VRARA Education Summit 2024: How the Pico 4 Ultra Enterprise Empowers the L&D Industry

Written by Demond Cureton:

At VRARA’s Education Summit 2024, hundreds of professionals joined the audience for a massive showcase in immersive learning for major institutions across the world.

Hosted by Kris Kolo, Global Executive Director, VRARA, the event opened discussions across over 30 speakers to illustrate how emerging technologies have helped empower educators, faculties, learners, and vocational experts and their students.

Rob Pereira, Commercial Director, PICO XR, explored the benefits of using enterprise extended reality (XR) in the classroom.

One of the top three XR manufacturers in the world, PICO XR has supported educational partners from the European Union (EU), United Kingdom, United States, Middle East, India, Australia, and New Zealand, among others, with its enterprise solutions, he stated.

Pereira added that education remained a top industry vertical for PICO’s dedicated, standalone XR solutions with bespoke specifications for enterprises.

He noted use cases continued to proliferate across immersive learning, leading to novel teaching methods and delivering modules to classrooms, ranging from small schools to entire districts and governments, at scale.

Key factors considered when deploying XR devices were data protection, return on investment (ROI), and improving learner metrics, he explained.

Pereira told the audience about end user concerns,

“This usually involves large-scale planning and organisation. On the other hand, we have teachers and schools that are looking more at the day-to-day. They are looking into making complex technologies easier to grasp [and acquiring] training content, accessibility, hygiene, and managing classrooms.”

Pico also offered 360-degree solutions like software and content to form an ecosystem to support classrooms and end users, he said.

Additionally, for educators, external concerns involved receiving sufficient support during the developmental phase and reaching more students, Pereira noted, adding,

“We are only one part of the solution. We need to connect the content, training to management tools, and support systems to deliver full-scale solution that works for everyone. We [are] connected to many providers, people, and specialised solutions in this ecosystem for educators.”

Benefits of Pico XR Learning Solutions

Following the release of the budget-friendly Pico Neo 3 and flagship Pico 4 Ultra in May 2022 and September 2024, respectively, the ByteDance-owned headset manufacturer expanded MR tools for client use cases.

Both offered 6 degrees-of-flight (6DoF), hand tracking, and mobile device management (MDM) for small to large-scale deployments, with one case involving up to 3,000 connected headsets.

Explaining further, Pereira said that the devices were hygienic manageable and easily shareable for use in enterprise and school-based scenarios. They also allowed departments to deploy apps across headsets, browse the internet, and access 360-degree and YouTube videos, he continued.

Pico also provided its Business Suite software platform to facilitate “seamless classroom control, even in large groups with hundreds of students,” he stated, adding users could access modules offline where schools could not access or secure internet connections.

Continuing, he explained,

This dedication to building a secure enterprise ecosystem also means that we can provide enhanced API and SDK access. If you want to create better software and improve your current work, we can help and support you [with] global technical support through our distributed partners.

Regarding continuous support for end users, Pereira noted,

“We can also assign dedicated technical project managers to assist in developing your project at hand, making sure that every school, district, and partner receives the help they need.”

PICO Use Case Examples

In his presentation, Pereira addressed several highlighted use cases for the Pico enterprise platform, including:

VIL

In a use case in Germany, VIL utilised a holistic turnkey solution with Pico headsets, software, and a “very large content library” from third-party providers. It also featured high-security data protection and scalability to 2,500 devices.

Pico also provided additional MDM support to connect creative content libraries via a network of partners. A total of 3,000 on-demand devices were commissioned to schools for rapid shipping and deployment, making it the largest deployment of its kind in Europe.

Regional Training Centre (RTC)

RTC is a collection of 700 vocational schools and is headquartered in Flanders, Belgium. Rather than using a turnkey solution, the company aimed to create their ecosystem from scratch for greater flexibility.

Prior to the VIL project, RTC hosted the largest project in Europe at the time with 1,200 devices. Pico supported the firm through the entire process to facilitate with flexible solutions, data protection, and Pico 4 Enterprise headsets with next-gen mixed reality capabilities.

PHOTO: RTC Antwerpen

The organisation also selected ArborXR for device management and employed a large network of content providers for vocational content.

PRISMS VR

Based in San Francisco, California, PRISMS VR is a company that develops Science, Technology, Engineering, and Maths (STEM)-based content for educators in the hopes of transforming the sector.

The company empowers students to understand complex concepts prior to employing traditional methods. The company is a full-service provider with over 10,000 headsets, which found successful rollouts with close collaboration with partner networks, Pereira told the audience.

He also noted that PRISMS will have the largest deployment of PICO 4 Ultra Enterprise headsets by the year’s end in the US and, potentially, the world.

The VRARA Best in EdTech, XR, AI event united hundreds of online attendees from across the virtual, augmented, and mixed reality (VR/ AR/ MR) industry for its Education Summit 2024 on Thursday, 19 September.

