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How Extended Reality Tools Can Bring New Life to Higher Education

For video game players, the 2010s were a decade of extended reality. 2012 saw the development of Oculus, a virtual reality headset company that Facebook later acquired for more than $2 billion. In 2013, Google started selling consumers Glass, a computer built into a pair of glasses. 2016 brought us Pokemon Go, the addictive game that saw players running around their neighborhoods hunting virtual creatures projected onto the physical landscape through their smartphones.

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