the educator can
to remote learning, many turned to
virtual environment to interact
‘nudge’ them virtually and produce
video conferencing solutions.
within, and a full-body avatar for
a haptic feedback response,”
every user.
Whelan explains.
Microsoft Teams, are less effective
These features alone elevate
Content and quality are king
when a large number of users are
ENGAGE above a video
logged on.
conferencing solution such as
The benefits of ENGAGE as an
Zoom, because educator and
educational tool continue beyond
They also only utilise a presenter-
learner are both ‘present’ as they
mere advantages over video
audience format, with little
might be in reality, standing next
conferencing solutions.
interaction and engagement. As a
to one another and interacting—
replacement for in-person learning
almost—naturally.
These tools, such as Zoom or
and teaching, video conferencing tools have been found wanting.
ENGAGE offers a library of more than 1,200 3D models and special
It’s even possible, as long as
and audio effects, meaning
educators and learners are logged
educators are able to exploit the
ENGAGE served as a viable
into ENGAGE using a virtual reality
virtual nature of the tool and deliver
alternative for educational
headset such as Oculus Quest
a lesson they wouldn’t be able to in
institutions whose educators and
2, to interact physically via the
the real world, in virtual locations
learners quickly became jaded with
controllers’ haptics. “If a learner
ranging from traditional meeting
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February 2021
vrworldtech.com
Education / Immersive VR Education rooms and lecture halls to the
Notable examples of content
This facility was no longer
surfaces of other planets.
creators include Oxford University,
usable due to the pandemic, so
Stanford University and Tokyo
Tokyo Global Gateway began
An example Whelan uses is
Global Gateway, an English
using ENGAGE to deliver its
the 2020 HTC Vive Ecosystem
language school in Japan. They
English classes virtually. Once
Conference, which was held in
have all developed content within
its environments were recreated
ENGAGE last March. While the
and for teaching and learning
on ENGAGE, its learners could
Taiwanese technology company’s
through ENGAGE.
continue the in-situ role playing
executives delivered their speeches
that was so vital to their education.
on the virtual stage, jet aircraft flew
Tokyo Global Gateway is an
overhead, while trains burst from
excellent example to consider
Whelan adds here that up to
screens. Whelan says: “You can do
further, because the school turned
100,000 learners visit Tokyo Global
so much in virtual reality that you
to ENGAGE after the pandemic
Gateway’s physical facility every
can’t in the real world.”
affected in-person learning.
year. With ENGAGE, the school believes that number will increase
Content goes much further than
The school runs a facility in Tokyo
ENGAGE’s own library. Whelan
that contains physical recreations
through a virtual option.
says the tool is quickly becoming
of airport and hotel lobbies,
ENGAGE also comes with a
a “virtual venue” and Immersive
restaurants, and other locations
spatial recording tool that takes
VR Education is encouraging
where its learners, typically
it beyond a live communications
educators to create their own
university students and business
tool. Educators can record a lesson
models, videos and experiences
professionals, would speak English
or demonstration and publish
for learners.
when abroad.
that content for their learners to consume on-demand. This also brings the added benefit of increasing one-on-one time, so an educator can publish content for a group of learners and then spend more time with individuals. Whelan says: “We see ENGAGE as a creation tool like Unity, for educators who have no programming or animation skills." "The process is simply drag and drop, click on a button, and publish.” As online learning becomes the norm, the effectiveness
2020 HTC Vive Ecosystem Conference. Credit: Immersive VR Education
of immersive technologies
vrworldtech.com
February 2021
23
Education / Immersive VR Education
as educational tools is becoming
examples of the immersive technology’s
increasingly clear, at Immersive VR
first movers.
Education and elsewhere. He explains: “Virtual reality isn’t a new One example from last year saw a large-
technology when it comes to learning
scale programme to introduce immersive
and training. It’s been around for at least
education at West Coast University
40 years commercially, but was generally
resulting in improved test scores among
too expensive for most enterprise users,
participating students.
except NASA and the US military, which used it to train astronauts and pilots.”
West Coast University partnered with Microsoft and medical visualisation
“NASA and the US military wouldn’t
company Medivis in 2018 to bring
have used virtual reality for at least 40
HoloLens and AnatomyX, an augmented
years if it didn’t have a proven record in
reality tool for anatomy education, into
learning and training.”
its curriculum. Build it and they will learn Initial research from pilot institutions showed several positive results, including
Immersive VR Education’s most
15% higher student performance on
recent work on ENGAGE has been
standardised assessments.
in broadening access to the tool— something that Whelan is extremely
Since then, there was between a
passionate about.
one- or two-letter grade improvement from pre-test to post-test scores for
Virtual reality isn’t quite affordable
participating students.
enough for many schools, colleges and universities around the world,
For ENGAGE and virtual reality,
so the ENGAGE team developed a
Immersive VR Education has seen some
mobile version to work on tablets and
promising results.
smartphones over the course of last year.
