Immersive Reality

$0.00

Immersive Technology extends or creates a new reality around a user, so whichever way they look they will see content. Content is digital – either computer generated imagery (CGI) or 360 degree video, and can be laid over the real world as augmented reality (AR) or replace the real world as virtual reality (VR). This technology is developing quickly and driven by world leading companies including Sony with its Playstation VR and Microsoft with its HoloLens. The scope for immersive technology is phenomenal. Students and teachers can encounter these experiences together, creating unique opportunities for group participation and social interaction. From education, special needs, wellbeing and professional development, we know that collaborative learning environments improve engagement and inclusivity for every user.

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Immersive Technology extends or creates a new reality around a user, so whichever way they look they will see content. Content is digital – either computer generated imagery (CGI) or 360 degree video, and can be laid over the real world as augmented reality (AR) or replace the real world as virtual reality (VR). This technology is developing quickly and driven by world leading companies including Sony with its Playstation VR and Microsoft with its HoloLens. The scope for immersive technology is phenomenal. Students and teachers can encounter these experiences together, creating unique opportunities for group participation and social interaction. From education, special needs, wellbeing and professional development, we know that collaborative learning environments improve engagement and inclusivity for every user.

Immersive Technology extends or creates a new reality around a user, so whichever way they look they will see content. Content is digital – either computer generated imagery (CGI) or 360 degree video, and can be laid over the real world as augmented reality (AR) or replace the real world as virtual reality (VR). This technology is developing quickly and driven by world leading companies including Sony with its Playstation VR and Microsoft with its HoloLens. The scope for immersive technology is phenomenal. Students and teachers can encounter these experiences together, creating unique opportunities for group participation and social interaction. From education, special needs, wellbeing and professional development, we know that collaborative learning environments improve engagement and inclusivity for every user.

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