The Summit showcased dozens of use cases and testimonies across the education, training, and learning and development (L&D) sectors involving businesses, academia, researchers, and thought leaders.

Full Sail University, Arizona State University, Ohio State University, Yorkville University, and many others institutions shared their success stories on XR’s role in the contemporary classroom, leading to the digital transformation of learning and development (L&D).

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PICO to present at our Education Summit on Sept 19 (Best in EdTech, XR, AI​)

 
 

Rob Pereira of PICO will present at our VRARA Education Summit 2024: Best in EdTech, XR, AI, a virtual LinkedIn Live event on Sept 19 with 1000s of attendees.

Over the past 12 months, PICO has firmly established itself as a leading provider of enterprise VR hardware and solutions, particularly within the education sector. PICO’s commitment to transforming learning experiences through innovative technology has seen PICO partner with schools and institutions across the globe, bringing immersive education to life.

Why Attend the Pico session at our VRARA Education Summit 2024?

  • Real-World Success Stories: In this session, we will dive into some of the most impactful educational projects we've been involved in across the US and Europe and where PICO’s technology is making education more immersive and engaging. From large-scale deployments to tailored solutions for individual schools, you'll hear first-hand how XR is being used to enhance learning outcomes.

  • Tailored Solutions for Every School: Whether you're managing a large institution or just beginning to explore XR in your classroom, PICO’s presentation will offer valuable insights. We’ll discuss the challenges and successes of integrating XR in education, offering inspiration and practical tips for deployments of all sizes.

  • Looking Ahead: Be among the first to learn about PICO’s upcoming products and solutions designed specifically for education. We’ll share PICO’s roadmap for the future, highlighting how PICO’s new offerings will continue to support innovative teaching methods and create more engaging learning environments.

Join PICO at VRARA Education Summit 2024!

This is an essential session for educators, administrators, and tech leaders looking to harness the power of VR in education. Don’t miss the opportunity to see how PICO can help you take the next step in your educational journey.

Register for our VRARA Education Summit 2024

About our Event

Our annual VRARA Education Summit will have 30+ speakers and 1000s of attendees on LinkedIn Live. Our past LinkedIn Live summits had up to 3260+ registrations - ​Europe​ (3260+ registrations) and ​Enterprise​ (2500+ registrations) and generated 1000+ LIVE audience during prime time speaking spots). LinkedIn has 1 Billion users and 57M orgs are listed on LinkedIn, and our event helps our Members and Sponsors elevate their brand and get them established as an authority in the industry.

XR in Education is a $25 billion market by 2030

Join our annual Education Summit: Best in EdTech, XR, AI !

The global XR/metaverse education market is expected to grow 10x (a growth rate of 46%) and reach a value of $25B by the end of a decade, according to data by AltIndex.com.

Nearly 1/3 of that value will come from the United States. The U.S. market is expected to reach a value of $8.3B in 2030, up from roughly $1B in 2024. The total value of metaverse classrooms in China will skyrocket by 960% and hit $3B in the next six years. Japan and Germany follow with a massive 900% growth and $1.2B and $1B market values, respectively.

Seven out of 10 teachers want more VR and AR in education, especially when it reinforces the curriculum and student interest, according to a recent study by Statista. This type of technology creates opportunities for experiential learning, which:

  • Helps students make deeper connections with learning.

  • Gives students hands-on experiences with things they may never otherwise encounter.

  • Goes beyond rote memorization and into immersive learning.

  • Customizes experiences to students’ interests, abilities, and learning styles.

There are a lot of opportunities for the metaverse in education, specifically. For example, it can provide personalized education at all levels: grade, middle, and high school, of course, but also in college and trade schools. It can give institutions the ability to provide education to people who can’t access it locally, while also providing a more immersive experience.

Academic studies have found metaverse education can improve learning outcomes, heightening student engagement and attention span, while also driving motivation and knowledge retention.

Rabindra Ratan, Associate Professor at Michigan State University in a 2023 interview on The Peggy Smedley Show, said “When I’m sitting in a regular classroom, I lose 80% of the back row students, about 40% of the way through the class, they just multitask, they get tired, they get bored, they jump on their computer, check their email, go on to play a game of chess, or whatever. And their attention span diminishes. I don’t mind if they fidget and multitask, but if it’s taking them away from the thought process involved in the class, that’s bad. But in my VR class, I tell them, okay, fidget, do some 3D drawing.”

The bottomline is this method of education still has room to blossom with the right educators and technology infusion. And I see considerable growth in the coming year. Before 2024 ends, already it is projected that more than 28M people will be educated in metaverse classrooms, roughly five million more than two years ago. But again, there are still a lot of factors at play for it to go up, sideways, or even spiral without the right mix of inspired educators, institutions, innovators, and technology.

By making learning immersive and experiential, XR technology can help create a better understanding of complex topics. XR facilitates a new, exciting kind of experiential learning, and experiential learning has been proven to work.