One study carried out in China found
ENGAGE is now widely available on
that learners who had used ENGAGE in
Android and iOS devices, meaning the
virtual reality had a 16% better retention
tool now has no user requirement for a
rate than those who had learned in a
virtual reality headset.
standard classroom. Three weeks later, that retention rate increased to 30%.
Immersive VR Education expects this to increase the tool’s attractiveness for
Whelan says that educators wary
events in particular, but it’s clear that
of virtual reality should look to the
educational institutions will be far more
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February 2021
vrworldtech.com
Tokyo Global Gateway is using ENGAGE to deliver
Credit: Immersive VR Education
inclined to use ENGAGE if it works with
Whelan hopes that “the best education
existing hardware.
in the world can be available at a fraction of the cost”.
Whelan says: “We need to make
its English classes. Credit: Immersive VR Education
sure that ENGAGE is available on a
He explains: “There’s no reason why
wide variety of devices, so no matter
a young person couldn’t wake up in
who wants to, regardless of what
the morning and decide to attend an
smartphone they have or headset they
Oxford University English literature
prefer, they can access ENGAGE in
class, then move onto physics at MIT
some way or another.”
in the afternoon.”
With this in mind, Whelan says
This level of accessibility would
Immersive VR Education is looking to
drastically enhance the potential
bring ENGAGE to augmented reality-
of every young person, according
capable smart glasses and other devices
to Whelan, because the traditional
in the future, once they are affordable
limitations of education—the school they
and widely available.
attend, the teachers they learn from— would be removed.
Ultimately, Whelan has high hopes for ENGAGE as an educational tool.
Whelan continues: “There are a lot of kids out there today who are every bit
He believes that ENGAGE and other
as bright as Einstein, who have never
tools like it can broaden access
had the opportunity to fulfill their
to prohibitively expensive higher
potential."
education, ideally to the point where lessons are available on-demand, like
"That’s something I hope we can remedy
retail and entertainment.
in the future.”
vrworldtech.com
February 2021
25
Education / University of Nottingham
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February 2021
vrworldtech.com
Do you want to know more? Visit: /Education
Nottopia Class of 2020. Credit: Professor Gary Burnett
The power of experience As the University of Nottingham shows, for educators and learners to embrace virtual reality, they have to try it first
U
ntil virtual reality
it in their homes, workplaces,
many university students over
headsets are in
and even schools, colleges and
the course of 2020. Rather than
widespread use,
universities?
use video conferencing solutions,
the immersive technology’s
which he believes have several Professor Gary Burnett, from the
disadvantages for learning and
presence in enterprise settings
Human Factors Research Group
teaching, Professor Burnett came
will continue to be limited.
at the University of Nottingham in
up with a new way of delivering
Beyond affordability—and even
the UK, attempted to address this
this particular module. Of course,
that is getting better—one of the
issue when faced with the prospect
that was virtual reality.
barriers currently preventing major
of having to deliver the Simulation,
adoption is exposure.
VR and Advanced Human-Machine
Above all, Professor Burnett
Interface course toward the end of
wanted to expose his students to
Much of society has never
2020 for 50 final-year undergraduate
virtual reality. Many of them are
experienced virtual reality in
and masters’ students on several
prospective product designers
its purest sense. So without
engineering degrees.
and mechanical engineers,
witnessing its benefits for
roles in which they are likely to
themselves, how are they ever
Multiple lockdowns in the UK put
increasingly use this immersive
going to be convinced to adopt
a stop to in-person learning for
technology on a daily basis.
vrworldtech.com
February 2021
27
Mozilla Hubs can be accessed via a desktop or laptop computer, as well as various headsets. Credit: Professor Gary Burnett
He says: “A key reason I wanted
students would want or be able
conclusions, working out
to do this was because I was
to use them,” he explains. Virtual
limitations, students’ and his own
conscious that my students,
reality-induced sickness would
requirements, and testing different
when they go into their jobs, will
prevent some from using the
available platforms.
have more and more exposure to
technology, while he himself
virtual reality. So, they need to
identified several drawbacks that
He landed on Mozilla Hubs, the
understand the implications of the
would prevent their effective use
social virtual reality solution
technology, its advantages and
in education.
accessible via a web browser,
disadvantages, and how it can help them to do their jobs better.”
after a recommendation from a For example, a user is unable to
colleague who had helped organise
easily multitask while wearing a
the IEEE Computer Society
The problem was, Professor
virtual reality headset: “You can’t
Conference on Virtual Reality and
Burnett says, he knew only a few
engage with the outside world, to
3D User Interfaces last year.
of his students would have their
read notes or check on something
own headsets, and he wasn’t going
in a different device. This was an
Mozilla Hubs can be accessed
to be able to immediately secure
issue when I wanted to deliver a
via a desktop or laptop computer,
the funding to purchase enough
lecture in virtual reality, as I had
as well as various headsets,
of them on their behalf. There was
to memorise all the content before
including the Oculus Quest 2
also an accessibility problem.
putting on the headset.”
