The year is 2024, and while Virtual Reality has come a long way since its mainstream attempt over a decade ago, the user experience remains stagnant. The hardware has evolved, and the software library ...
In the not-too-distant past, many viewed virtual reality primarily as a fun addition to gaming and entertainment applications. But in recent years, more and more companies and industries have been ...
Avantis Education has announced a new content library for its ClassVR virtual and augmented reality platform. Dubbed Eduverse+, the library features four content suites — EduverseAI, WildWorld, ...