ONE Digital Consulting reconocida como una de las empresas más innovadoras a nivel mundial en el Sector de la #RealidadVirtual y su implicación en la #Educación y la #Formación de estudiantes, profesores y profesionales.
Este reconocimiento llevado a cabo por la prestigiosa Asociación Internacional VR/AR Association, ha quedado reflejado en el VR/AR Sector Report realizado por la Asociación en el que están presentes las 10 empresas más innovadoras del sector, entre más de 100 organizaciones censadas en el ámbito educativo y pertenecientes a la Asociación.
Es todo un honor para nosotros recibir este reconocimiento y nos ayuda a seguir trabajando por la creación de un autentico ecosistema #VR/AR para le #Educación y #Formación de los profesionales del Futuro.
También queremos agradecer a Jobs4Tech su reconocimiento y la oportunidad de colaborar estrechamente con los socios europeos liderados por Acción contra el Hambre en este primer programa #Europeo de referencia a nivel mundial.
Gracias a tod@s por vuestro apoyo y confianza.
Virtual and Augmented Reality are promising but the consumer market has not yet met initial expectations. However both B2B and B2C markets are seen practically without any growth limits in the future.
Artificial Intelligence has become a new way for businesses to strategize, connect, shape business models and rethinking their operations from scratch. Artificial Intelligence is a continuously growing phenomenon with more possibilities each day. Today, societies at large are realizing that AI can sow endless benefits in collaboration with human intelligence
Top 10 Companies Leading the AR/VR Revolutions, 2020 September 2020Merry D'souza
Top 10 companies leading the ar/vr revolutions, 2020 september 2020; Insights Success has published top 10 companies leading the ar/vr revolutions, 2020 september 2020.
Insights success has bringing this issue of “The 10 Most Innovative AR/VR Companies 2019”. We’ve enlisted some of the most innovative AR/VR solution providers which are exclusively known for their out-of-the-box solutions. Here’s a glimpse of the companies enlisted.
The most innovative AR/VR start ups in India 2021Swiftnlift
Augray aims to enable brands in providing immersive experiences to their customers for effective communication.
The versatility of AR/VR being easy to adapt on any device empowers customers with valuable visual experiences. Augray provides this amicable medium to consume information like never before!
How is Generative AI Revolutionizing Content Creation in AR/VR?JeniferJenkins2
Content creation for AR/VR experiences requires immense creativity and technical expertise.
Generative AI, a subset of artificial intelligence, is playing a pivotal role in transforming the way content is created for AR/VR.
Virtual and Augmented Reality are promising but the consumer market has not yet met initial expectations. However both B2B and B2C markets are seen practically without any growth limits in the future.
Artificial Intelligence has become a new way for businesses to strategize, connect, shape business models and rethinking their operations from scratch. Artificial Intelligence is a continuously growing phenomenon with more possibilities each day. Today, societies at large are realizing that AI can sow endless benefits in collaboration with human intelligence
Top 10 Companies Leading the AR/VR Revolutions, 2020 September 2020Merry D'souza
Top 10 companies leading the ar/vr revolutions, 2020 september 2020; Insights Success has published top 10 companies leading the ar/vr revolutions, 2020 september 2020.
Insights success has bringing this issue of “The 10 Most Innovative AR/VR Companies 2019”. We’ve enlisted some of the most innovative AR/VR solution providers which are exclusively known for their out-of-the-box solutions. Here’s a glimpse of the companies enlisted.
The most innovative AR/VR start ups in India 2021Swiftnlift
Augray aims to enable brands in providing immersive experiences to their customers for effective communication.
The versatility of AR/VR being easy to adapt on any device empowers customers with valuable visual experiences. Augray provides this amicable medium to consume information like never before!
How is Generative AI Revolutionizing Content Creation in AR/VR?JeniferJenkins2
Content creation for AR/VR experiences requires immense creativity and technical expertise.
Generative AI, a subset of artificial intelligence, is playing a pivotal role in transforming the way content is created for AR/VR.
Top 5 Metaverse Development Companies in 2024.pdfprimafelicitas
In the rapidly evolving world of technology, the concept of the metaverse has gained significant attention. As we step into 2024, the demand for metaverse development companies has skyrocketed, and it becomes crucial to identify the top players in this field. Our list of the top 5 metaverse development companies in 2024 showcases the industry leaders who have demonstrated exceptional expertise and innovation in creating immersive virtual worlds.
The 10 Best Leaders in AR and VR Industry, 2022.pdfSwiftnlift
India’s gaming market has shifted from coin-operated arcade games like “Tekken” in the arcade to gadgets like Nintendo, followed worldwide by PlayStation and Xbox. Online games have become an important part of the entertainment, and are becoming increasingly popular in India as the number of online gamers has increased a lot. According to the KPMG report, the number of online gamers in India increased from 250 million in 2018 to 400 million by mid-2020. The industry has grown tremendously over the past five years and is expected to triple in value. Reach $3.9 billion by 2025. More than 50% of India’s population is under 25 years old and 60% of domestic players are under 25 years old.
Top 5 Companies Leading The AR VR Revolution 2022.pdfInsightsSuccess4
In this edition of our business magazine, "Top 5 Companies Leading The AR VR Revolution 2022" that are helping AR VR Revolution industries.
Read More: https://www.insightssuccess.com/top-5-companies-leading-the-ar-vr-revolution-2022-april2022/
These 3 Business Functions Could Be Transformed By VR Bernard Marr
Virtual reality technology is advancing very fast, and many businesses are looking at this technology to help them to improve customer engagement and make their internal processes more efficient. Here we look at the key business functions that should look at VR now.
In 2016, the Japanese anime franchise Pokemon released a revolutionary smartphone game.
The free app, known as Pokemon Go uses the mobile device GPS to challenge users (as the franchise's slogan says) to "catch 'em all," or collect as many of the game's virtual creatures as possible.
Augmented Reality in Business. What Will the Future Look Like?
World's top 05 arvr solution providers 2021 ( final file )(1) compressedMerry D'souza
Technologies like Augmented Reality (AR) and Virtual Reality (VR) have been proven to be valuable in making their mark in shaping the different industries.