Professor Burnett used, and provided many benefits over
“Even if I had enough virtual
Professor Burnett spent the
standard video conferencing
reality headsets, not all of my
summer of 2020 drawing these
solutions.
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February 2021
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Education / University of Nottingham
Students studied and solved human-centred design problems on (and inside) a driverless ‘robotaxi’. Credit: Professor Gary Burnett
Welcome to Nottopia To deliver the course, Professor
based experiences that allowed
Professor Burnett used Nottopia
them to examine and scale
and this course to expose his
complex, 3D objects.
students to virtual reality, but
Burnett created a Mozilla Hubs
also to find out what makes a
virtual island called Nottopia,
One seminar saw students view
more social and immersive online
consisting of a gathering hall,
a huge 3D model of a jet engine
learning experience, particularly
several breakout rooms, and a
from the air. They were able to
at a time when the pandemic has
space for Q&As. Split into several
climb inside to find out how it
forced a move to remote learning,
groups, 50 students per week
works. Another seminar focused
a situation that could continue for
were able to wear a virtual reality
on advanced in-car interfaces,
some time.
headset or use their computer
giving students the chance to
to access Nottopia—a fully
study and solve human-centred
Crucial to the success of Nottopia
customisable virtual environment
design problems on (and inside) a
was that it served as a shared space.
with live chat, personalised
driverless ‘robotaxi’.
avatars, and selfies and a ‘pin
Professor Burnett says that this is
board’ where they can be posted—
Topics covered in the course
one significant advantage virtual
and traverse the island.
include fidelity and validity
reality technology has over video
of simulators, virtual reality
conferencing: “There is no sense
Students used artwork hung on
technologies, space perception,
that you're occupying the same
walls as portals to ‘travel’ to other
immersion and presence,
space on Zoom or Microsoft
spaces or walked through walls to
avatar design, natural language
Teams—whereas, in Nottopia, my
get about more quickly to task-
interfaces, and sickness.
students really had the sense that
vrworldtech.com
February 2021
29
Education / University of Nottingham they were going to this virtual island every week.” The students felt this so strongly that they frequently visited outside of their scheduled classes with each other. This could never be true of a generic lecture hall on their university campus, and the fantastical nature of Nottopia, which they could personalise, reinforced an added sense of ownership for the space. This virtual environment, even though not true ‘virtual reality’ unless experienced through a
Credit: Professor Gary Burnett
headset, provided a platform to share, explore and interact with 3D content. For the engineers on
Mozilla Hubs provided the kind
students to consider designing
Professor Burnett’s human factors
of natural social movements that
their own and to analyse their
course, this was vital.
were missing from many other
designs when considering
platforms he tried, Professor
what representation might be
Burnett says.
appropriate for different situations.
very much a 3D world, where
By that, he means simply
He says: “It’s all about identity. They
objects can be seen from different
splitting up into groups and
can create an avatar that may or may
angles, inspected and resized.
occupying different spaces
not reflect themselves physically or
The experience is very natural and
in the environment. Spatial
psychologically. They can also hide
beneficial compared to the 2D
audio enables two or more
behind the avatar to some degree.
experience you get with traditional
groups of people to hold
For a lot of the students, it gave
video conferencing.”
separate conversations without
them confidence to speak up in class
interruption. He says: “That really
and express themselves.”
He says: “Nottopia, even without a virtual reality headset, is still
The potential of identity
helped. It made Nottopia feel like
and anonymity
a really natural environment.”
Professor Burnett discovered
Equally important were the
or over video conferencing found
several other benefits to delivering
customisable avatars available in
themselves able to in Nottopia.
this course in Nottopia, all of
Mozilla Hubs. Professor Burnett
which added to the social and
incorporated this into the course
The environment also lent itself to
immersive learning experience.
curriculum, to encourage his
more and better communication,
Indeed, students who usually preferred not to speak up in class
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February 2021
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Education / University of Nottingham
“
In virtual reality, you can fly, defy gravity, change the world on the fly—all of these magical interactions that aren’t possible in the real world.” Professor Gary Burnett Human Factors Research Group at the University of Nottingham
enabling users to draw on walls or
expressions for avatars, and even
He was able to run several
issue post-it notes expressing their
enhanced gesticulation.
different kinds of sessions, from
thoughts and ideas.
pre-prepared talks to treasure All the usual physical cues
hunts, and introduce content and
Professor Burnett says: “The
inherent in a standard social
experiences, such as the driverless
power of the virtual world lets
interaction are missing. Even
robotaxi, that cannot be replicated
them express themselves in
pointing to an object in Mozilla
in the real world.
different ways, while the avatar
Hubs is impossible, unless the
gives them the potential of
user is accessing the environment
“We were able to bring in that 3D
individual expression and a sense
via a headset, which bestows its
model of the driverless car and
of anonymity. They don’t feel
wearer’s avatar with hands. “To
sit inside and discuss the design
the centre of attention as they
be able to express yourself more,
and the implications of adding or
might do in a traditional face-to-
particularly with your face, will be
taking away features. In virtual
face class or when using video
really interesting to see develop,”
reality, you can fly, defy gravity,
conferencing platforms.”
