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VR/AR ASSOCIATION
INDUSTRYSECTOR REPORT:
EDUCATION
Q4 2018
Thisindustrysectorreporthighlightssomeofthe
companiesinnovatingintheVRARspacefor
educationapplicationsandsolutions.
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
Q4 2018VR/AR INDUSTRY SECTOR: EDUCATION
Foreword
Ifyouwouldliketobefeaturedorsponsorafutureversionofthisreport,emailinfo@thevrara.com
I’moftenaskedifItrulybelievevirtualrealitycanbenefiteducation.Idon’tblamepeopleforbeingsomewhatscepticalasVRissodifferent
fromtraditionalformsofmediaanddifferentcanoftenbeintimidating.Infact,VRoffersaprettyseismicshiftinthewaythatweaccessand
interactwithdigitalcontent,somuchsothatitbecomessomethingyoucan’ttrulyunderstanduntilyou’vetrieditforyourself.Astheearly-
adoptersandinnovatorsoftheeducationindustryhavebeguntodabblewiththisfledglingtechnology,theconsensushasbeenpretty
consistent-thisisgoingtobehuge.
ThebenefitstolearningthatVRcanofferareimmense.Ithasthepotentialtoengagestudentsinanemotive,visceralwayastheyare
engulfedwithinthelearningcontent.Itcanfosterempathy,allowstudentstopracticeskillsinasafe,simulatedenvironmentorevenlet
thembreaktherulesofphysicstoharnesstheimpossible.Perhapsmostimportantly,ithasthepotentialtobreakdownbothgeographical
andfinancialbarriersforschools,allowingthemtobringthewholeworldintotheirclassroomlikeneverbefore.
ImmersivetechnologieslikeVRarenotjustthefutureofeducation,theyarethefutureofalldigitalmediainteractionandthisfutureis
comingfasterthanmanypeoplerealise.Wehavearesponsibilitytoensurethatourstudentsarefuture-readyandformanyofthem,
platformslikeVRwillbethestandardwaythattheywork,collaborateandcommunicate.Weoweittothemtoensurethattheyarewell-
preparedforthisexcitingfuture.Tothatend,itgivesmegreatpleasuretowelcomeyoutothisreportfromtheVR/ARAssociationwhich
spotlightssomeofthebest,education-focusedcompaniesworkingintheimmersivetechnologiesfieldrightnow.
--Steven Bambury, TopVREducationInfluencer
“VR…isn’tthatjustagimmick?”
2
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
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
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.
5
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
6
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
7
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
8
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
9
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
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
11
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
12
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
13
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
14
Other Companies
Q4 2018VR/AR INDUSTRY SECTOR: EDUCATION
OtherEducationCompanies
LogintoourtheDirectorytoaccessall100+Educationcompanies http://thedirectory.thevrara.com
Ifyouwouldliketogetfeaturedinfuturereports,email info@thevrara.com
15

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VR Education Industry Sector Report 2018

  • 1. VR/AR ASSOCIATION INDUSTRYSECTOR REPORT: EDUCATION Q4 2018 Thisindustrysectorreporthighlightssomeofthe companiesinnovatingintheVRARspacefor educationapplicationsandsolutions.
  • 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
  • 3. Q4 2018VR/AR INDUSTRY SECTOR: EDUCATION Foreword Ifyouwouldliketobefeaturedorsponsorafutureversionofthisreport,emailinfo@thevrara.com I’moftenaskedifItrulybelievevirtualrealitycanbenefiteducation.Idon’tblamepeopleforbeingsomewhatscepticalasVRissodifferent fromtraditionalformsofmediaanddifferentcanoftenbeintimidating.Infact,VRoffersaprettyseismicshiftinthewaythatweaccessand interactwithdigitalcontent,somuchsothatitbecomessomethingyoucan’ttrulyunderstanduntilyou’vetrieditforyourself.Astheearly- adoptersandinnovatorsoftheeducationindustryhavebeguntodabblewiththisfledglingtechnology,theconsensushasbeenpretty consistent-thisisgoingtobehuge. ThebenefitstolearningthatVRcanofferareimmense.Ithasthepotentialtoengagestudentsinanemotive,visceralwayastheyare engulfedwithinthelearningcontent.Itcanfosterempathy,allowstudentstopracticeskillsinasafe,simulatedenvironmentorevenlet thembreaktherulesofphysicstoharnesstheimpossible.Perhapsmostimportantly,ithasthepotentialtobreakdownbothgeographical andfinancialbarriersforschools,allowingthemtobringthewholeworldintotheirclassroomlikeneverbefore. ImmersivetechnologieslikeVRarenotjustthefutureofeducation,theyarethefutureofalldigitalmediainteractionandthisfutureis comingfasterthanmanypeoplerealise.Wehavearesponsibilitytoensurethatourstudentsarefuture-readyandformanyofthem, platformslikeVRwillbethestandardwaythattheywork,collaborateandcommunicate.Weoweittothemtoensurethattheyarewell- preparedforthisexcitingfuture.Tothatend,itgivesmegreatpleasuretowelcomeyoutothisreportfromtheVR/ARAssociationwhich spotlightssomeofthebest,education-focusedcompaniesworkingintheimmersivetechnologiesfieldrightnow. --Steven Bambury, TopVREducationInfluencer “VR…isn’tthatjustagimmick?” 2
  • 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. 5
  • 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 6
  • 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 7
  • 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 8
  • 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 9
  • 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 11
  • 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 12
  • 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 13
  • 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 14
  • 16. Other Companies Q4 2018VR/AR INDUSTRY SECTOR: EDUCATION OtherEducationCompanies LogintoourtheDirectorytoaccessall100+Educationcompanies http://thedirectory.thevrara.com Ifyouwouldliketogetfeaturedinfuturereports,email info@thevrara.com 15