While augmented reality (AR) remains in the experimental phase for most companies, research confirms that the market is expected to grow as quickly as smartphones and tablets.
While market watchers have yet to quantify AR’s true enterprise value, that is expected to change soon. As a result, an AR infrastructure is emerging. From supporting seam¬less collaboration to reducing product design iterations, AR will soon be a part of every day work life.
"We deliver high-value advanced technology solutions for artists & arts practitioners to drive exhibition engagement around the world. iSPARXTM AR+ is recognised as a world-leading Augmented Reality Art & GLAM sector platform. We look forward to integrating our technology and leveraging immersive media for more than the arts.“
Finn Beattie | CEO
HindXR, the future of education and learning. Join us on this journey with our flagship product, the HindXR.com Content Management Platform. Experience immersive learning beyond VR and AR, reaching into the physical world.
Power up your next brand experience with the top takeaways from EventTech 2016. Explore top-of-mind questions and opportunities brands face in today's digital climate, including:
- Why will cognitive experiences transform audience engagement strategies?
- What does this tech-enabled world mean for a non-techie audience engagement?
- How is your brand leveraging the maker movement to build a brand community?
Final File World's 10 Most Innovative ARVR Solution Providers 2022 1.pdfBusinessBerg
We at The Business Berg found 2immersive4U to be best suited for the cover of our latest edition, “World’s 10 Most Innovative AR/VR Solution Providers 2022.
Read More: https://thebusinessberg.com/worlds-10-most-innovative-ar-vr-solution-providers-2022-june2022/
Today is a sad day for the human race. Today... is another sad day because stupidity, ignorance, arrogance, pride, hatred, incompetence... has taken over us. And certainly, in one way or another, we are all guilty of what is happening...in Ukraine, Syria...Africa...yes, on our planet.
And that is why I want to raise my voice loudly, continue working on the root and base that should consolidate our civilization: education, democracy, equal opportunities and respect for others and the ecosystem.
We are birds of passage. Dinosaurs inhabited this planet for millions of years... and in just a few, we can destroy ourselves and ending with all. Here, there are no winners or losers...we all lose.
So, let's work for a more educated society, let's take a higher leap and increase our perspective of being human, or from this neither robots nor avatars will save us.
I have a mission: Let us work for a multicultural, egalitarian, close and connected network that leads us to democratize and expand knowledge beyond our borders... and thus leave an honest legacy to our descendants, as our parents did with us.
Education...is now, more than ever.
Carlos J. Ochoa
More Related Content
Similar to VR Education Industry Sector Report 2018
Top 5 Metaverse Development Companies in 2024.pdfprimafelicitas
In the rapidly evolving world of technology, the concept of the metaverse has gained significant attention. As we step into 2024, the demand for metaverse development companies has skyrocketed, and it becomes crucial to identify the top players in this field. Our list of the top 5 metaverse development companies in 2024 showcases the industry leaders who have demonstrated exceptional expertise and innovation in creating immersive virtual worlds.
The 10 Best Leaders in AR and VR Industry, 2022.pdfSwiftnlift
India’s gaming market has shifted from coin-operated arcade games like “Tekken” in the arcade to gadgets like Nintendo, followed worldwide by PlayStation and Xbox. Online games have become an important part of the entertainment, and are becoming increasingly popular in India as the number of online gamers has increased a lot. According to the KPMG report, the number of online gamers in India increased from 250 million in 2018 to 400 million by mid-2020. The industry has grown tremendously over the past five years and is expected to triple in value. Reach $3.9 billion by 2025. More than 50% of India’s population is under 25 years old and 60% of domestic players are under 25 years old.
Top 5 Companies Leading The AR VR Revolution 2022.pdfInsightsSuccess4
In this edition of our business magazine, "Top 5 Companies Leading The AR VR Revolution 2022" that are helping AR VR Revolution industries.
Read More: https://www.insightssuccess.com/top-5-companies-leading-the-ar-vr-revolution-2022-april2022/
These 3 Business Functions Could Be Transformed By VR Bernard Marr
Virtual reality technology is advancing very fast, and many businesses are looking at this technology to help them to improve customer engagement and make their internal processes more efficient. Here we look at the key business functions that should look at VR now.
In 2016, the Japanese anime franchise Pokemon released a revolutionary smartphone game.
The free app, known as Pokemon Go uses the mobile device GPS to challenge users (as the franchise's slogan says) to "catch 'em all," or collect as many of the game's virtual creatures as possible.
Augmented Reality in Business. What Will the Future Look Like?
World's top 05 arvr solution providers 2021 ( final file )(1) compressedMerry D'souza
Technologies like Augmented Reality (AR) and Virtual Reality (VR) have been proven to be valuable in making their mark in shaping the different industries.
While augmented reality (AR) remains in the experimental phase for most companies, research confirms that the market is expected to grow as quickly as smartphones and tablets.
While market watchers have yet to quantify AR’s true enterprise value, that is expected to change soon. As a result, an AR infrastructure is emerging. From supporting seam¬less collaboration to reducing product design iterations, AR will soon be a part of every day work life.
"We deliver high-value advanced technology solutions for artists & arts practitioners to drive exhibition engagement around the world. iSPARXTM AR+ is recognised as a world-leading Augmented Reality Art & GLAM sector platform. We look forward to integrating our technology and leveraging immersive media for more than the arts.“
Finn Beattie | CEO
HindXR, the future of education and learning. Join us on this journey with our flagship product, the HindXR.com Content Management Platform. Experience immersive learning beyond VR and AR, reaching into the physical world.
Power up your next brand experience with the top takeaways from EventTech 2016. Explore top-of-mind questions and opportunities brands face in today's digital climate, including:
- Why will cognitive experiences transform audience engagement strategies?
- What does this tech-enabled world mean for a non-techie audience engagement?
- How is your brand leveraging the maker movement to build a brand community?
