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What is it like to wear a VR helmet to attend class? Mali multimedia suite is helping to realize

Latest update time:2017-02-16
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When VR technology emerged, many people speculated that it would bring unimaginable opportunities to various industries, from healthcare to gaming. The potential of VR is obvious, and in 2017, VR education began to enter British classrooms.

British company Avantis has been providing specialized technical support for the education sector, and its latest product, ClassVR, is a VR all-in-one machine specifically for classroom use. A set of eight helmets are contained in a safe and hard case with charging function, and ClassVR can withstand aggressive use by children.



Moreover, as an independent all-in-one device, this device is different from Samsung's GearVR and Google Cardboard in that it does not require a mobile phone. ClassVR is equipped with its own processor in the helmet, which can balance the weight distribution of the entire helmet, instead of concentrating the weight on the front like the solution that requires a mobile phone. Avantis selected Rockchip's RK3288 chip for ClassVR, which is equipped with a 4-core Cortex-A17 processor and a Mali-T760 MP4 GPU. Rupert Rawnsley, technical director of Avantis, said: We know these devices need to be rugged and have enough graphics performance to deliver good VR experience and long battery life. RK3288 provides a perfect balance between performance and power consumption .


The Mali-T760 GPU is a high-end product based on the Midgard graphics architecture, providing excellent image quality with low power consumption and high energy efficiency. Adjustable straps and variable focus make it more comfortable for different students to use. The 8-megapixel auto-focus camera on the front can provide position tracking, and the use of computer vision to support AR can be superimposed on the real world. The unique user interface allows students to control their virtual environment with simple gestures, without the need for bulky controllers, and allows instant interaction with the content they choose. Even better, it has VR course planning, and Avantis's ClassConnect portal also provides educational content, which is directly linked to the national education curriculum, so ClassVR is not just a gimmick, but the next generation of interactive learning.



You might be wondering how the teacher can keep track of what each student is doing, and they’ve thought of that, too. An easy-to-use website interface allows teachers to not only monitor but also remotely control and manage multiple headsets. Content can also be tailored to the needs of different students, so that each student can understand complex concepts in a visual way. Immersive learning also avoids the distractions that often occur in class due to outside interruptions. With ClassVR, you can ensure that everyone is fully focused and immersed in learning.


VR is being used so well in education that it’s hard to believe it’s still a new technology. ARM is pleased to see the scalability of the Mali multimedia suite, from ultra-low power to the latest high-performance Mali-G71, which will provide students with a better experience in the future.


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