Immersive technologies—virtual reality (VR), augmented reality (AR) and mixed reality (MR)—represent a paradigm shift in healthcare training and clinical ...
Classroom implementation, educator partnerships, and university research demonstrate the impact of experiential learningSAN ...
Highly Detailed Models of Historic Sites and Scientific Data Scales from Classroom to Virtual Labs to Fully Immersive ...
Act One’s Virtual Reality Arts Immersion™ Field Trip is the Only Program of its Kind that Brings Art and Culture ...
Consumers will play a leading role in tripling the value of the gaming industry from US$292.4 billion in 2025 to more than US$977.4 billion by 2035, but they are by no means the only driver behind ...
Chicago, (February 1, 2026) — Avantis Education, a global leader in virtual and augmented reality (VR/AR) technology for K-12 schools, is showcasing its newest product EduverseTHRIVE for the first ...
"Being recognized by Tech & Learning validates the impact we’re seeing in classrooms nationwide,” said Paul Kellenberger, CEO at zSpace. "Career Explorer empowers students to explore what’s possible ...
Snap on Wednesday said its unit working on the development of augmented reality glasses is now housed under a wholly owned subsidiary named Specs Inc. The company said the subsidiary will provide ...
NEW HAVEN — Albertus Magnus College students will get to use virtual reality in the classroom thanks to a historic gift from an alumna and her husband. Carol Gutoski Ditkoff, a 1967 Albertus Magnus ...
After years of failing to produce a profitable augmented reality platform, Mark Zuckerberg’s Meta is pounding one of the final nails into the coffin of its metaverse efforts — the ones that were once ...
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