Final File World's 10 Most Innovative ARVR Solution Providers 2022 1.pdfBusinessBerg
We at The Business Berg found 2immersive4U to be best suited for the cover of our latest edition, “World’s 10 Most Innovative AR/VR Solution Providers 2022.
Read More: https://thebusinessberg.com/worlds-10-most-innovative-ar-vr-solution-providers-2022-june2022/
Similar to VR Education Industry Sector Report 2018 (20)
Today is a sad day for the human race. Today... is another sad day because stupidity, ignorance, arrogance, pride, hatred, incompetence... has taken over us. And certainly, in one way or another, we are all guilty of what is happening...in Ukraine, Syria...Africa...yes, on our planet.
And that is why I want to raise my voice loudly, continue working on the root and base that should consolidate our civilization: education, democracy, equal opportunities and respect for others and the ecosystem.
We are birds of passage. Dinosaurs inhabited this planet for millions of years... and in just a few, we can destroy ourselves and ending with all. Here, there are no winners or losers...we all lose.
So, let's work for a more educated society, let's take a higher leap and increase our perspective of being human, or from this neither robots nor avatars will save us.
I have a mission: Let us work for a multicultural, egalitarian, close and connected network that leads us to democratize and expand knowledge beyond our borders... and thus leave an honest legacy to our descendants, as our parents did with us.
Education...is now, more than ever.
Carlos J. Ochoa
Le storie in XR hanno un respiro internazionale nel 2022. Chi frequenta i mondi di social VR e si occupa di XR conosce bene Carlos J. Ochoa Fernández che ho avuto il piacere d’intervistare per voi. Il nostro incontro è nato grazie alla VR/AR Association e in particolare all’Education Committee di cui Carlos è Co-Chair. Da formatrice ed appassionata di extended reality ho iniziato a seguire i suoi speech e a partecipare agli eventi da lui organizzati. Nel 2019 ho avuto anche l’occasione di ascoltarlo dal vivo a Piacenza all’evento ‘Scuola e virtuale’ dedicato all’education.
Per la prima volta l’intervista sarà in lingua inglese, ma ‘stay tuned’, perché ne seguiranno altre. Ampliamo i nostri orizzonti per conoscere e comprendere i cambiamenti in atto nella formazione e nella comunicazione.
https://www.simonettapozzi.it/storie-in-xr-carlos-j-ochoa-fernandez/
REALIDAD ARTIFICIAL, MACRO TENDENCIAS EN EL ELEARNING PARA UN NUEVO ESCENARIO 2020
La Rebelión de las Maquinas y la Formación disruptiva.
El verdadero signo de la inteligencia no es el conocimiento sino la imaginación. "Albert Einstein"
El impacto de la Tecnología, las Comunicaciones y la Robótica en nuestra Sociedad y en particular en la Educación/Formación es un hecho que se pone de manifiesto de manera continua y crítica. También hay una gran disparidad en cuanto al acceso a la tecnología, ya sea por factores económicos o culturales.
Por otro lado, los factores socioeconómicos, la falta de recursos, el desarrollo desigualitario de infraestructuras, el acceso al conocimiento y escasez de presupuesto económico son algunas de las barreras para el acceso de las tecnologías en ciertas sociedades y culturas. Incrementándose de esta manera, aún más si cabe la brecha digital y por ende, la falta de oportunidades para un futuro en equilibrio y sostenible.
Creo que se necesita un debate serio sobre estas cuestiones cruciales (pros vs contras) para el futuro desarrollo de nuestra sociedad. Tal vez sea hora de "Reimaginar el futuro de la educación", sobre la base de las lecciones aprendidas, las experiencias pasadas, el impacto tecnológico y las futuras demandas de habilidades.
Imaginemos por un momento que nos "Teletransportamos al año 2025" ... cerremos los ojos e intentemos "imaginar" cómo se ve y percibe ese futuro inmediato. Podemos recrear una imagen futurista del mundo, pero ellas serán diferentes desde cada una de nuestras ópticas. Nuestra imaginación está restringida por nuestra educación, conocimiento, antecedentes y entorno social. Sin embargo, nuestra creatividad no tiene límites.
On-Line presentation for the Far Eastern Federal University & Russian Innovation Center, about how we will learn as educators in the use of Virtual Reality in Education.
The main objectives of the webinar were, to contrast real experiences in the application of Virtual Reality technologies in Education in different countries and scenarios and its possible fields of connection with reality in the Educational sector in Russia. During the webinar I had the opportunity to discuss the main strategic concepts and benefits of using this convergent technology in the classroom, in smart spaces. As well as describing the experiences carried out in different educational programs for organizations in Spain, UAE, India, Europe, etc ...
A special section was dedicated to teacher training, from a broad perspective and integrating Soft Skills into the teacher's curriculum, a key piece for the success of the implementation of a training program in digital skills and VR.
VRARA Global Summit 2020. Special VRAR Track XR in Education, presented by Carlos J. Ochoa. Panel presentation "XRinEducation" about the new scenarios all around the world in a COVID environment.
Most governments around the world have temporarily closed educational institutions in an attempt to contain the spread of the COVID-19 pandemic.
These nationwide closures are impacting over 91% of the world’s student population. Several other countries have implemented localized closures impacting millions of additional learners.
The figures of the crisis in education are dramatic: 1,579,634,506 affected learners, 90.2% of total enrolled learners, 191 country-wide closures.
The worst that this situation entails is an unwanted effect: the widening of the digital divide that already exist in education.
In less than one month, almost the global educational community has been closed all around the globe. And teachers, students and parents have been to face with a new unknown and unpredictable situation. No rules, no methodology, connectivity, pc´s or tablets available for all…on-line platforms…and they, all together with public and private institutions, were looking for solutions to implement in an equality and safety environment. Many “futuristics” are talking about unrealistic scenarios and solutions that are far away to provide real solutions for a dramatic real-life situation. We cannot and should not allow these solutions to be trivialized. We are talking about our future and the future of our children and citizens.
On-line learning, blended learning, virtual learning, immersive learning…future learning…old methods and receipts, already well known for many years, into a new paradigm. It is not the right approach. We can not substitute our presence in the classroom with in a on-line conference or virtual platform, using the same tools and methodologies. With a great question mark around evaluation and what to evaluate.