A rigorous meta-analysis of experiential learning outcomes across 89 studies showed overwhelmingly positive and robust results for students. Experiential learning outcomes are nearly 50% better than traditional learning outcomes. Through experiential learning, students increase cognitive and social skills, meaning they retain information better, improve problem-solving and develop a deeper understanding of social issues.

By helping students experience feelings of wonder and delight as they view the world in a new way, XR can serve as a highly effective experiential learning tool.

Learn more at our annual Education Summit: Best in EdTech, XR, AI !

Call for Participation: VRARA Education Summit 2024 (Best in EdTech, XR, AI)

Based on the success of our LinkedIn Live events for Europe (3260+ registrations) and Enterprise (2500+ registrations), we are now planning our next virtual event:

VRARA Education Summit 2024 (Best in EdTech, XR, AI)

Date for the event: Sept 19 (NOTE: based on Sponsor’s request, we can move the event date!)  

Sponsors get the best speaking spot, registration list of 2000+ attendees, and promotion to our 60k emails global mailing list. Plus, promotion by LinkedIn. LinkedIn has 1 Billion users and 57M orgs are listed on LinkedIn, and our event will help elevate your brand and get you established as an authority in the industry.

Our past LinkedIn Live summits generated 1000+ LIVE audience during prime time speaking spots - see examples below)

If interested to speak or sponsor, email kris@thevrara.com

Summary of our New Challenges of 3D Volumetric Capture and Its Application to Real-Time XR

Carlos Ochoa hosted our online session. The importance of volumetric capture in creating interactive content, applications in music experiences, and immersive experiences for young people were highlighted. The meeting covered the challenges and future potential of volumetric video technology, including its integration in live concerts. We emphasized the need for practical education in tech fields and suggested introducing AI education for kids and parents. The discussion also touched on investment in technology for education, studio setup, future projects, technology adoption, challenges with Unity and Unreal platforms, and the future of technology focusing on web-based experiences.

Topics & Highlights

Volumetric Capture and Interactive Content Creation

  • volumetric capture and its value in the immersive field, emphasizing the challenges of processing large amounts of data for real-time experiences.

  • need for new interactive content formats, the limitations of current one-directional content shared by brands and artists, and the significance of integrating real people through volumetric video for enhanced audience interaction and engagement.

4. Volumetric Video Applications

  • capabilities of volumetric video technology, such as creating holographic experiences with idols , integrating real teachers in education, and enhancing learning and first aid training through interactive experiences.

5. Immersive Music Experiences

  • potential of volumetric video technology in creating immersive music experiences, like having artists like Taylor Swift perform in users' homes and enabling interactions like taking photos and recording videos with them.

6. Creation of Immersive Experiences for Young People

  • importance of storytelling, training musicians/actors in technology, and ensuring high-quality recordings for immersive experiences.

  • complexities of recording hyper-realistic content, the use of volumetric video, and the extensive data processing required for creating realistic 3D objects.

7. Volumetric Video Technology

  • The discussion covers various aspects of volumetric video technology, such as the time and cost challenges in processing data, live streaming capabilities, 3D avatar generation, potential applications in video games, education, and entertainment.

8. Integration of Volumetric Video in Live Concerts

  • The decision to focus on integrating volumetric video technology in live concerts for real-time interaction with avatars and exploring new engagement opportunities with audiences.

  • Concerns raised about the delay time in using current technology, potential innovations with future technologies like 6G, and the need for improvement in interactive experiences.

9. Innovative Education Methods

  • need for students to work with professionals in the tech sector to learn from real-world challenges and solutions, highlighting the importance of fresh perspectives and innovative thinking.

  • introducing artificial intelligence education for kids and parents, stressing the importance of preparing for the future and ensuring everyone has the necessary tech knowledge.

10. Investment in Technology for Education

  • creating volumetric video technology studios may require an investment of around 200,000 euros, along with additional fees for using the technology from other studios.

11. Discussion on Studio Setup and Content Generation

  • costs involved in setting up a studio and generating content, with different price points for each option.

  • persuading a business partner to fund the studio setup as they are more interested in creating applications rather than owning the studio.

12. Discussion on Future Projects and Technology Adoption

  • shift towards 3D images and the potential decline in traditional reading and writing skills in the younger generation.

  • idea of finding funding to set up a studio in Silicon Valley, indicating a potential next step.

  • concerns about the challenges in convincing older individuals, including his own children, to adopt new technologies like AI and digital tools.

13. Challenges with Unity and Unreal Platforms

  • concerns about the challenges encountered with Unity and Unreal platforms, highlighting the need for extensive programming efforts, compatibility issues with headsets, and the importance of collaboration with partners for support.

14. Future of Technology and Web Experiences

  • potential of using web for immersive experiences, highlighting the shift towards web-based technologies for accessibility and user engagement, with a focus on advancements in 3D technology by NVIDIA.

