The Conceptual 'Soar' VR Kit Introduces the Technology Early
Michael Hemsworth — February 17, 2019 — Tech
References: yankodesign
Virtual reality (VR) technology is positioned to play a major part of the multimedia experience going into the future, so the conceptual 'Soar' VR kit identifies how we could introduce it to kids in the classroom as soon as possible.
Designed by Choi Jaewan, the system consist of a dock with a VR headset along with two controllers that are all intended to be nested together when not in use. This works to keep everything together for users in the classroom to eliminate the occurrence of a component being lost or requiring separate pieces.
The conceptual 'Soar' VR kit helps to further immerse users in the digital experience and eliminates the need for traditional tablets or headsets. The kit is the winner of the 2018 Red Dot Design Concept Award.
Designed by Choi Jaewan, the system consist of a dock with a VR headset along with two controllers that are all intended to be nested together when not in use. This works to keep everything together for users in the classroom to eliminate the occurrence of a component being lost or requiring separate pieces.
The conceptual 'Soar' VR kit helps to further immerse users in the digital experience and eliminates the need for traditional tablets or headsets. The kit is the winner of the 2018 Red Dot Design Concept Award.
Trend Themes
1. Classroom VR Integration - Innovative VR equipment designed for the classroom creates opportunities for immersive and experiential learning.
2. Child-friendly VR Technology - Kid-friendly VR equipment opens up new avenues for early adoption and education of the technology for children.
3. All-in-one VR Kits - VR kits that are designed and packaged together have potential to simplify use and decrease the risk of losing components.
Industry Implications
1. Education - VR integration in classrooms provides a disruptive innovation opportunity for educational technology companies to create immersive learning experiences.
2. Entertainment - Child-friendly VR technology offers a disruptive innovation opportunity for entertainment companies to create engaging experiences for children that are also educationally valuable.
3. Technology - The market for all-in-one VR kits has the potential for disruptive innovation among technology companies to create more streamlined and user-friendly VR systems.
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