It is not to include new tools or devices in the existing ecosystem, to reinforce it or support it across the network or virtual platforms, that may or may not conserve the old tools and methodologies. And that’s not an easy task. It was not resolved during the last recent years and we need to accelerate the process right now. It is more like an Impossible Mission, but we need to face with that asap.
En tiempos de futuro incierto e imprevisibles consecuencias en el pequeño comercio, es necesario apostar por ideas nuevas y anticiparse a los escenarios inmediatos arriesgando por la Innovación.
El pequeño comercio de proximidad ya venía arrastrando perdidas y desarraigo, con fuerte presión de los grandes centros comerciales y los nuevos hábitos de los usuarios mas jóvenes. Mas acostumbrados a la compra on-line y mediante el móvil.
La transformación digital en el pequeño comercio fue mi presentación en el pasado 8º Foro de Economía de Tres Cantos y que hoy traígo a colación con más intención si cabe y como elemento de reflexión basado en datos y evolución de las tendencias de usuarios y del mercado.
Nuevos canales de presencia y comercialización de productos a través de internet, aportando valor, ofertas especiales y premios a aquellos que nos visitan presencialmente, es una de las alternativas que presentamos en la plataforma Feria Virtual del Comercio.
Formando a los Profesores de los Ciudadanos del Futuro. Reimaginando la Educa...Carlos J. Ochoa Fernández
¿Educar, enseñar, instruir y entrenar? Es importante conocer y comprender los conceptos básicos para encontrar los beneficios que aporta la High Tech a la Educación, y de manera particular la Educación Inmersiva y las tecnologías que se aplican (VR / AR). Tanto en la Educación, la Formación Profesional, o la Capacitación en la empresa. Este taller se ha impartido dentro del 2º Congreso de Influencers Educativos en Madrid 2019.
Reimaginando la Escuela del Futuro. MasterClass en AWECORE Mayo 2019. Educando a los Profesores de los Alumnos del Futuro. Un viaje a través de la Educación Inmersiva y su incorporación al Aula a partir de la Formación de los educadores y profesores en estas tecnologías y su aplicación en el Aula.
First Congress in Cyber Security and Modern Technologies. 1 April 2019 Ryadh. Ministry of Education of Saudi Arabia. In cooperation with STC (Saudi Telecom Company) and ONE Digital Consulting. Presentation by ONE Digital Consulting and STC about Advanced Realities in Disruptive Education and Future Skills development.
With 2018 almost coming to a close, we’d love to highlight some facts and figures from the year and share all the different activities released from VRAR Education Committee.
This is the story of one year team work, reflections, sharing, experiences, meetings, failures, celebrating little wins and, for sure, growth.
7º Foro de Economía para la Promoción de la Innovación, el Comercio, y el Empleo. Ayuntamiento de Tres Cantos, Concejalía de Desarrollo Local. Del 16 al 18 de Octubre 2018.
Virtual and Augmented Reality integrated with other convergent technologies (AI,IoT, ML...MX) face the New Trends for training leading professionals for the Industry 4.0
We can talk about Education 4.0 in a future and adequate context to train students in a scenario of needs and new skills demand for Industry 4.0. In this Industry 4.0 scenario, new technologies converge in a disruptive and complex ecosystem and basically comprise it.
“Educating the individual is this country’s most valuable investment. It represents the foundation for progress and development“. In this presentation, you will discover the Benefits of VRAR Technology in present and future Education.
Virtual and Augmented Reality at School. Disruptive Innovation in Education.Carlos J. Ochoa Fernández
Virtual and Augmented Reality presentation at ICERI 2016 (International Congress of Education Research and Innovation). A profund analisys about the VR&AR technologies and their impact in Education Sector.
Innovando en la Educación. Presentación del estado actual de los contenidos digitales en el sector educativo, tendencias y futuros escenarios de innovación.
The evolution of society in recent years has been breathtaking, especially because of the research, development and innovation and the rapidly adaptation of the citizen to this big change. These changes in lifestyle, work, personal development, education, how we communicate, etc ... were unimaginable to our grandparents just 20 years ago.
This New Scenario directly affects the way that governments must tackle new challenges and paradigms of contemporary society. The impact of social networks and mobile devices, is the most comprehensive and global driver. And in the same way, the new advanced threats, has a very strong impact to social welfare and peaceful coexistence between people and countries.
Virtual and Augmented Reality Technologies can be used to improve the STEM skills of 21th. century students. Placing users at the center, in a real world or virtual situation, playing an active role in proceedings through various task and scenarios they will need to interact with.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
2. Education Companies
Foreword
ABC Business Academy
Global Mindset
Lethbridge College
LuminaVR
MetaVRse
ONE Digital Consulting (ONE-VR)
Pixvana
RealCast
Schell Games
Sentireal Ltd
The Pulse
XR Pioneer, Ltd.
Other Education Companies
Table of Contents
Q4 2018VR/AR INDUSTRY SECTOR: EDUCATION
1
4. ABC Business Academy
Q4 2018VR/AR INDUSTRY SECTOR: EDUCATION
Summary
Weareaworld-leadingorganisationfordelivering
entrepreneurial-basededucationprogramsallovertheworld,
withtheintentionofbringingtogetheryoungandambitious
individualswithsuccessfulentrepreneurs.Wearededicatedto
transformingeducationthroughgivingtheemphasison
practicalentrepreneurialskills,fillingtheincreasinggapinhands-
onexperienceamongthestudents.Fromcomingupwitha
concept,tobuildingabusinessplan,andthenpitchingitto
investors.Studentsthatenrolinourprogramwillcomeoutofit
withaholisticviewofwhatittakestobeinbusiness...whatittakes
tobeanEntrepreneur.Weencourageourstudentsandyoung
professionalstofocuslessonmemorizingandmoreon
executing,lessonlinearityandmoreoncreativity,lesson
expectationsandmoreonpassions.
