The Umety system was designed from the very beginning to attend to the needs of all students (and teachers!), in a meaningful, practical, and feasible way. Umety’s world-leading immersive content library is voiced (for those with vision and/or reading difficulties), textual (for those with auditory issues), in 3DoF (3 degrees of freedom) for those with mobility concerns, and uses only 1 controller
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for those with fine-motor skills limitations. Content is available through a web platform and native application on VR devices. The platform offers learning opportunities for students and provides teachers, parents, and administrators with actionable analytics.
The Umety system was designed from the very beginning to attend to the needs of all students (and teachers!), in a meaningful, practical, and
...
feasible way. Umety’s world-leading immersive content library is voiced (for those with vision and/or reading difficulties), textual (for those with auditory issues), in 3 DoF (3 degrees of freedom) for those with mobility concerns, and uses only 1 controller for those with fine-motor skills limitations. Content is available through a web platform and native application on VR devices. The platform offers learning opportunities for students and provides teachers, parents, and administrators with actionable analytics.
Umety's VR solution for education
Umety's VR solution for education
VR provides students with special needs the opportunity to enhance their knowledge, skills, and attitudes in unprecedented ways that would have been otherwise unattainable. VR can effectively cater to the diverse needs and
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learning styles of students with disabilities, thereby accommodating their often distinct and personalized learning experiences. VR affords a truly personal experience through a web platform and native applications on VR devices.
VR provides students with special needs the opportunity to enhance their knowledge, skills, and attitudes in unprecedented ways that would have been otherwise unattainable. VR can
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effectively cater to the diverse needs and learning styles of students with disabilities, thereby accommodating their often distinct and personalized learning experiences. VR affords a truly personal experience through a web platform and native applications on VR devices.
An inclusive and engaging learning experience for all students
We know a distraction-free experience for students with attention deficit challenges is essential. The immersive environment of a VR experience encourages sustained attention and a deeper
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level of focus.The virtual solution provides individuals with ADHD high levels of stimulation and immediate learning opportunities that make them feel more comfortable and less anxious. Learning with VR increases motivation, eases interaction, develops cognitive skills, enhances short-term memory, and makes lessons more enjoyable.
- Active learning – better outcomes
- Distraction & judgment-free learning
- Formative assessment in every module
- Standards aligned
- Robust data analytics
- Easy to use for teachers and students
- Affordable, scalable, easy to deploy
How does it work?
A 3DoF headset is quite possibly the only choice for a special needs student. This device has one controller, which essentially means there is a requirement for manipulation of only the index finger and thumb on one hand. For many of the modules, only the index finger needs to be used to trigger events to happen (select, drag/drop, move a slider, etc.). For those
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with the ability to articulate the index finger only, the controller can be strapped to the user’s hand. Another option would be to use a joystick controller attached to a wheelchair. With the joystick, one would be able to "walk" through an environment (where applicable). Two buttons on the base of the joystick would allow for all other interactions.
A 3DoF headset is quite possibly the only choice for a special needs student. This device has one controller, which essentially means there is a requirement for manipulation of
...
only the index finger and thumb on one hand. For many of the modules, only the index finger needs to be used to trigger events to happen (select, drag/drop, move a slider, etc.). For those with the ability to articulate the index finger only, the controller can be strapped to the user’s hand. Another option would be to use a joystick controller attached to a wheelchair. With the joystick, one would be able to "walk" through an environment (where applicable). Two buttons on the base of the joystick would allow for all other interactions.
How does it work?
Benefits of a 3DoF VR device for special-education students
Consider the transformative power of "walking" through virtual environments instead of simply teleporting to different locations, as often happens in 6 degrees
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of freedom (6DoF) experiences. We encountered a man with severe mobility issues during our visit to the UK who expressed a desire to try VR. Setting up our Taj Mahal module, similar to Google Expeditions but with the added ability to move within the environment, he exclaimed with joy, "I can walk!" This unique technology grants individuals a sense of presence and newfound abilities. While the accompanying image is just a concept, it highlights the potential for incorporating such options into our modules. Unlike 6DoF devices, which lack the capacity for walking, our 3DoF solution opens up diverse possibilities and preserves the ability to explore immersive environments like the Taj Mahal.
Consider the transformative power of "walking" through virtual environments instead of simply teleporting to different locations, as often happens in 6 degrees of freedom (6DoF) experiences. We encountered a man with severe mobility issues during our visit to the UK who expressed a desire to try VR. Setting up our Taj Mahal module, similar to Google Expeditions but with the added ability to move within the environment, he exclaimed
...
with joy, "I can walk!" This unique technology grants individuals a sense of presence and newfound abilities. While the accompanying image is just a concept, it highlights the potential for incorporating such options into our modules. Unlike 6DoF devices, which lack the capacity for walking, our 3DoF solution opens up diverse possibilities and preserves the ability to explore immersive environments like the Taj Mahal.
Featured
Umety has been featured on the Assembling Inclusion podcast (Episode 21) by Dr. Katie Nieves Licwinko (https://anchor.fm/assemblinginclusion). In this episode, we discuss ways that virtual reality can play a role in education, and can be a wonderful tool for inclusion, when done right.
Featured
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Testimonials
Diana Lang
Assistive Technology Lead, Halton District School Board