Head quarters

475 Metro Place South, Suite 120, Dublin, OH 43017, USA,

Direct: +1 614-707-5225

Technology Center

SKCL Infinite Towers, A21 & A22, Thiru-vi-ka Ind. Estate, Guindy, Chennai-600032, India,

Direct: +91 (44)-2250-1363

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Find Answers to the Trending Questions

Virtual Reality (VR) is the term used to describe a three-dimensional, computer generated environment which can be explored and interacted with by a person. That person becomes part of this virtual world or is immersed within this environment and whilst there, is able to manipulate objects or perform a series of actions.

Augmented Reality (AR) is an interactive experience of a real-world environment where the objects that reside in the real world are enhanced by computer-generated perceptual information. This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one.

Mixed or Merged Reality (MR) is the merging of real and virtual worlds to produce new environments and visualizations, where physical and digital objects co-exist and interact in real time. Mixed Reality does not exclusively take place in either the physical world or virtual world, but is a hybrid of augmented reality and virtual reality. To mark the difference: Augmented Reality takes place in the physical world, with information or objects added virtually like an overlay; Virtual Reality immerged you in a fully virtual world without the intervention of the physical world. Mixed Reality extends virtual reality to the real world. A person experiencing mixed reality can visualize 3D objects superimposed on the real world.

Extended Reality (XR) is the combination of human & computer-generated graphics interaction, which is in reality as well as the virtual environment. In basic terms, Extended Reality is a superset of immersive computer technologies such as Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR).

We are immersive technology experts in Augmented Reality (AR), Virtual Reality (VR), and Mixed Realty (MR).

The short answer is No. We take the security and privacy of your personal information seriously; therefore, we do not rent, sell, or share your personal information.

HoloPundits started as an innovation center, but has now emerged as a full-fledged corporate setup with technological expertise that spans the entire spectrum of Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR). With the mission to help learners and instructors in the education and enterprise markets unlock their full potential by providing immersive technology solutions that meet their needs. XR Guru, a product by HoloPundits, is a next generation education and training application designed to bring learning, content creation, and distribution together into one easy-to-use platform.

It depends on the scope of the project. Contact us. We are immersive technology experts and will work with you to scope out a project, including time and cost estimates.

We are here to help. We are immersive technology experts and we will work with you to show you how to use XR technology to improve your business.

It depends on your business, but a lot of business are using Extended Reality to lower costs, reduce timelines, increase productivity, improve safety, and effectively and cost-efficiently recruit, engage, train, and retain workers by providing custom immersive technology solutions.

Our corporate headquarters are located in Dublin, OH. Our global technology center is located in Chennai, India.

Although a VR headset is an excellent option to access the XR Guru application, one is not required. The XR Guru application can also be accessed using an iPad or Android tablet.

It depends on the application. An off-the-shelf package can be a highly cost-effective solution; however, it may not meet all your needs. This is where a custom solution can be advantageous. We offer both.

It depends on the scope of the project. Contact us. We are immersive technology experts and will work with you to scope out a project, including time and cost estimates.

In the past, Virtual Reality (VR) has been primarily associated with the gaming industry. However, advancements in technology, the high level of internet connectivity, and cheap bandwidth have paved a way for its application and acceptably across multiple industries. Virtual Reality’s unique value proposition is to educate and entertain users via an interactive and immersive, digital content experience. Though it started with gaming, Virtual Reality has now become a highly acceptable and valuable tool in many industries ranging from Education, Sales & Marketing, Sports, Construction & Engineering, Healthcare, and Teleconferencing, just to name a few.

The uses of Augmented Reality (AR) are numerous. With the Covid-19 pandemic and the need to practice social distancing, any means of interaction with objects and humans has been limited. This is where AR shined with its ability to superimpose information on objects in the real world. Some areas where AR can add value while still maintaining social distancing are shopping and retail, travel, education, marketing, manufacturing, infrastructure, print media, and publishing.