Professor Burnett says.
change the world on the fly—all
He adds here that a future
Finally, Professor Burnett believes
improvement in virtual reality
that the “potential for magical
that will increase the immersive
interactions” elevates virtual reality
Professor Burnett concludes:
technology’s usefulness in
above even traditionally delivered
“All of these things, the sense of
education is natural facial
and received education.
shared space, 3D content, natural
of these magical interactions that aren’t possible in the real world.”
vrworldtech.com
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31
Education / University of Nottingham social movements, the power
felt their motivation to
of the avatar and the potential
participate in classroom
agreed with the statement,
for magical interactions, come
activities increased/somewhat
“in Nottopia I felt comfortable
together to create an extremely positive experience for students.”
increased. •
And the students’ feedback speaks for itself. One of the students who took this course is dedicating her
•
100% agreed/somewhat
interacting with lecturers”. •
85% agreed/somewhat agreed
agreed with the statement,
with statement, “In Nottopia,
“Nottopia allowed for social
I felt comfortable expressing
interaction” •
89% agreed/somewhat
93% agreed/somewhat agreed
myself”. •
74% agreed/somewhat agreed
master’s project to the subject.
with statement, “Nottopia
with statement, “Nottopia
Her closed-question survey of
represents the future of how
helped relieve social isolation
participants revealed several
universities could teach
caused by the pandemic”.
promising results, including:
students”.
•
•
100% viewed their experience
•
96% agreed/somewhat
Professor Burnett will use this
in Nottopia as positive or
agreed with statement, “In
feedback to fine-tune the course in
somewhat positive.
Nottopia, I felt comfortable
the future.
In comparison to a traditional
communicating with other
classroom setting, 85%
students”.
He comments: “We can definitely make a case of this being how this course should always be done going forward.” He envisions adopting a hybrid model whereby he introduces himself in-person to students during the first week, then delivers the course via Nottopia. This format would be interspersed with visits to the University of Nottingham’s various onsite simulation centres, all “forms of virtual reality”, Professor Burnett argues, as they cannot be accessed remotely.
Credit: Professor Gary Burnett
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February 2021
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T h i s
i s
a n
i m m e r s i v e
w o r l d
The Reality Wire tracks the latest press releases from across immersive technology. If you have a new product, an important update, vital funding or plans to partner, we want to hear from you.
H a v e
a
s t o r y
t o
t e l l ?
S u b m i t
i t
n o w :
e d i t o r @ v r w o r l d t e c h . c o m
Education / Lenovo
A partner to play Lenovo is aiding the education sector’s intelligent transformation with VR Classroom 2
T
he “intelligent
out this intelligent transformation, but
transformation” occurring
embrace it.
within large swathes of business and society
A significant proportion of the education
right now requires
sector, specifically middle and high
capable partners to help those affected
schools (primary and secondary school),
through its severest consequences.
as well as higher education, is arguably less prepared—and inclined—to manage
This transformation, powered by the
this process.
internet of things, artificial intelligence and immersive technologies, among
Lenovo experienced this first-hand in
others, demands well laid plans
early 2020 when, right before the release
alongside the flexibility to adjust them
of VR Classroom 2, the technology
when external forces necessitate.
company’s virtual reality education solution powered by its ThinkReality
Few organisations will be able to do
platform, the Covid-19 outbreak forced
this on their own, whether due to a
many locations in the US to lock down.
lack of expertise, budget or capability, so technology companies such as
“It’s been a challenging year” for VR
Lenovo aim to stay ahead of the curve
Classroom 2, says Rich Henderson,
and provide the necessary hardware,
director of global education solutions
software and services to not only ride
at Lenovo, because middle and high
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Do you want to know more? Visit: /Education
Education / Lenovo Credit: Lenovo
schools in the US, the solution’s initial release market, didn’t want to prioritise virtual reality technology at the height of enforced remote learning. As a result, Lenovo has secured around 100 customers for VR Classroom 2 so far, a healthy number but below prepandemic expectations. The aim for Lenovo, however, remains to help the education sector through its own intelligent transformation, which has undoubtedly been quickened by the global pandemic and the subsequent shift to remote learning. Henderson says: “Virtual reality has been really important in education for a long time. It fits right in where, overall, Lenovo is investing in technology for this sector.” “Our goal is to build smarter technology that empowers learners and educators through personalised education solutions.” Expanding lessons beyond the classroom VR Classroom 2 delivers on this goal by providing an immersive experience that
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35
Education / Lenovo
“
The solution expands the lesson beyond books and outside of the traditional classroom.” engages every kind of learner. Henderson says: “The solution expands the lesson beyond books and outside of the traditional classroom, providing hardware, software and device management for ease, simplicity and efficacy.” “The result is a solution through which administrators and IT support staff can easily manage devices and content, either in school or over the cloud, and educators can hold classes for rooms full of learners, or individuals who join remotely.” VR Classroom 2 uses classroom management software LanSchool to enable educators to confidently deploy virtual reality in their classes. And the solution is built on ThinkReality, which delivers scale and remote access via the cloud. For hardware, Lenovo developed the Mirage VR S3, a lightweight, easy-to-use 3DoF (three degrees of freedom) headset that Henderson says is perfect for the learning and training use cases. It’s a mobile headset, so no high-end laptop or desktop computers are required, and 3DoF is more than capable of supporting virtual reality
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Rich Henderson Director of global education solutions at Lenovo
Education / Lenovo
The Mirage VR S3. Credit: Lenovo
experiences that necessitate the
vocational) colleges, is where
the solution was designed to be
user be stationary, either standing
Lenovo has seen the most demand
used by entire classes, it’s flexible
or sitting down.