Contact
https://abc-businessacademy.com
tim@abc-businessacademy.com
What do you want/hope for/from this industry?
Wearelookingforstrategicpartnersonthesoftwaresidethatwill
empoweruscreatethesameexperienceinVRasourparticipantsget
intherealworld.Moreprecisely,wearelookingforaplatformthatwill
allowourparticipantstointeractwitheachother,toworkinteams
andtoparticipateinpreviouslyrecordedsessions.Welookforward
tohavingyouapartoftheVRARAandalsoengagingwiththe
EducationCommitteetobringvaluetoyouasABCBusinessAcademy
growsglobally.
Why are you in this industry vertical/sector?
WeseeVirtualRealityasaperfecttooltodeliverthesameexperience
onlineastheoneourparticipantsgetiftheyjoinusatourreal-life
programs.Bridgingthegapbetweentheknowledgelearnedfrom
academiaandtheskillsetsneededtosucceedinthereal-worldcomes
withcarefulcurriculumdevelopment,butisimpossiblewithout
studentsacquiringaparticularsoftskills,likenetworkingandworking
indiverseteams.ThisisachievabletroughVR.
Type of Company
-CreatingVRcontentinorderdo
developonlineVRuniversity.
-Lookingtoexpandintosoftware
development
Customers
Ambitiousstudentsandyoung
professionalslookingtodevelopa
highersenseofself-awareness,stepout
oftheircomfortzonesandlearnhowto
quicklyadapttochangewhilebeing
eagertospedtimewithlike-minded
individualsfromallovertheworld.
Size of Company
Numberofemployees:8
3
5. Global Mindset
Q4 2018VR/AR INDUSTRY SECTOR: EDUCATION
Summary
GlobalMindsetisanawardwinningcompanyfocusedon
leveragingDigitizationandGlobalizationforLiving,Learning&
Working.ItprovidesconsultingservicesinInternational
Business,EmergingTechnologiesandGlobalEvents
Management.GlobalMindset’sprimaryfocusisonEducation&
TrainingandsecondaryfocusonHealth&AgedCareand
Agribusiness&FoodInnovation.ItissectoragnosticinEmerging
Technologies.InEducation&Training,GlobalMindsetoperates
inEarlyChildhoodlearning,Schools,VocationalTraining,Higher
Education,CorporateLearningandLifelongLearningsegments.
InEmergingTechnologies,GlobalMindsetfocusesonImmersive
TechnologiesincludingVirtual,Augmented&MixedReality.Itis
creatinganImmersiveTechnologiesMarketplaceandEndtoEnd
ConsultingofferingsacrossAustraliaandAsia.WhileGlobal
MindsetisAustraliabased,itpartnersinUSA,India,China,
Malaysia,Singapore&Philippines.
Video links:
Virtual Reality (VR), Augmented Reality (AR) Mixed Reality
(XR) Perspectives
https://www.youtube.com/watch?v=vRXSQiJqGfw
High School STEM Education Tour to Australia
https://www.youtube.com/watch?v=9kr6KP_dHJ4
Contact
www.globalmindset.com.au
pradeepk@globalmindset.com.au
What do you want/hope for/from this industry?
WhileGlobalMindsetisAustraliabased,itpartnersinUSA,India,china,
Malaysia,Singapore&Indonesia,apartfromAustralia.Awardswonby
GlobalMindsetincludethefollowingin2017:
• InnovationsinLearningatSantaClarainUSAinAugust2017
alongwithWalmart,McDonaldsandnumberofotherGlobal
Organizations
• GlobalOutreachinE-LearningatSanDiegoinUSAinAug2017
alongwithnumberofotherGlobalOrganizations
Why are you in this industry vertical/sector?
InVirtual,Augmented&MixedReality,GlobalMindsetiscreatinga
marketplaceacrossAustraliaandvariouscountriesinAsiawitha
strongfocusonEducation&Trainingindustrysector.
Type of Company
InternationalBusinessConsulting
EndtoEndImmersiveTechnology
Consulting
ImmersiveTechnologyMarketplace
Customers
EarlyChildhoodLearning
Schools(K-12)
VocationalEducation&Training(VET)
HigherEducation
CorporateLearning
LifelongLearning
Size of Company
Numberofemployees:5
4
6. Lethbridge College
Q4 2018VR/AR INDUSTRY SECTOR: EDUCATION
Summary
LethbridgeCollegeisapost-secondaryinstitutioninAlberta,
Canada.Thecollegeoffersover50programsinareasof
healthcare,engineering,agriculture,designandmore. Inmanyof
theprogramsimmersivetechnologiesareusedtofacilitateand
enhancestudentlearning. Inaddition,LethbridgeCollegehas
participatedinanumberofappliedresearchprojectsintheareas
of360-videoandVR.Infact,in2017,LethbridgeCollegewas
namedoneofCanada’sTop50ResearchColleges. InAprilof
2018,theworld’sfirstfull-dayconference,heldcompletelyinVR,
washostedbyLethbridgeCollegeandtheVR/ARAssociation.
Thisgroundbreakingeventdrewparticipantsandspeakersfrom
85citiesfromaroundtheworld.Thisevent,andtheapplied
researchbeingdone,haspositionedLethbridgeCollegeasa
leaderinVR/AReducationspace.
Contact
www.lethbridgecollege.ca
Mike McCready, Faculty
michael.mccready@lethbridgecollege.ca
Kris Hodgson, Faculty & Chair
kris.hodgson@lethbridgecollege.ca
What do you want/hope for/from this industry?
TheneedforeducatedandcapableVR/ARcreatorsisescalatingand
wewanttobethesolutionfortraining.LethbridgeCollegeis
positioningitselftohelppreparefutureVR/ARdeveloperstomeetthe
needsofindustry.
Why are you in this industry vertical/sector?
LethbridgeCollegetakestheresponsibilityofeducatingthefuture
workforceandrespondingtoindustryneedsveryseriously. TheVR/
ARindustryhasgrowndramaticallyoverthelastfewyears,andwill
continuegrowandevolve.