Recap of Scalable Student-driven Production of Scalable XR Learning Experiences

Colleen Bielitz hosted our online session and had Prof Robert LiKam Wa give a presentation.

Dr. Robert LiKamWa is an associate professor at Arizona State University, appointed in the School of Arts, Media and Engineering (AME) and the School of Electrical, Computer and Energy Engineering (ECEE). LiKamWa directs Meteor Studio, which explores the research and design of software and hardware for mobile Augmented Reality, Virtual Reality, Mixed Reality, and visual computing systems, and their ability to help people tell their stories. To this end, Meteor Studio’s research and design projects span three arcs: (i) advanced visual capture and processing systems, (ii) systems for hybrid virtual-physical immersion through augmentation of senses, and (iii) design frameworks for data-driven augmented reality and virtual reality storytelling and sensemaking.

The meeting discussed XR learning at ASU scale and beyond, emphasizing partnerships with AR and VR for diverse learning opportunities and immersive storytelling with Dreamscape Learn. The XR program at ASU was highlighted, focusing on MeSH system implementation for scalability and student accessibility, including studio mentorship and faculty involvement. Initiatives for immersive learning experiences for high school students, meteorology simulations, and XR environments in education were also addressed, along with ongoing research projects and collaborations. The meeting explored micro-credentialing in XR programs, VR applications in education for enhanced learning experiences, and potential collaborations for XR lesson builder platforms. The importance of partnerships, scalability, and philanthropic support were emphasized as next steps for action.

Topics & Highlights

1. Discussion on XR Learning at ASU Scale and Beyond

  • investments in partnerships with AR and VR for different learning opportunities and creating learning experiences for various degree programs at ASU.

  • partnership with Dreamscape Learn, emphasizing immersive storytelling for education and engaging students in their learning by making them characters in their own stories.

2. MeSH - Support Network and Studio Mentorship

  • The decision to have faculty mentors for guilds to provide skills and expert mentorship in their subject areas.

  • Discussion about the collaborative and co-designed approach with clients in the intake process.

3. Implementation of XR Environments in Education

  • importance of instructional design, aligning objectives, and the creative team's role in engaging students. He highlighted the need for assessments, time budgeting, and the involvement of primary roles for project success.

  • interdisciplinary nature of the project, involving students from various programs, the establishment of guilds for skill development, and the role of instructional designers in course design at ASU.

4. Research Projects and Collaborations

  • various research projects, including Hurricane Heroes and the Verizon project, led by PhD students and their publications at different conferences.

5. Virtual Reality (VR) for Education

  • The conversation covers the application of VR in education, specifically focusing on scale perception and immersive experiences. ASU's partnership with Dreamscape for creating educational content and hiring students for various roles is discussed.

Recap of our Grants as a Growth Strategy session

We had an excellent online session with Ashley Pereira hosted by Carlos Ochoa with 60 academics and professionals.

Ashley is specialized in helping K-12 STEM and CTE education change makers turn their vision into validated success. With a deep-rooted passion and proven track record in advancing STEM education, I've led pioneering learning experiences since 2008, positively impacting nearly 4 million learners. My expertise lies in leveraging synergies between people and systems to not only prove but enhance the impact of STEM, career readiness, and immersive tech through grant funding and program evaluation. Bringing a commitment to excellence and mind-blowing efficiency, my specialized package offerings are delivered with swift, actionable insights, enabling your organization to quickly prove and promote the power of your program or product.

Each year millions of dollars in grant funding are awarded for education programs. In this presentation Ashley Pereira, Founder & CEO of Greater Good Consultants LLC, will share inside tips on how to find grant funding and utilize it within your growth strategy - for both for-profit and nonprofit organizations! Learn the basics of grants, the best FREE grant research databases to find opportunities, and how to screen leads to identify the best fits.

The meeting covered various topics, starting with the VR/AR Association Education Committee's focus on producing a white paper about exercise in education to offer insights to newcomers, emphasizing innovation, collaboration, and equity. Ashley Pereira shared insights on grants and funding, highlighting the importance of grants for both for-profit and non-profit organizations, with a focus on the US but globally applicable practices. The discussion also delved into identifying funding sources, grant research, and screening processes, emphasizing the need to target local areas for increased success rates. Ashley provided tips on grant writing and evaluation plans, while discussions on finding partners for grant applications and challenges in securing funding were also addressed. The meeting touched on the Erasmus project training program, challenges in education-industry collaboration, and the VR education market, highlighting the importance of collaboration, content creation, and immersive learning experiences. Lastly, insights on federal grants were shared, with a decision not to recommend pursuing them for early-stage organizations due to complexity and time commitment.

Topics & Highlights

1. Discussion on VR AR Association Education Committee

  • importance of producing an index with insights to help new generations in VR AR education.

  • concept of ICE (Innovation, Collaboration, Equity) as key focus areas for the committee.

  • importance of the white paper about exercise in education, recording sessions, and the growth of the VR AR Association Education Committee.