for VR Classroom 2 since the
enough to meet the needs of one
outbreak of Covid-19.
person at a time.
back of the head rather than in
These colleges are less inclined
This trend has been best reflected
the front. This means the headset
to deploy the solution to teach
in the content available on VR
is balanced and applies less
entire classes in virtual reality.
Classroom 2.
pressure to the face, head and
Instead, they are using it for more
neck, so it’s comfortable enough
specific and specialised types of
At launch, Lenovo focused
to wear for longer periods of time.
education, as well as research and
on science, technology,
Henderson says: “The Lenovo
for the creation of content and
engineering, and maths, with
Mirage VR S3 is ideal for these
experiences that can be shared
formative assessments and other
use cases, whether it’s in middle
with other learners.
learning activities included.
The battery is also placed at the
or high school classroom, or higher education.”
There were also career tools Henderson says it has been
that featured experiences such
exciting to see the interest in
as vir tual job shadowing. These
Higher education, particularly
VR Classroom 2 from the higher
weren’t as popular as Lenovo
community and technical (or
education market, because while
had hoped, however, given that
vrworldtech.com
February 2021
37
Education / Lenovo
Credit: Lenovo
middle and high schools weren’t
Henderson says: “Uptale has been
training new teachers, suggesting
in a position to focus on vir tual
a great partner for us, because
a strong future in the corporate
reality during a year of lockdowns
they allow VR Classroom 2 users
training market for VR Classroom 2.
and remote learning.
to capture their own experiences and create 360° content, which
Despite the rise in user-generated
Henderson says: “As interest
can be enhanced with instructional
content, Henderson believes that
emerged from higher education,
bubbles and quizzes.”
third-party creators are “critical” to
our focus has shifted to helping
the future of VR Classroom 2 and
learners and educators create their
This has been applied particularly
virtual reality’s role in education in
own content.”
well in medical education, where
the future.
educators and learners have One example is Lenovo’s
created walkthroughs of operating
Lenovo has struck partnerships
partnership with Uptale, the
rooms, for example.
with several third-party creators
developer of an immersive learning
since the release of VR Classroom
platform dedicated to creating 360°
This kind of content is also proving
2, including, most recently,
and virtual reality experiences.
beneficial to instructing and
immersive learning solutions
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February 2021
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Education / Lenovo
Third-party creators need to focus
be used in a range of settings and
their efforts on developing virtual
situations, and that the company
reality educational content that
is uniquely positioned to aid
closes the “social and emotional
educators, learners and educational
learning gap” that has formed as a
institutions as they navigate the
result, according to Henderson.
intelligent transformation occurring within the wider sector.
With this in mind, Lenovo developed New Realities, a
He says: “As they realise the
series of 10 360° films that
efficacy that can be gained
enables learners to see the world
through virtual reality, including
through the eyes of young women
higher knowledge transfer and
who are demanding action on
engagement, as well as a more
education, poverty, social justice,
thorough understanding of and
technological literacy, and equality
interaction with complex topics,
around the world.
use of this immersive technology will continue to grow within
provider Veative Labs. This
New Realities was developed for
partnership brought 550 interactive
VR Classroom 2 last year and made
science and maths modules to VR
widely available in October.
Classroom 2.
education globally.” And as Lenovo has shown, educators, learners, schools,
They need to go at their own pace The modules promote a deeper
colleges, universities, and even corporates need to be able to go at
understanding of complex concepts
The primary focus for Lenovo this
their own pace, particularly as they
and provide data analytics reports for
year is to launch VR Classroom 2
manage the existing challenges
educators to track learner progress.
in more markets around the world,
brought about by the pandemic.
beyond the initial location of the The biggest challenge facing
US, as well as the UK and Japan.
education right now, and why
It’s down to partners such as Lenovo to advise and educate
content is so important, is the
Henderson says the lessons
the sector on the technology’s
loss of educator and learner
Lenovo has learned over the
potential, ensuring that when it is
interactions, with each other and
past year demonstrate that VR
used, it’s done so for the benefit of
their peers, due to Covid-19.
Classroom 2 is flexible enough to
everyone involved.
