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ViewSonic Invests in Metaverse for Education

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NEW ORLEANS–()–ISTE 2022 Booth #648 – ViewSonic Corp., a leading global provider of visual solutions, will be showcasing its latest EdTech solution, UNIVERSE by ViewSonic to the ISTELive 22 EdTech Conference in New Orleans, LA, June 27-29, 2022. The beta version of UNIVERSE by ViewSonic will demo an immersive 3D virtual environment. It will facilitate interactive experiences which drive engagement, enhance collaboration, and foster a sense of belonging.

UNIVERSE by ViewSonic is a captivating and engaging 3D platform designed with virtual spaces like classrooms, lecture halls and collaborative spaces. Students have the chance to express themselves through avatars, which can be personalized. Intuitive controls allow them to navigate around the “campus” and communicate with fellow students in the same class or across the globe.

“The pandemic has changed the education landscape, and we’ve seen how digital innovation and technology has helped support teachers and students during this time,” said Kevin Chu, director of the UNIVERSE Business Unit at ViewSonic. “We created this immersive learning platform so that the education community can teach and learn creatively and without limitations. We’re showing the beta version of UNIVERSE by ViewSonic to highlight what educators can do outside of traditional structures.”

UNIVERSE by ViewSonic beta

– Drive Engagement

  • Promote interaction and Peer Learning; Engage via open discussion or break-out groups of up to 4 students
  • Text and emojis for non-audio/vocal communications
  • Spatial Audio: simulates true-to-life sound and volume according to the distance between avatars.

    • For example, a classmate standing at the virtual whiteboard would sound “farther away” compared to a student avatar seated next to the user.

– Enhance Collaboration:

  • Interactive tools including screen-sharing, pop quizzes and built-in web browsing
  • Works with the myViewBoard® ecosystem
  • In-class tools include hand raising, random name generator for participation and reward points which students can redeem for virtual items

– Simplify Management:

  • Access to UNIVERSE is limited to registered students and teachers
  • Teachers can track interactivity and levels of engagement in classrooms and breakout rooms and restrict avatar movement during focus periods
  • Can utilize existing Learning Management Systems [LMS] to schedule classes and import information and files
  • Quizzes and polls are available to increase interactivity and encourage engagement
  • Dashboard offers reporting and monitoring of attendance rates and attention measurement
  • UNIVERSE by ViewSonic can be run on PC desktops, laptops, and iOS tablets with a stable internet and requires only 500Kbps per connection.

For further news and information about ViewSonic, visit ViewSonic.com and follow on Facebook, YouTube and Twitter.

About ViewSonic

Founded in California, ViewSonic is a leading global provider of visual solutions and conducts business in over 100 countries worldwide. As an innovator and visionary, ViewSonic is committed to providing comprehensive hardware and software solutions that include monitors, projectors, digital signage, ViewBoard® interactive displays, and myViewBoard™ software ecosystem. With 35 years of expertise in visual displays, ViewSonic has established a strong position for delivering innovative and reliable solutions for education, enterprise, consumer, and professional markets and helping customers “See the Difference.” To find out more about ViewSonic, please visit www.viewsonic.com.

This news release contains forward-looking statements that reflect the Company’s expectations with regard to future events. Actual events could differ significantly from those anticipated in this document. Trademark footnote: ViewSonic and the ViewSonic trademarks are trademarks or registered trademarks of ViewSonic Corporation in the United States and/or other countries. All other corporate names and trademarks stated herein are the property of their respective companies.





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Metaverse

Where Does Education Fit in an Emerging Metaverse?

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Meta—the company formerly known as Facebook—is running a new TV ad showing a future in which college students slip on a lightweight VR headset to enter a lecture hall where a professor can toss 3D models of biological cells to students who can pull them apart to demonstrate some concept.

It’s the latest sign that Big Tech sees education as a key piece of the rush to build a metaverse, the immersive Internet of Virtual Reality and Augmented Reality that so far is a disconnected mix of clunky tech gear and beta software platforms inspired by science fiction.

This technology raises lots of exciting possibilities and some tough challenges, for both K12 classrooms and college classrooms of the future. And to help us sort through this emerging space, we invited two guests to the podcast who have seen more of this VR space than most and are thinking through these issues.

Those guests are Greg Heiberger, associate dean of academics and student success at South Dakota State University and Kathy Hirsh-Pasek, a professor of psychology at Temple University and a co-author of a recent Brookings Institution policy brief about education in the metaverse with advice for Facebook and other tech giants on how to build a metaverse that is education friendly.

The session was recorded in front of a live audience at the ISTE Live edtech conference in New Orleans this week.

Listen to the episode on Apple Podcasts, Overcast, Spotify, Stitcher or wherever you listen to podcasts, or use the player on this page.



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What is the future of life in the metaverse?

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Online avatars are essentially anonymous, and there’s a real question as to whether a crime committed in a virtual world has consequences in the real world.



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KPMG enters the metaverse, invests $30M in Web3 employee training

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KPMG, one of the Big Four accounting firms in Canada and the United States, has revealed the opening of its first metaverse collaboration hub to help its employees and clients pursue growth opportunities in the digital era.

KPMG is entering the metaverse with a new collaboration hub that will connect employees, clients and others with Web3. The company is making a collective $30 million investment this year in Web3 experiences, with the metaverse hub as the “signature piece.”

According to a Tuesday report by Fortune, the hub will be focused on education, collaboration, training, events and workshops with Cliff Justice, KPMG U.S. leader of enterprise innovation claiming that it is presently being utilized for such things but that KPMG intends to hire people to build it and expand it over time.

The long-term objective for the company is to examine other potential metaverse use cases such as health care, consumer, retail, media and financial services.

Laura Newinski, deputy chair and chief operating officer at KPMG in the U.S., said:

“The metaverse is a market opportunity, a way to re-engage talent, and a path to connect people across the globe through a new collaborative experience.”

The companies will continue to explore possibilities in the crypto and Web 3.0 space, co-create new tools and solutions that provide critical insights, launch immersive learning and development platforms, recruit talent to contribute knowledge and help navigate the changing confluence of the physical and digital worlds, among other things, as part of its innovation strategy.

Related: Yahoo launching Metaverse events for Hong Kong residents under restrictions

The COVID-19 epidemic sparked people’s interest in the metaverse. There has been an increase in the desire for methods to make internet contact more lifelike as more individuals work and go to school online. JPMorgan, one of the biggest banks in the United States, made headlines earlier this year by publishing a paper suggesting metaverse technology was a “one trillion-dollar opportunity,” along with establishing its own virtual headquarters in the Decentraland (MANA) metaverse.