Type of Company
College
Customers
Ourprimarycustomersareourstudents,
whichvaryinageandgender. Wealso
providecorporateandcontinuing
educationtogovernment,SMBs,not-for-
profits,andmore.
Size of Company
LethbridgeCollegehasover4,000
studentsandhundredsofemployees. The
teamfocusedonVR/ARcreation,research,
andeducationismadeofhandfulof
designers,developers,andproducers.
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7. LuminaVR
Q4 2018VR/AR INDUSTRY SECTOR: EDUCATION
Summary
LuminaVRisaspecialistVR/ARConsultancy,Advisory,Project
ManagementandActivationorganisation.Ourspecialistservices
arefocusedconcentricallyarounddeliveringtheDesired
OutcometotheEnd-UserExperience.
WeProjectManagefromend-to-end:
End-Usersexpectseamlessandfrictionlessexperiences.To
delivertheDesiredOutcometotheEnd-User,requiresthe
superiorknowledgeandexpertiseofsomeonewhounderstands
howtheEnd-Userwillrespond.Contactustodaytodiscuss.
• DataandResearchtoinvestigateViability
• Strategy,Planning,IdeationtoensureSuccessandbridge
CreativitywithMeasurable
• HardwareandPlatformSelectiontoensureQuality
StabilityandReach
• ContentandInteractiveComponentCreationand
IntegrationtodelivertheExperienceandtheCallToAction
Contact
michael@luminavr.com.au
+61409740877
support@luminavr.com.au
What do you want/hope for/from this industry?
VRisapowerfultoolforlearningandforeducating.LuminaVRwishes
tocollaboratewithothersintheEducationsectortopresentaunited
fronttothemarketinordertofacilitategreateracceptanceand
adoption.Wearewillingtoshareintelligencetoachievethis.
AtLuminaVR,webelievethatduringtheseearlystagesofadoption,it
iscriticaltoshareinordertobreakdownbarriers.
Why are you in this industry vertical/sector?
Educationisuniquelyplacedtoshapethemindsofthefuture.At
LuminaVR,webelievethateverychildacrosstheworldshouldhave
accesstoqualityeducationsothattheworldcanbenefitfromthefull
potentialeverychildcancontribute.Itisourmissiontodemocratise
highleveleducationinordertounlockthatpotential.
Type of Company
Hardware,Platform,Content
Marketing/Advertising
Education,Training
PropertyDevelopment
CorporateTools
Customers
EducationandTraining(K-12,Tertiary,
VET,Prof.Dev.,Assessment/
Certification)
MarketersandAdvertisers
Property(Architecture/Design,
Construction,Consultants)
Corporate(Conferences,Meetings,
Events,Launches,Expos)
Size of Company
NumberofEmployees:5
Revenue:N/A
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8. MetaVRse
Q4 2018VR/AR INDUSTRY SECTOR: EDUCATION
Summary
MetaVRseisanXRAgencyeducatingcompaniesandcollegesin
waystousethetechnologyprovidingeducationbeyondthe
classroomwalls.Ourfocusonproductdevelopmentthepast
twoyearshasprovideduswiththeknowledgeandbestwaysto
engagewiththetechnology. Withourvolumeofproductsto
engageusingAR/VR,wearepositionedtoadviseanddevelopthe
bestwaystoengageandimmerseusingXRtechnologies.
Contact
http://metavrse.com/
julie@metavrse.com
What do you want/hope for/from this industry?
Wehopethattheworldwidesupportandcollaboration,wecanstart
withbestpractices,learnfromeachother,exposeeachothertonew
developmentsandbecomealignedtobringtheVR&ARindustry
forwardbuildingnewwaystoeducateintheclassroom.
Why are you in this industry vertical/sector?
Asparentsweseetheneedforchangeinourcurrenteducation
system AsownersofMetaVRse,wearededicating25%ofourshares
tobuildaneweducationsystemthatwillbetterprepareourchildren
forafuturewithonlyonecertainty;rapidchange.Byusingeverypiece
oftechnologyweinventatMetaVRse,wecanfundamentallychange
howweeducateandcompensatethenextgenerationtocreatea
globalmindsetofabundance,peace,loveandcommunity.
Type of Company
XRforEducationLeadership
Customers
OurcustomersincludeSamsung,Corus,
BellCanada,Huawei,CentennialCollege
Size of Company
NumberofEmployees:12
Revenue:Tobeannouncedin2019
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9. ONE Digital Consulting (ONE-VR)
Q4 2018VR/AR INDUSTRY SECTOR: EDUCATION
Summary
WeprovideBestPracticesandInnovativeVR/ARexperiences
designedtoenhancelearningintheclassroomandimprove
students'educationoutcomes.
SmartEducationLabsisaVR/ARplatformthatincludesaccessto
digitalresourceslibraries,manuals,guidesandtemplatesforon/
offlineclassroomactivities.
Contact
www.onedigitalconsulting.com
CarlosOchoa
carlos.ochoa@onedigitalconsulting.eu
What do you want/hope for/from this industry?
Wewanttocontributetothedevelopmentofa“GlobalVR/AR
EcosysteminEducation”.Whichfacilitatesanddemocratizesaccess
tomotivateandacceleratetheeducationalandtrainingprocessesof
studentsintofuturecitizensforamoredemocratic,egalitarianand
justsociety.
Why are you in this industry vertical/sector?
ONEprovidesupport,knowledgeand25yearsofexperienceinthe
definition,implementationandassessmentofSmartEducation
scenariosandsubsequentinnovationpaths.
Type of Company
Network
Customers
MinistryofEducationofSpain,Ministry
ofEducationofUnitedArabEmirates,
MinistryofJusticeofItaly,European
Commission.