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Education / MindFuel
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Do you want to know more? Visit: /Education
Education / MindFuel Cassy Weber Chief executive officer of MindFuel
There’s no school like the new school MindFuel prizes student engagement and believes augmented and virtual reality will become crucial tools in the future
T
he sharp rise in
Covid-19 and lockdown changed
that a particular platform, in this
online learning
that. “Nothing motivates people
case MindFuel’s, could meet their
among young
like necessity,” says Weber.
needs for reliability, accuracy and,
students since the outbreak of Covid-19
crucially, student engagement. MindFuel saw an average 207%
last year reflects the unwavering
increase in Canadian users of its
It’s this last piece of the puzzle that
dedication and innovation of
science, technology, engineering
has continued to challenge teachers
teachers, who faced a Herculean
and maths resources between
since online learning became the
task when lockdowns around the
March and May 2020.
norm for the majority of students.
The total number of virtual
When students are at home and
“In the past, we’ve seen a little
classrooms the organisation
overseeing their own learning, how
bit of hesitation from teachers
supported during the learn-from-
do teachers get them to respond?
and schools to embrace online
home period last year exceeded
learning,” says Cassy Weber, chief
60,000.
world forced schools to close.
Weber says: “Teachers across
executive officer of MindFuel, the
the US and Canada are asking
Canadian non-profit that provides
Despite the pandemic being the
for resources that drive student
interactive learning resources for
clear driver, those teachers who
engagement when students are at
elementary, middle and high school
had reservations about online
home, because that face-to-face
(primary and secondary) students.
learning still had to be convinced
interaction is missing.”
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February 2021
41
Education / MindFuel
MindFuel teamed up with Agents of Discovery to add interactive augmented reality content to its lesson plans. Credit: MindFuel
Prepare to be engaged MindFuel prizes student
Challenge in Canada with students
race for the best outcome. It’s one
competing against one another
of our most popular resources.”
across three challenges.
engagement and has filled its
MindFuel has identified virtual and
Wonderville platform, which
Delivered via MindFuel’s signature
augmented reality as technologies
teachers use to support their lesson
coding platform, Codingville,
capable of delivering significant
plans, with game-based interactive
participants are able to learn the
student engagement. The
content that inspires students’
foundational skills of coding and
organisation’s focus on content
competitive spirit and makes boring
build their very own app or game
in these two areas are relatively
subjects more accessible.
while competing for prizes.
recent, but demonstrate their potential to support the future of
Two excellent examples make
Raging Skies, meanwhile, uses
coding more competitive and the
data simulation to recreate
scientific subject of weather more
weather systems and conditions.
interesting, all for the benefit of student engagement.
online learning. Although still in the research phase, MindFuel worked with a
Students have to move through
class of students aged 11 and
the core competencies in order to
12 in Nunavut, Canada, and an
For coding, MindFuel has
advance. Weber says: “The game
academic partner to develop
introduced the Crack the Code
is a kind of student-versus-nature
virtual reality content focused
42
February 2021
vrworldtech.com
Education / MindFuel on the diverse ecosystems of the local area. Nunavut is located in Northern Canada, right on the Canadian Arctic Archipelago, so it’s home to “some amazing ecosystems”, Weber explains. MindFuel developed educational resources to support the virtual reality experience that allows students to explore and learn about these ecosystems. The vision is to allow this regionally localised experience to
Raging Skies uses data simulation to recreate weather systems and conditions. Credit: MindFuel
be shared with students around the world who are unfamiliar with or unable to visit this part of the world, so that they can understand its ecosystems as a part of a science curriculum. MindFuel’s work in bringing augmented reality into the learning experience is more established. In 2018, the organisation teamed up with educational teaching platform Agents of Discovery to add interactive augmented reality content to its lesson plans. Teachers are able to activate links in their lesson plans and select an activity relevant to a particular subject unit, then choose images that trigger the augmented reality content. Students use mobile devices to scan images and begin
MindFuel developed educational resources to support a virtual reality experience that allows students to explore and learn about local ecosystems. Credit: MindFuel
the activity.
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February 2021
43
Education / MindFuel Weber says: “The augmented
She adds that “we do need to be
online learning on teachers and
reality activities are knowledge
more cautious and aware” about
whether they have the tools they
assessment tools, so students
the impact of online learning
need to “embrace the opportunity
can demonstrate what they’ve
on students, ensuring that
of game-based learning and these
learned. Students love it because
appropriate safeguards are in
emerging modalities, including
it gets them away from their desks
place for monitoring, while giving
virtual and augmented reality”,
and moving around. They are
parents the tools they need to
Weber says.
immersed in the subject matter.”
understand what their children are doing.