2. Discussion on Grants and Funding

  • grant discussion applies to both for-profit and non-profit organizations, with a focus on the United States but with globally applicable practices.

  • the concept of grants as free money, typically awarded to non-profit organizations, but also discusses how for-profit companies can utilize grants as a sales and marketing tool.

3. Identifying Funding Sources and Grants

  • various types of funders, such as corporate foundations, private foundations, public foundations, and associations. She emphasized the importance of aligning criteria with funders' criteria to increase the chances of success in grant applications.

4. Finding Grants and Funding Opportunities

  • importance of knowing what to ask for when seeking grants, whether for general operating expenses or specific programs. She highlighted the use of free databases to find suitable funding opportunities.

5. Grant Funding Database Demo

  • demo of using a free grant funding database to search for funding opportunities for educational projects, highlighting the availability of federal, private foundation, and national grants.

  • benefits and limitations of free grant databases, mentioning higher competition due to ease of access and the recommendation to consider paid software for more targeted searches.

  • funding needs for the project involving a virtual reality experience of being embodied in Rosa Parks, discussing the historical empathy and implicit racial bias reduction goals.

6. Grant Research and Screening Process

  • importance of targeting local areas for funding requests to improve success rates.

7. Grant Writing Tips and Evaluation Plans

  • significance of research, tailored requests, and robust evaluation plans in grant writing to enhance the chances of success.

8. Finding Grants for Educational Programming Worldwide

  • paid database Instrumental as a comprehensive option for finding grants worldwide, highlighting its robust features and high cost.

  • sharing the expense of the paid database among a group of organizations, with examples of successful collaboration shared by participants.

  • concerns about the complexity of grant processes in Europe, emphasizing the challenges in creating consortia and the lack of focus on real market impact.

9. Finding Partners for Grant Applications

  • advice on finding partners for grant applications, emphasizing the importance of networking, chambers of commerce, and university connections.

10. Challenges in Securing Funding

  • concerns about the need to align grant funding with real market benefits to avoid wasting money and effort. He highlighted the trend of companies disappearing within a few years due to lack of customers despite receiving grants.

  • detailed information on different types of funding available in the European Commission, including the Horizon Project, Erasmus, and indirect projects promoting regional collaboration. He mentioned specific grant amounts, eligibility criteria, and the competitive nature of securing such funding.

11. Erasmus Project Training Program

  • history of an Erasmus project aimed at training teachers in vocational training and universities on XR and VR technology due to the gap in skills in the industry.

  • concerns about the lack of dissemination and sharing of experiences from the project, emphasizing the importance of collaboration and sharing knowledge.

12. Challenges in Education Sector and Industry Collaboration

  • concern about the gap between industry needs and education sector trust, highlighting the wasted time and money in training experts. Ashley agrees, emphasizing the importance of funding to bridge the gap and the need for program evaluation to prove impact.

  • challenges in the education sector and industry collaboration, mentioning the lack of understanding in using technology, the variety of available technologies with different price points, and the need for software developers and investors to support educational initiatives.

13. Challenges in VR Education Market

  • saturation of the market with equipment, high price points for VR education software, and the disconnect between selling workforce solutions and actual affordability.

  • lack of interest in VR solutions in education, citing the example of receiving grants and funding but minimal response from schools due to the perceived nature of the problem as a 'first world problem.'

  • challenges in education, including internet connectivity issues in rural areas, lack of device access for VR solutions, and the political and money-driven nature of the education sector.

14. Collaboration in Education

  • highlights the significance of collaboration in education, pointing out that individual efforts may not effectively address the overarching problems, and stresses the importance of working together despite financial constraints.

  • Multiple speakers discuss the value of content over technology in education, sharing experiences from past projects and emphasizing the need to focus on content creation and collaboration.

15. Virtual Reality in Education

  • Carlos mentioned the use of 360 videos from National Geographic in Iceland to understand the value of preserving the environment and emphasized the simplicity of VR experiences using minimal devices.

  • The discussion touched upon the challenges of creating digital content for VR, the need for standardized platforms for content creation, and the potential for immersive learning experiences to enhance education.

  • goal of bringing VR to education and training, highlighting the importance of developing strong content to drive adoption and make a positive impact.

16. Discussion on Federal Grants

  • concerns about pursuing federal grants, seeking advice from Ashley on whether it's worth pursuing for early-stage organizations without prior grant experience.

  • decision not to recommend pursuing federal grants due to the extensive time commitment and complexity involved, suggesting a different approach of starting small and building partnerships before approaching funders.

Summary from our Spatial Education Unleashing 3D Active Learning

Pau Guardiola presented at our Online Session about Spatial Education Unleashing 3D Active Learning.

