OUR TECHNOLOGY
01 / INTUITIVE
Our virtual world creation application is designed for subject matter experts and does not require 3D design and programming skills.
02 / FAST
Our unique user interface concept and virtual world sharing approach enable the user generation of virtual learning environments relevant to teaching goals within time frames that educators can afford.
03 / SCALABLE
Our technology provides the range of tools necessary to support blended learning requirements out the box. Students can interact with peers and teachers through speech and text. The virtual worlds created can grow and be mirrored as much as necessary to accommodate classes of any size.
MEET RezMelaTM
OUR STORY
We are an enthusiastic group of educators, software engineers, programmers and creative artists who have been interested in virtual reality and its applications for more than a decade. We are especially interested in avatar-based virtual learning environments to support team training. The RezMela platform organically evolved from applications that were developed for various competitive research grants aimed at advancing educational technologies.
OUR VISION
RezMela is the application layer that we envision to be on top of a VR operating system. This infrastructure will make it easier for users to build their own higher level applications or virtual appliances as it were. This first public release focuses on rapid virtual world generation by end users. The next stage of development will involve the implementation of a dynamic data visualization layer that will augment the user-friendly world generation and control functionality with in-context avatar/event data visualization.
OUR TECHNOLOGY
RezMela is currently implemented using the OpemSim virtual reality platform. The main features of the RezMela system includes an extensive library of objects and a unique multi-user world editor that allows the rapid creation and saving virtual environments. The library of objects include static objects such as trees and buildings, interactive objects such as vehicles and non-player characters, semantic objects such as scoring-tracking-and-display among many other object types, and third party service integration objects such as the Google Map object. This object facilities the creation of virtual training scenarios relevant to real world locations.