Teachers are expected to develop
She adds: “Learning in this way is
a digitally literate student
important for student engagement.
population, but economical
If they are not engaged, they’re not developing the meaning behind the subject they’re learning.” A hybrid model will emerge That process, engaging, learning and understanding, will be essential in the future when a hybrid education model emerges where students learn in-person and online, according to Weber. She says: “I don’t think this is going to go away when we move out of this crisis period. What will emerge is a hybrid model that
“
I don’t think this is going to go away when we move out of this crisis period.”
sources of equipment are currently scarce, and there is a lack of professional development necessary to bring teachers up to speed on its use and benefits. Where virtual reality is concerned, Weber would like to see programmes established that provide students and their families with access to the immersive technology. Students deserve credit for their patience and flexibility over the past year, teachers for their dedication and innovation, and
teachers, parents and students are
organisations such as MindFuel
much more comfortable with.”
for supporting both groups in the widespread, unexpected move to
Going forward, parents will be less
online learning.
worried about the quality of an
With young people spending more
education delivered online, while
time online than ever before,
As the use of immersive and other
teachers and schools will be better
thought needs to be given to
digital technologies increases in
placed to provide the necessary
the impact of less real-world
education, it will be interesting
technology and processes.
interaction, the absence of school
to see what trends emerge, how
as an outlet for those with difficult
accessibility is tackled, and just
Weber comments: “This really
home lives, and the effects of
what the future holds for learning
is the age of online, virtual,
hyperstimulation. There is also a
in the elementary, middle and high
distributed education.”
need to consider the impact of
school age brackets, and beyond.
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Deadline: 06/08/2021 Publication date: 16/08/2021
Software Issue
Computer-generated content creation solutions abound, offering enterprises plenty of ways of building engaging and thoughtful immersive content for whatever the purpose. But should they use third-party developers or build their own content and software in-house? And what tools should developers and studios use to serve the enterprise market and why? Mark Dugdale, Editor editor@vrworldtech.com
Jonathan Savage, Publisher jonsavage@vrworldtech.com
Meet:
Dominica Jamir Meet Dominica Jamir, who is using virtual reality as a tool to enhance current teaching and learning methods VRWT: Tell us about yourself… Dominica Jamir: My name is Dominica Jamir. This is the shorter version of my traditional Northeast Indian birth name, Bendangtoshi Tiajungla Dominica Jamir. I was born in Kolkata, (originally Calcutta), the former capital of British-India. While growing up, I was naturally artistic and creative, and soon discovered that using computers,
Dominica Jamir New York Institute of Technology
Do you want to know more? Visit: /Meet
Developer / Dominica Jamir
“
Virtual reality is a vital educational tool that enhances 3D experience learning and memory recall"
gaming, and related technology was
(UX/UI) arena. To enable that
These modules were aimed at
mentally stimulating, engaging and
trajectory, I chose to earn a master
enhancing learning by creating an
rather easy to grasp.
of arts degree in UX/UI design
immersive experience of selected
and development at the New York
course content.
It seemed destined for me to go on
Institute of Technology (NYIT). I
to earn a bachelor of engineering
graduate in May 2021 with a 4.0
VRWT: What is the potential of
degree in computer science and
grade point average.
virtual reality as an educational tool?
engineering at the renowned
And what do you think it can achieve
Dayananda Sagar College of
In the autumn of 2019, while working
Engineering, Bengaluru (formerly
on NYIT’s campus as a graduate
Bangalore), India, also known as
assistant at the HIVE, in Manhattan,
Dominica Jamir: Educators know
‘India’s Silicon Valley’.
I became involved with virtual reality
that the learning process should be
and spent a lot of time exploring this
all about creativity and interaction.
exciting technology.
While they do not necessarily need
Being a forward thinker, nonconformist and naturally curious,
for both learners and educators?
to recruit all learners into science,
I became interested in how the
My thesis professor, Kevin Park,
for example, their goal is to get them
back-end would connect to the
upon noticing my enthusiasm
interested in the subject. That is
front-end for users to have the best
and extraordinary capabilities,
where virtual reality could be a boon
experience of new products.
encouraged me to accept an NYIT
to education.
project to work on for my thesis. New York City was the next logical
For learners, virtual reality is a vital
step to help expand my horizons
I would be combining my computer
educational tool that enhances 3D
and challenge myself to achieve
engineering background with virtual
experience learning and memory
extraordinary levels of excellence
reality technology to create web-
recall. Immersing in virtual reality
in the augmented and virtual reality,
based virtual reality modules for
can help learners organise and
user experience and interface
use in internal enhanced education.
remember information spatially. For
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47
Developer / Dominica Jamir
Students get to experience a molecule in-depth, and visualise the professor’s lesson taught earlier. Credit: Dominica Jamir
many, this makes virtual reality more
based experiences. In addition
effective than traditional methods of
to the limits of studying subjects
virtual reality into a school
teaching and learning.
from books or videos, virtual reality
setting—the benefits outweigh
affords the learner the experience of
the negatives and I believe it
Imagine when traditional educational
immersing oneself and interacting
genuinely can help students.”
methods, enhanced by virtual reality,
up close, with otherwise impossible
ensues in improved comprehension,
subjects to fathom and comprehend.
becomes more accessible
retention of subject matter, and
Interactive visualisation of miniscule
and affordable, it will open
superior test results.