Pau Guardiola discussed special education and 3D active learning, emphasizing the use of XR technologies in education. He showcased examples of spatial education and highlighted the importance of active learning and quick feedback. The speaker also discussed the use of VR technology for training purposes and the application of virtual reality in deliberative polling. The evolution of avatar technology and the potential of AI avatars for personalized education were also discussed. Future technologies, OpenAI's new feature, immersive learning research, VR and AI integration, and concerns about AI hallucination and reliability were addressed. The participants expressed their wishlist for an education-focused VR platform and discussed collaboration and managing the VR environment. The importance of engagement and immersive experiences in the virtual environment, as well as the potential of generative AI, were highlighted. The novelty effect in research and healthcare credentialing in VR were also mentioned.

Spatial computing and AI in education

  • problem of decreasing student engagement and the impact of technology in the classroom.

  • example of spatial education using a QR code to overlay a 3D model of the human heart on educational material.

XR in Education

  • goal of engaging students in class using XR technologies and introduces the team 'You Can Extend It, Relate It Up'. They collaborate with professors and design educational experiences. Research projects are conducted to measure the effectiveness of these experiences.

  • research projects on XR in education and invites the audience to be active participants using the Slido application.

  • importance of active learning and introduces Slido as a tool for quick feedback from students.

  • concept of spatial computing and its relevance in education for teaching and learning 3D concepts. He discusses the natural evolution of the internet and the potential revolution in classrooms.

  • examples of spatial education applications in the classroom and invites the audience to share their understanding of spatial education.

Learning spatial computing in the metaverse

  • here is no correct answer to a question, but all answers could be correct, highlighting the fascinating nature of the technology.

  • examples of using VR technology in dentistry and CPR training, showcasing the increase in engagement and performance observed in the VR groups.

  • examples of using 3D spatial techniques, including recreating a technique for taking off a helmet, recording a rescue operation, and reconstructing drone footage.

Virtual Reality Training

  • use of virtual reality technology for training purposes. They explain how they reconstruct real scenarios using drone views and 3D reconstruction software. They also mention the use of realistic makeup for creating victims and the application of Polycam and Spatial for recreating spaces and scenarios. The speaker emphasizes the importance of providing realistic training experiences to prepare students for real-life situations.

Deliberative Polling in the Metaverse

  • work with the Deliberative Democracy Lab to apply virtual reality technology in deliberative polling. They explain the methodology of deliberative polling and how it aims to gather public opinion after informed discussions. The speaker mentions conducting deliberative polling in person and online due to COVID-19. They express their goal of bringing deliberative polling to the metaverse and highlight the positive experiences they had with conducting it in virtual reality.

Discussion about Meta-Res Technologies and Avatars

  • meta-res technologies can be better than two-dimensional groups of discussion and talks.

  • evolution of avatar technology, mentioning that they have become more realistic over time.

  • metaverse is moving towards a more realistic experience, which may have consequences for harassment and bullying.

  • potential of AI avatars for personalized education and internationalizing educational material.

  • creation of a metaverse and showed a space where virtual soccer and football can be taught.

  • capabilities of the tool, including screen sharing, sharing of videos and images, and the ability to accommodate up to 50-45 students at the same time.

Discussion about future technologies

  • future technologies, including the ability to have AI, the democratization of creating metaverse experiences using AI, the development of a special classroom, and a project in Mozambique and Uganda to have classes in VR with Spanish and Stanford professors.

Discussion about personal avatars and AI assistants

  • A participant raises a concern about personal avatars and AI assistants. The speaker discusses their experience with personalized AIs and training an AI agent. They also mention a research project involving feeding an AI with polls.

OpenAI new feature

  • OpenAI new feature that allows users to create their own AI by paying a monthly fee of $20. He mentions that the AI can be trained with user data and customized. The feature has been found very useful.

Immersive learning research

  • experience with immersive learning research, stating that it has higher motivation and cognitive effects compared to traditional styles. Pau Guardiola expresses interest in collaborating on publications or conducting new research in this area.

VR and AI integration

  • integration of VR and AI. He mentions applications like PolyCam for creating 3D objects based on videos or photos, AI agents that can be deployed in metaverse experiences for real-life conversations, and Wanda VR deploying agents in their metaverse experiences. Pau expresses interest in further collaboration and learning about Michael Crawley's research and projects.

  • concern about some tools not working well and the constant changes in the VR landscape. He asked Pau Guardiola for his thoughts on addressing the challenges of AI hallucination and truth and accuracy reliability.

Discussion about the wishlist for education-focused VR platform

  • dream of having an education-focused VR platform similar to Spatial. He also mentioned the desire to deploy AI avatars in the platform.

Discussion about collaboration and managing the VR environment

  • projects are mostly based on frame VR, which is focused on education. He emphasized the need to train people on how to use the VR environment effectively.

  • concern about people's lack of knowledge and skills in managing the VR environment outside of the educational ecosystem.

Virtual Environment and Engagement

  • importance of creating an open environment in the virtual space where users can enter, get value, and exchange experiences.

  • challenges of understanding the purpose and target in a virtual environment compared to a university setting.

