Last year, when Virtual Reality (VR) was just emerging once again, we speculated about the fantastic opportunities the technology presents for all sorts of industries. From sightseeing to trauma treatment to gaming, the potential of VR was obvious, so it’s no surprise that as we head into 2017 we’re seeing some awesome, innovative applications hitting the market.
UK based company Avantis have been supporting the education sector with dedicated technology for some time now and have just announced their latest offering. ClassVR is the dedicated all-in-one virtual reality headset for the classroom. Supplied in sets of 8 headsets in their own secure, toughened case with charging capability, ClassVR is sure to withstand even the onslaught of a bunch of overexcited kids.
Not only that, but as an all-in-one, or standalone, device it differs from the Samsung GearVRs and Google Cardboards of this world as it has no need for a smartphone to power it. Instead, ClassVR features its own processor right there in the headset which allows a more even weight distribution than the front-heavy smartphone approach. Avantis chose Rockchip’s RK3288 SOC for the ClassVR. Featuring a quad core Cortex-A17 processor and a Mali-T760 MP4 GPU, Rupert Rawnsley, Technical Director at Avantis said:
We knew these needed to be robust, hardwearing devices with enough graphics performance to produce a solid VR experience without the need to recharge every few minutes. The RK3288 provided the perfect balance of efficiency and performance to avoid maxing out on power consumption.
The Mali-T760 GPU is based on our Midgrad graphics architecture and sits in the High Performance roadmap, providing superior graphics quality within an efficient power and thermal budget. Adjustable straps and customisable focal length allows for comfortable use by many different students and the 8MP auto-focusing camera mounted on the front allows for the possibility of positional tracking and the use of computer vision to augment reality with overlaid, real-world images. A unique user interface allows students to control their virtual environment using simple hand gestures, removing the need for clunky controllers and allowing instant interaction with their chosen content. Even better though, it comes with VR lesson planning and access to Avantis’s ClassConnect portal full of educational content. Linked directly to the national education curriculum, ClassVR is no gimmick, but the next generation of interactive learning.
You might be wondering how on earth the teacher keeps track of what the students are up to, but they’ve thought of that too. A simple web interface allows the class leader to not only monitor, but actively control and manage, multiple headsets remotely. The content too can be varied based on the needs of individual students providing every one of them with the best chance of grasping complex concepts through visualisation. Immersive learning of course also limits the external distractions that can often derail a classroom experience, with ClassVR you can be sure everyone is paying attention and fully involved in their learning.
With such a fantastic foray into virtual reality for education it’s hard to believe this is still such a new technology. It’s great for us to see the scalability of our Mali Multimedia Suite of products, from Ultra-low power to the latest and greatest high performance Mali-G71, improving the future of today’s students. I can’t wait to see what they come up with next!
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Hello,
I'm working with children diagnozed with AHDH and it will be a tough task for me to insert a VR activity into the lesson plan. Are there special programs/tutorials/tips for VR classroom activities for such kids? And to use high-quality simulators - what PC do I need?
Another positive aspect of using VR in the learning process is the possibility of ongoing analysis and correction of user behavior by the teacher. In VR, the entire learning process is very transparent. VR applications not only allow you to track where the student looks, how he gestures, but also allow, for example, to analyze his voice (speaking speed, timbre), and even allow you to capture unnecessary interruptions and repetitions.