objects brings them to life in front of
opportunities in learning,
one’s eyes.
creating projects and
Enhanced virtual reality learning
•
•
“It is a great idea to implement
“Once virtual reality
discovering new career paths.”
via remote technology can also
Just look at what surveyed
reduce possible strain and stress
experienced academia and students
It’s also worth noting that
from pandemic-related, socially
with knowledge of the subject
academic institutions, when
distant education.
matter have said:
implementing teaching and learning
•
“Virtual reality would be great
enhancements, could raise their own
The technology also enhances
for medical students to examine
rankings and global standing. This in
one’s ability to teach and learn
anatomy especially when they
turn, could attract learners seeking
through immersive and activity-
don’t want to dissect.”
a quality education. A win-win for all!
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Developer / Dominica Jamir VRWT: The video presentation
depth, and visualise the professor’s
my virtual reality project! I am ever
synopsis for your master’s project
lesson taught earlier.
thankful to him for allowing me to
won the ‘Best Practitioner Poster
use his A-Frame GUI for the quiz.
Proposal’ award at the International
Each ‘lesson’ comes with its own
Conference of the Immersive
set of multiple-choice questions.
The goal of my research is to
Learning Research Network last
Each optional choice answer has a
measure students’ memory
year. What does your project entail
button which records responses and
retention and learning performance,
and what do you hope to find out?
provides a total score at the end of
ie, comparing virtual reality/3D
the quiz.
visualisation of molecules with
Dominica Jamir: My project,
traditional 2D learning materials in a
Intellect VR: Learning in VR; The
Upon completion of a lesson and
VR Experience in the Classroom,
quiz, the student can choose to
was approached with the intention
continue to the next lesson or opt to
of using virtual reality as a tool
‘look around’ the virtual reality space
to enhance current teaching and
to see what lessons are available.
learning methods through immersive and activity-based experiences.
classroom. VRWT: What is the next step? Dominica Jamir: My vision is to improve this virtual reality learning
The student will then see rotating
experience and make it accessible
molecules with respective lesson
to students with different physical
Professors, in addition to their
names below them to choose from—
abilities and learning styles.
traditional teaching methods of
if they wish to take another lesson
subject matter/lesson plans, use a
and quiz.
Although this experience is designed
web-based virtual reality platform
initially for self-paced learning, I am
to enhance lessons by adding 3D
Kudos to Roland Dubois, my
cognisant of the need for further
experiences in the system. Students
encouraging mentor, for helping with
development for potential use in
in turn, after logging in, can immerse themselves in virtual reality experiences on subjects/topics such as learning molecule structures.
Professors use a web-based VR platform to enhance lessons by adding 3D experiences in the system. Credit: Dominica Jamir
In virtual reality, a molecule can be viewed as a larger-than-life 3D model. Minute details are enlarged for clarity and certain sections of the subject molecule are clickable to obtain additional information on that topic. The molecule can be rotated in virtual reality to provide students with 360° views. Students, immersed in virtual reality, get to experience a molecule in-
vrworldtech.com
February 2021
49
Developer / Dominica Jamir a social learning environment as
one’s own content or repurpose
and training organisations, and show
demand increases.
existing content.
them how my web-based virtual reality learning enhancements and
The extraordinary, engaging,
Web-based virtual reality enhanced
experiences can help open valuable
experiential, learning experience
learning can be promoted as an
development opportunities for
that I have developed for molecules
excellent student recruitment tool.
global learning.
in biochemistry was created in
The inclusion of this technology can
collaboration and consultation with
raise an educational institution’s
VRWT: How can interested parties
NYIT professors.
visibility, rating, and credibility.
get in touch?
In a nutshell, this virtual reality
Using innovative technology in
Dominica Jamir: They may contact
process can be reconstructed based
classrooms that is user-friendly
me via
on new lesson plans from teachers
and inclusive for students of
tiajungladominicajamir@gmail.com,
of other subjects.
different abilities and learner styles
on Instagram at @dominicajamir_ux
can inspire and promote quality
or Twitter at @JamirDominica.
The system can be applied to
education.
multiple disciplines and subjects. Content will be modular and
I intend to engage with and promote
adaptable; it will be possible to build
to interested educational institutions
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Deadline: 0 4 / 0 6 / 2 0 2 1
Publication date: 1 4 / 0 6 / 2 0 2 1
Architecture, Engineering And Construction Issue Designers are at the forefront of virtual reality, creating and refining ever impressive products, machines and buildings, without having to leave their studio and on much grander scales, while augmented reality is being utilised to redefine traditional spaces and bring 3D models alive, in the real world.
Mark Dugdale, Editor editor@vrworldtech.com
Jonathan Savage, Publisher jonsavage@vrworldtech.com
VRWorldTech is a must-read resource if you want to stay up-to-date on progress within immersive technology for enterprise. Our content sits between the technology’s creators and developers and the business leaders who can benefit from its use and application. We cover the stories that make immersive technology a reality.
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