  • importance of engagement and immersive experiences in the virtual environment, particularly with the use of headsets.

  • risk of platforms focusing on different areas, such as video games, education, or enterprise, and the need for users to decide which platform suits their needs.

Generative AI and Democratization

  • excitement about generative AI and its potential to change interactions with technology, particularly in complex scenarios.

  • goal of making interactions as easy as possible, the need to democratize the technology, and the transition from typing to speaking.

Novelty Effect in Research

  • The participants mentioned the novelty effect and the need for more experience and time to study its impact on research data.

  • They expressed excitement about conducting research on groups that are already familiar with using certain technologies.

Healthcare Credentialing in VR

  • work on healthcare credentialing in VR and the research they are conducting on validity and reliability.

  • importance of gathering evidence and real cases to demonstrate the value of these technologies to the industry.

Recap of our XR and Barriers to Entry at Schools

Thank you Colleen Bielitz for hosting our Online Session with 30+ educators!

In the meeting, participants discussed the current state of education and the need for immersive learning. Participants emphasized the approach of tailoring solutions to schools' needs and expresses concern about not asking schools upfront about their goals for implementing VR. The speaker discussed the challenges to implementation, positive experiences of students with virtual dissections, and the importance of monitoring student use. Ongoing support, implementation strategies, content creation, and integration are also discussed. The speaker briefly mentions an AI avatar solution and addressed concerns about the return on investment for immersive learning. Engaging students through empathy, immersive learning, and downloadable content is highlighted as a way to improve outcomes.

Kerry Persen of Meta appointed as Co-Chair for VR/AR Association's Education Committee

We are thrilled to have Kerry Persen join the leadership for our Education Committee and help lead our community.

Kerry works on the Global Policy Campaigns and Programs team at Meta and is focused on AR/VR, particularly on its application to education and upskilling. Kerry is excited to engage with the VR/AR education community on the future of the space and the opportunities to develop the AR/VR ecosystem for education.

Kerry  is a Security Fellow at the Truman National Security Project and an affiliate at the Center for International Security and Cooperation. She has previously worked at the Institute for the Future and at RiceHadleyGates LLC, a strategic consulting firm led by former Secretary of State Condoleezza Rice, former National Security Advisor Stephen Hadley and former Secretary of Defense Robert Gates. She has also been a Minerva Fellow at the U.S. Institute for Peace, a Fellow at the Berkley Center for Religion, Peace & World Affairs at Georgetown University, and a Fulbright Scholar in Indonesia.  

Kerry received her Ph.D. from the Department of Political Science at Stanford University, where her research was supported by the National Science Foundation, the Horowitz Foundation, and the National Consortium for the Study of Terrorism and Responses to Terrorism (START), among others. She graduated summa cum laude from Bowdoin College with a double major in Government and Economics. 

1140 people joined our Education Forum 2023 from 61 countries!

Our annual Education Forum 2023 was a full day event for immersive learning, VR/AR, and metaverse that brought together 70+ speakers and 1140 attendees from the academia and industry, including Harvard, Stanford, Meta, Google, Microsoft, Lenovo, Dell, Magic Leap, Unity, ArborXRFull Sail, NYU, CMU, University of California, FIU, UCF, Univ College of London, and 100+ other schools and organizations.

To purchase access to video recordings, see here

Top countries and top sessions/speakers shown below:

Thank you to our Sponsors!

Some of the positive feedback we received includes:

  • Diversity of contents, time precision and great set of speakers.

  • The diversity of people and backgrounds in attendance

  • The vast amount of topics focused in XR for education and the speakers that gave specific examples of their work, and their approach towards XR implementation and challenges they solve.

  • I learned so much, it is hard to describe. Thank you to the speakers who were so informed and free with their knowledge and time. I am just blown away, thank you so much.

  • The connections and content were quite nice.

  • Plenty of networking time!

See our upcoming events here

Andrew Stapp of NYU appointed as Co-Chair of VR/AR Association Education Committee

We are thrilled to have Andrew Stapp help lead our VRARA Education Committee. Join our weekly Online Meets, check schedule here.

Andrew is an extended reality software engineer and educator in NYU's Immersive Technology Lab. For over seven years, he has worked at the forefront of interactive software blending art, design, and computer science together creating immersive XR solutions for all industries. He has extensive experience working hand in hand both in public and private sectors educating and training all levels of XR technology. Andrew has also designed and developed a wide range of applications including educational augmented reality apps, multi-user VR training simulations, and web-based art exhibits.

Within my University, I am continually watching the positive reactions and impacts XR technology has on both students and faculty alike. I believe XR can be a transformative tool in the way we educate, train, and inspire hope in building a more equitable future for all. I am excited to join my co-chairs and fellow thought leaders in VRARA’s Education Committee as we push the industry and culture forward.
— Andrew Stapp



Highlights from our VRARA Education Forum 2022: Top Sessions & Speakers. 1500+ attendees from 75 countries, 100+ schools/orgs, 50+ vendors

Thank you everyone who participated in our annual VRARA Education Forum hosted by our Education Committee and special thank yous to our event sponsors!