Size of Company
NumberofEmployees: 10
Revenue:N/A
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10. Pixvana
Q4 2018VR/AR INDUSTRY SECTOR: EDUCATION
Summary
PixvanaisaSeattle-basedSaaSstartupthatpowersthefutureof
XRstorytellingandimmersivemedia.SPINStudiofromPixvanais
thefirstintegratedplatformthattransformsthewaycustomers
create,editandshowVRvideoexperiencesacrossanydevice,
anywhere.Thecompanyisventure-backedbyVulcanCapital,
MadronaVentureGroup,Microsoft,Cisco,RaineandHearst
Ventures.Pixvana’sfoundershaveprovenstartupsuccessin
mediatechnology,andhailfromseniorproductandengineering
leadershiprolesatApple,Adobe,Microsoft,andLucasfilms.For
moreinformationvisit:www.pixvana.com.
Contact
www.pixvana.com
julia@pixvana.com
What do you want/hope for/from this industry?
AsVRcontinuestotransformthewaywecommunicate,and
consumemedia,mission-drivenorganizationsarepoisedtopositively
impactthefutureofimmersivetechnologies.Theyareanessential
elementoftheVRecosystemthatencouragecriticalinnovation,
aestheticexperimentation,andinclusion.Weareactivelyseeking
EducationpartnerstohelpdemocratizeVRcontentcreationby
teachingproductionskillstothenext-generationofcreatorswith
SPINStudio.Toapplyorreferanorganization,pleasecontact
julia@pixvana.com
Why are you in this industry vertical/sector?
PixvanaEducationisanewinitiativethatputsthepowerofSPIN
Studiocreationanddistributionsoftwareatthefingertipsof
emergingXRstorytellers.TheprogramsupportsVRlearningby
donatingSPINStudiotwo-yearlicensestoglobalpartners,including
collegesanduniversities,non-profitsandcharities,librariesandlabs,
andmuseums.TheinitiativegrantsfreeandeasyaccesstotheSPIN
Studiosuiteofcloud-based,softwaretoolsforVRvideoproduction
anddelivery.
Type of Company
SoftwareforVRvideocontent
creationanddistribution
Customers
Media&Entertainment,Education,
Training,Medical,AEC,Enterprise.
OurcustomersincludeCNN,Microsoft,
Valve,Magnopus,IntentionalFutures,
Akamai,SeattleInternationalFilm
Festival,SeattleSounders,andSeahawks.
Size of Company
NumberofEmployees: 28
Revenue:N/A
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11. RealCast
Q4 2018VR/AR INDUSTRY SECTOR: EDUCATION
Summary
Foundedbytrailblazersofgaming,roboticsandeducation,
RealCastisaParis-basedimmersiveXRstartupthatdevelopsthe
technologyandcontentforanewgrammarofinteractionin
extendedreality(XR).Insodoing,wearecreatingexperiences,
gamesandadiffusionplatformtodeveloptransformative
educationalexperiences.OurInSitueXPerience(ISXP),for
example,isashared&interactiveXRexperienceforvisitorsof
historicandculturaltouristiclocations.Itis,ineffect,a“Time
Machine,”transportingusersbackintothehistoricalmomentsof
particularlocationinrealtime.UsersmountanARheadset,or
smartphonewithARcapability,andbeginanexperiencewhichis
sharedwithotherparticipants.
Contact
realcast.io
craig@realcast.io
What do you want/hope for/from this industry?
Thisisanewandincrediblyexcitingindustrythatwillbenefit
immenselyfromfosteringconnectivetissue.Throughcollaboration,
wecanlearnfromoneanother,sharebestpracticesandamplifyour
collectivemissiontodeveloptransformativeimmersivelearning
experiences.
Why are you in this industry vertical/sector?
WithextensiveexperienceinacrossthespectrumofK-12education,
weseeanimportantandexcitingopportunityforXRexperiencesto
takeeducationfrom2Dto3D.
Type of Company
XRcontentcreationspecialistswith
basesinFrance&theUnitedStates.
Customers
Institutions,Businesses,Organizations&
MuseumswithaninterestinEducational,
Tourism,HistoryorCulture.
Size of Company
NumberofEmployees: N/A
Revenue:N/A
10
12. Schell Games
Q4 2018VR/AR INDUSTRY SECTOR: EDUCATION
Summary
SchellGamesisthelargestfull-serviceeducationand
entertainmentgamedevelopmentcompanyintheUnited
States.Weareuniquelycapableofbridgingtheworldsof
educationandentertainmenttocreategamesthatareboth
engagingandenriching.
Contact
bmorrill@schellgames.com
dwaite@schellgames.com
What do you want/hope for/from this industry?
Continuetoexplorethepowerofgamesandgame-basedlearningin
K-12classroomsandbeyond.Wewanttobeapartofconversations
betweeneducationalinstitutionsandbusinessesthataimto
reimagineeducation.WearealsobigproponentsofusingAR/VRin
theclassroom,andareactivelycreatingexperiencesmeantto
complementclassroominstruction.Wewouldlovetogetfeedback
fromeducationprofessionalsaboutwhatcontentisneededto
enhanceclassroomlearningandhowwecanmakeiteasierforthem
toimplementthatcontentintheclassroom.
Why are you in this industry vertical/sector?
Ourmissionstatementisthat“wecreateexperienceswe’reproudof,
withpeoplewelike,sowecanmaketheworldabetterplace”andto
accomplishthatmission,weareintheeducationspaceusinggames
asawaytochangepeopleforthebetter.Type of Company
VideoGamedesignanddevelopment
company
Customers
Yale,UniversityofPittsburgh,PBSKids,
FredRogersCompany,Amplify,
Children’sMuseumofHouston,Institute
ofEducationSciences.
Size of Company
NumberofEmployees: 110+
Revenue:N/A
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13. Sentireal Ltd
Q4 2018VR/AR INDUSTRY SECTOR: EDUCATION
Summary
AtSentireal,wecreatesoftwareandmediaplatformsthatturn
mobiledevicesandheadsetsintosmarteducationalassistants.
Theseassistantsdeliverguidanceusingaugmentedreality(AR)
andvirtualreality(VR)technologies,blendedwithartificial
intelligence(AI).Thiscombinationprovides"personalimmersive
learning"-personalisedimmersivecontentandcontinuous
backgroundassessmentoflearningprogress.Oureducational
solutionscoverareassuchasScience,Technology,Engineering
andMathematicsandwealsohaveconsiderableexperiencein
creatingeducationAR/VRexperiencesforstudentswithspecial
needssuchasautismorlearningdifficulties.
