Learning is a process that starts from the birth of a living being and only stops once our travels on this realm end. A lot of the answers is to a question “What is an adventure?” Fire in the ancient home? Roaming with dinosaurs? Learning and education? With the development of VR in education, all the learning experiences are beginning to unite – that’s the driving force behind Lifeliqe. The company provides a platform for creation, sharing and deployment of 3D objects into mobile, VR, AR and 3D printable media.
“VR experience offers a completely different level of immersion and engagement and that’s why it’s perfect for use in education,” said Ondrej Homola, co-founder and CEO of Lifeliqe. “At the same time, teachers are now able to forge a connection with students, as they can use content that’s corresponding with what students are used to. And we’are all about creating that connection, since it leads to sparking lightbulb moments and lifelong learning passion.”
Lifeliqe forged a partnership with HTC Vive, becoming one of launch applications for their Viveport content distribution service. You can head to the store and download their first VR experience named Lifeliqe VR Museum. After iOS and Windows 10, HTC Viveport is the third platform the service is launching on, but the free version is available exclusively through Viveport, HTC’s VR app store.
Lifelique runs on HTC Vive VR headset, but also runs on mobile-based headsets, web browsers, and as PC and mobile apps with wide variety of entertainment, lifestyle, education and utility categories. In this free version, users of Lifeliqe VR Museum can enjoy two VR experiences and explore twelve interactive models. The premium version, set to arrive during this quarter comes with twenty VR experiences and more than 1000 interactive 3D models.
Those models were created for K-12 science classes, planning to stipulate learning processes in children during primary and secondary education (i.e. elementary school). The program was envisioned by professors from Stanford University, creating the five year STEM education plan entitled Corinth classroom. Users can engage in two ways. In “VR experience”, they can immerse themselves into virtual world and meet for example a Tyrannosaurus Rex. Through “Explore” function, users can study interactive 3D models while learning in depth about different parts.