Below are some of the highlights from our Forum!

Let’s continue the discussions and collaboration during our weekly Online Meets!

Updates for our VRARA Education Forum on May 19

We are 3 weeks away from our virtual event, VRARA Education Forum 2022, on May 19 and wanted to share with you our confirmed speakers and agenda thus far.

We expect 1K+ audience. Just like in our previous Forums, our event will bring together educators from schools around the world, and vendors who are leading the immersive EdTech space!

There is still time to apply to speak or sponsor (apply on the event's webpage)!


Participants include:

Initial Agenda:

  • 1-on-1 Networking - get to meet the speakers and other attendees (one of the most valuable features of our virtual events!)

  • Welcome & Introduction by our Education Co-Chairs: Carlos J. Ochoa from ONE Digital, Alex Grady from Unity, Colleen Bielitz from Southern Connecticut State University

  • Virtual Field Trips – What, Who, Where and Why? (Panel)

  • How to Build Learning Scenarios in VR (Panel), Christine Janssen, Edstutia

  • Managing VR Devices in the Classroom, Luke Wilson, ManageXR

  • Future of Education in the Metaverse, Rrahul Sethi, Expoodle

  • Measuring Education Outcomes in Healthcare, Pavel Makarevich, Proven Solution

  • How To Make Movies in the Metaverse, Professor Frank Chindamo, Virtual Film School

  • Teaching in VR, Kim Grinfeder, Associate Professor and Director of the XR Initiative, University of Miami

  • Emerging Technologies for Education, Tess McKinney, University of Nebraska

  • And more! Check Schedule.



We are looking forward to your participation on May 19!

If you haven't yet, register today!


Interview with Colleen Bielitz, Ph.D, VRARA Education Co-Chair

We are thrilled to have Collen Bielitz, PhD of Southern Connecticut State University join our thought-leadership team and co-chair our Education Committee.

Register for our Education Forum here https://hopin.com/events/vrara-education-forum-2022

Colleen is Associate Vice President of  Strategic Initiatives & Outreach at Southern Connecticut State University and is driven by the United Nations SDGs.  She provides leadership and direction in the guidance, development and implementation of strategic initiatives related to new and ongoing non-curricular initiatives, outreach, and external partnerships both locally and globally. Member of the President Leadership Council, Provost Council, Advancement Council and serves as the Provost’s designee.

“I’m happy to assist institutions in getting the strategic, creative, and organizational factors needed to execute innovation in a successful manner to keep up with the hyper pace of change. I combine innovation, creativity, relationship building and business acumen to create high potential ventures.

— Colleen Bielitz

Colleen Bielitz appointed as Co-Chair for our VRARA Education Committee

We are thrilled to have Collen Bielitz, PhD of Southern Connecticut State University join our thought-leadership team and co-chair our Education Committee.

Join our weekly Online Meets here!

Colleen is Associate Vice President of  Strategic Initiatives & Outreach at Southern Connecticut State University and is driven by the United Nations SDGs.  She provides leadership and direction in the guidance, development and implementation of strategic initiatives related to new and ongoing non-curricular initiatives, outreach, and external partnerships both locally and globally. Member of the President Leadership Council, Provost Council, Advancement Council and serves as the Provost’s designee.

I’m happy to assist institutions in getting the strategic, creative, and organizational factors needed to execute innovation in a successful manner to keep up with the hyper pace of change. I combine innovation, creativity, relationship building and business acumen to create high potential ventures.
— Colleen Bielitz

Call for Speakers and Sponsors for our VRARA Education Forum

Our virtual forum will bring together educators from schools around the world, and vendors who are leading in immersive EdTech.

In our last virtual forum, we had participation from HP, Lenovo, Stanford, UCF, Ithaca College, Bangkok Prep School, Iowa State University, Lethbridge College, University of Michigan, Georgian College, IIIT India, OSF Saint Francis Medical Center, American College of Chest Physicians, UCAM Spain, among others.

Apply to Speak and Sponsor on event website

Register for event here

Alex Grady of Unity appointed Co-Chair of our Education Committee

We are thrilled to have Alex Grady of Unity join our thought-leadership team and co-chair our Education Committee.

Join our weekly Online Meets here!

Alex is a Senior Program Manager at Unity technologies, supporting schools to quickly start or expand innovative real-time 3D programs and help faculty to learn and teach real-time 3D development. Prior to Unity, he has worked as a classroom educator, curriculum developer, and learning experience designer. 

I’m optimistic about the potential of XR technologies to address some of the issues in education and, as co-chair, I look forward to supporting and championing creators in the field who aim to make learning more meaningful, motivating, equitable, and inclusive. 
— Alex Grady, Unity