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VR First Academic VR Bundle

VR First, Intel, HTC Vive, Leap Motion and More Launch the Academic Purpose VR Bundle

The Academic Purpose VR Bundle consists of hardware, services and support/mentorship.

The VR First initiative began has a means of promoting grass roots development in virtual reality (VR) and augmented reality (AR) content among universities and other teaching organisations. Today, the global programme, along with a team of VR/AR industry leaders, have announced the launch of the VR Academic Purpose bundle, to further help academic institutions and science parks to engage with immersive technologies and grow their VR/AR labs.

Being made available thanks to a partnership with Intel, HTC Vive, Leap Motion, CDWG, Futuremark, MixCast, SpringboardVR and Senses Global, VR First’s Academic Purpose VR Bundle consists of hardware, services and support/mentorship by key industry organizations, designed for academic research, development and innovation purposes.

VR First Academic VR Bundle and partners

The full rundown of what’s included in the VR Bundle is as follows:

  • HTC Vive headset with accessories such as the Vive Deluxe Audio Strap and Vive Tracker, as well as education-related content through the Viveport store;
  • Intelpowered: bundles for VR ready PCs using Intel Core i7 Processors;
  • Leap Motion hand tracking technology directly attached to VR/AR headsets;
  • VRMark Professional Edition benchmarking software for VR performance from Futuremark;
  • MixCast by Blueprint Reality, which enables blending of real people with virtual worlds to create compelling 2D content from VR applications in real-time;
  • SpringboardVR‘s VR management software for automating storage, distribution and launch of VR Content;
  • The Academic Bundle catalogue of procurement and logistics services by international technology solutions provider CDWG;
  • Access to technology solutions & services in VR, AR, Human Augmentation and Smart Robots by Senses Global;
  • Guidance based on standards and recommended practices developed by the IEEE VR/AR Working Group;
  • Access to VR First‘s extensive network of industry partners for expertise insight on building powerful communities equipped with cutting edge technology and knowledge.

“Starting early 2018, we will add further hardware devices and software solutions to the academic bundle. By that, VR First also expands the addressable market for partners through global academic and developer reach,” said Ferhan Özkan, CEO of VR First in a statement.

“Education and academia are pushing the forefront of what’s possible in VR today,” said Daniel O’Brien, GM US, Vive. “VR First has created a bundle of hardware and software that serves academic needs, educational requirements and increases the accessibility HTC Vive globally. We’re happy to support their efforts to bring VR to more educational institutions.”

The Academic VR Bundle is now available through VR First as part of its Regional Growth Services program, which has renovated existing facilities or provided end-to-end solutions for establishing new VR/AR facilities. This has meant more than 50 labs have been established to date worldwide.

VRFocus will continue to follow the progression of VR First, keeping you updated on its latest initiatives.

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