Contact
Dr.DavidTrainor,CEO/CTO,
david.trainor@sentireal.com
What do you want/hope for/from this industry?
Acollectiveandjoined-upapproachtoapplicationofVR/ARand
ArtificialIntelligenceineducation.Anewanddeeperformof
collaborationbetweeneducators,learnersand technologyproviders
inco-creatinggreatsolutions.
Why are you in this industry vertical/sector?
Sentirealspecialisesinhighly-personalisedVR/ARexperiencesusing
ArtificialIntelligence.Thispersonalizationisparticularlyimportantin
educationduetothedocumentedadvantagesofpersonalized
learningandtheneedtoautomatethegenerationofpersonalized
educationalmedia.
Type of Company
Software,contentandservices.Flagship
productis“immersonal”,asoftwareand
mediaplatformforpersonalised
immersivetraining/learning
Customers
Education/trainingorganizations,
Education/trainingdepartmentswithin
enterprises
Size of Company
NumberofEmployees: 7
Revenue:<$1Mperyear
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14. The Pulse
Q4 2018VR/AR INDUSTRY SECTOR: EDUCATION
Summary
ThePulseisanaward-winningspecialistagencywithproprietary
technologiesthatareredefiningeducationandlearning.
Establishedin1996,wearecontinuingtochampionthe
integrationofcreativeexcellencewithtechnologicalexpertise.
ForthepastfouryearswehavefocussedonproducingVR/AR
trainingandlearningexperiencesforeducatorsandenterprise
clients.
Contact
brett@experiencethepulse.com
BrettHeil,CEO/Founder
What do you want/hope for/from this industry?
WearecommittedtoacceleratingthegrowthandsuccessoftheAR/
VRindustryandhaveformedpartnershipswithresearchfacilities,
subjectmatterexperts,secondaryandtertiaryeducational
institutionsandGovernmenttoensureourplatformandcontent
meetindustrydemandanddeliverimprovedbusinessandlearning
outcomes. Weacknowledgethatthesuccessoftheindustrywill
dependongoodquality,wellproducedcontent,andwearededicated
toleveragingourskillsandexperienceinthisfieldtoensurebest
practicesstandardsareestablishedandmaintained.
Why are you in this industry vertical/sector?
VRandARarematuringandrevolutionisingcommunication,sowe
setouttodesignasoftwareplatformtomakethesepowerfulnew
technologies,practical,sustainableandeasytouse. Educationisaway
forpeopletoengagewithnewsituations,meaningandperspective.
Webelievethehighestqualityeducationmustenablelearnersto
engagewiththeirenvironment,socially,emotionally,cognitivelyand
physically;buildonskillsandcompetencies;leveragemultiplesensory
inputs,allowingforagreaterimmersive,realisticandengaging
experience;enablethosewithlimitedaccesstoresourcestoengage
inanexperiencethatwouldotherwisenotbepossible;and,providea
lessrestrictiveenvironmentforthosewithdisabilities.Webelievethat
theaffordanceofferedinusingAR/VRcandothisandmore.
Type of Company
Stafftrainingcontent
Customers
Telstra,ELearningInnovation,Samsung,
Intel,INFINITIMotorCompany
Size of Company
ThePulseisanagilecompany
headquarteredinSydney,Australia
withofficesinHongKongandthe
USA. Wehaveacoreteamof25,
comprisingtechnologists,
programmers,contentcreators,
educationalists,doctors,strategists
andcreatives.
Revenue:N/A
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15. XR Pioneer, Ltd.
Q4 2018VR/AR INDUSTRY SECTOR: EDUCATION
Summary
XRPioneer,LtdisaHongKongbasededucationaltechnology
solutionscompanybuilttoserveinnovative,cuttingedge,and
meaningfulemergingtechnologyintegrationintoK-12
education.XRPioneerLtdempowersstudentstocreativelyuse
VirtualReality(VR),AugmentedReality(AR),andXRtechnology
intheirlearningjourney.Weaimtobridgethegapbetweenthe
XRindustryandtheeducationalspace,whilepartneringwith
educatorstocreatearichandrewardingteachingexperience.
WeprovideVRsoftware/hardwareandcurriculumasan
authorizeddistributoranddesigncustomVR/ARmakerlabsfor
K-12schools.Ourtechnologygivesschoolsaccesstoawidearray
ofeducationalexperiencesthatarebuilttoaidthelearning
processinawaythatisengagingandfunforstudents.
Contact
www.xrpioneer.com
paola.paulino@xrpioneer.com
What do you want/hope for/from this industry?
XRPioneeraimstomeaningfullybringthepowerofVirtualRealityand
XRtoK-12education.XRPioneer’sgoalistoprovidetheclassroomof
thefuturebybridgingthegapbetweenXRTechnologyandeducation
whileempoweringstudentstodrivethecreativeuseofimmersive
technology.
Why are you in this industry vertical/sector?
XRPioneeraimstoprovidetheclassroom.WewanttobringVRand
ARtechnologytostudentsandteachersandeffectivelyintegrateXR
witheducationallessonplansandpartnerwitheducatorstocreate
richandrewardingteachingexperiences.Wehelpourclientswith
integralsolutionstoenablestudentsandeducatorsinexploringthe
powerandpotentialoffullroomscalevirtualrealityandextended
realitiesintheclassroom.
Type of Company
Education&Learning.Weprovide
personalizedimmersivetraining/learning
throughVRsoftware/hardwareand
curriculumforK-12schools.
Customers
SchoolsK-12whoareinterestedin
bringingthepowerofVRandARto
createrichandrewardingteaching
experiencesintheirclassrooms.
Size of Company
NumberofEmployees:7
Revenue:N/A
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16. Other Companies
Q4 2018VR/AR INDUSTRY SECTOR: EDUCATION
OtherEducationCompanies
LogintoourtheDirectorytoaccessall100+Educationcompanies http://thedirectory.thevrara.com
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