Wherever there is a need to simplify a complex concept or theory, there exists a use case for Mixed Reality (MR). Mixed Reality has a lot to offer in industries such as construction and engineering as well as other industries like interior design, where users can interact with their environment in real time.

Virtual Reality (VR) offers an engaging, fun, and interactive way of learning, but some learners can experience headaches, eyestrain, fatigue, and nausea when using VR for a prolonged period. Spending too much time in the virtual world can cause problems for your eyes, plus you may experience VR motion sickness. The key is moderation. It is paramount teachers and parents moderate and supervise the usage of VR.

In the past, VR has been primarily associated with the gaming and entertainment industries. However, advancements in technology, the high level of internet connectivity, and cheap bandwidth have paved a way for its application and acceptably across multiple industries, including Education, Sales & Marketing, Sports, Construction & Engineering, and Healthcare.

VR offers an engaging, fun, and interactive way of learning, but spending too much time in the virtual world can increase the risk of addiction and social isolation. If a student finds the virtual more interesting than the real world, they may end up getting addicted to the world of simulation. Therefore, it is paramount teachers and parents moderate and supervise the usage of VR. However, there is a flip side to this. Several articles have been written on how virtual reality helped curb social isolation among senior citizens and families amid the Covid-19 global pandemic. VR provides an opportunity to partake in new activities with friends and share new experiences, like dancing at a packed club or playing a pickup game of soccer. Even before the pandemic, some predicted that socialization would be the future of VR, but it’s only because of coronavirus that people were forced to view it as a viable option.

In-person learning remains an important part of the educational process, and I doubt it will ever go away. Learning during the pandemic further established that students learn best when they are physically present in the same classroom, and when they’re engaged in meaningful and energizing ways. However, the introduction of new technologies to the in-person classroom experience means there will be new innovative ways to complement traditional modes of learning, such as Extended Reality Learning. It is important to remember that Extended Reality is designed to be a tool to augment and enhance the current teaching process, not replace it!

We offer more than 300 modules available in Biology, Physics, and Chemistry, meeting STEM guidelines and AP curriculum standards.

We get it. Teaching is not easy! Teaching is one of the hardest professions because it requires dedication of heart and mind. It is one of the most rewarding professions in that it gives you an opportunity to make an impact on a future generation, but it is also extremely difficult and draining. VR can reduce the burden on teachers by helping students learn faster and retain knowledge longer, as well as boosting student engagement and helping students to easily understand complex concepts.

Schools can save time and money by providing travel experiences without having to leave the classroom. With school budgets being increasingly squeezed, the cost savings associated with travel, tickets, and time cannot be ignored. Apart from the initial installation cost and the minimal teacher training, virtual field trips are largely free. What’s more, there’s no need for teachers to spend time writing and obtaining permission slips.

Virtual Reality (VR) has entered the mainstream after years of development and enhancements. With tech behemoths such as Google, Facebook, HTC, and Samsung entering the VR scene and the widespread availability of 5G technology, the popularity of VR devices and content is soaring. According to a recent study, the global VR market is projected to grow from $6.3 billion in 2021 to $84 billion by 2028. These trends prove that the long-term benefits of immersive learning are a new way forward. VR learning is significantly more engaging and productive, as well as being an efficient way to learn.

A major critique of VR technology is that it distracts learners more than it engages them. VR is actually less distracting and improves skills more effectively than a traditional classroom learning environment.

There are articles online indicating VR technology can be costly, depending on a variety of factors such as instructional design, creation, management, the production of customized content, and number of developers and headsets required. These articles estimate the average cost of a full VR training plan (2022) can cost from $50,000 up to $150,000. However, these estimates are based on the development of a customized full virtual reality training program. The reality is schools can begin to implement VR into their curriculum for far less. In fact, VR learning is very cost-effective, especially if used at scale, and given its ability to transform learning into a fun, interactive, and engaging process. Once a VR program is obtained, institutions can re-use their content and hardware on an as-needed basis, reducing repeat costs. There are also several ways to mitigate VR learning costs, from using cardboard headsets to utilizing existing internal resources at an institution. Contact us to find out how cost-effective VR can be.