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Research studies conducted by NorthCarolina State University show “significant improvement” in children’s (sixth to eighth grade) learning after using zSpace’s VR platform. #2 of teachers are using VR/AR in their classroom, despite widespread access to inexpensive devices such as the Google Cardboard.
Alan: That, to me, is something that… at the very beginning when VR was kicking off, when Samsung did this huge presentation and they had hundreds — or probably a thousand headsets — all synchronized. So it makes it a very seamless experience. Where do they actually focus their attention? . ” That’s really cool.
at the very beginning when VR was kicking off, when Samsung did this huge presentation and they had hundreds -- or probably a thousand headsets -- all synchronized. Alan: And it was funny, because it was Robert Scoble and myself at Curiosity Camp, which is put on by Eric Schmidt from Google. So it makes it a very seamless experience.
Alan: That, to me, is something that… at the very beginning when VR was kicking off, when Samsung did this huge presentation and they had hundreds — or probably a thousand headsets — all synchronized. So it makes it a very seamless experience. Where do they actually focus their attention? . ” That’s really cool.
Development is divided evenly across the HTC Vive and Oculus Rift platforms, each accounting for 31% of projects created, with other major VR platforms such as Samsung Gear VR, OSVR, and Daydream rounding out the bottom numbers. NorthCarolina State University, USA. North Metropolitan TAFE, Australia.
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