For immediate release.
November 15, 2022
VictoryXR and HTC VIVE today announced a partnership to enhance learning outcomes for students, by bringing a new dissection curriculum covering frogs, pigs, and the human brain to VR on the VIVE Focus 3 headset. Dissection in high school is broadly used to heighten student attention toward the biological and anatomical functions of organisms.
Carolina Biological, the leader in dissection curriculum in the United States, worked with VictoryXR to develop the award-winning educational content. Wendy Martin, national finalist for teacher of the year and a 20-year veteran teaching high school science, serves as the hologram educator walking students through the use of the virtual scalpel and scissors.
HTC VIVE Focus 3 is an all-in-one VR headset with high-fidelity hand tracking, the lightning fast Qualcomm XR2 chip, 5K combined resolution, and ergonomic comfort, which enables better learning experiences for students.
However, it did not arrive on the market with frogs, and pigs and human brains ready for dissection. Through a newly announced partnership between VictoryXR and HTC VIVE, this has now been resolved.
“The promise of virtual reality starts with science in schools; and making animal dissection available through a VR headset as good as the VIVE Focus 3, means students will learn in a way as close to the real thing as possible,” said Steve Grubbs, CEO of VictoryXR. “And what’s more fun than an odor-free, floppy frog that pops back together after being fully dissected!”
Educators in high schools, colleges, and universities can now purchase a complete education solution with 30 learning experiences on VIVE Focus 3 for $1,399, including the animal dissection curriculum, which is available now at https://www.victoryxr.com/htc-vive/
“Technology plays a crucial role in transforming the learning experience for students,” said Daniel O’Brien, GM Americas of HTC VIVE. “Through this new partnership with VictoryXR, VIVE Focus 3 enables students to dive into dissection curriculum in VR with great visual fidelity and highly immersive engagement for better learning outcomes at school.”