AVANTIS CLASSVR CVR-255-64 User manual

www.classvr.com/support
www.classvr.com/safetyv1.0
ClassVR Headset Model Number: CVR-255-64
Virtual Reality Headset
and Case Guide

1.1. Connecting the power cable to the case of 4 and 8
Open the case by pushing the latch buttons down. Attach the power lead to the back of
the case making sure it is fully inserted.
Section 1
The Storage Case and Headset
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1.2. The USB hub
The USB hub mounted in the top left corner of the case is used to charge each headset
via the connected cables. When the unit is charging you will see a green light appear on
the hub.
1.3. Charging the headsets
To charge the headsets, carefully place them back into the carry case making sure the
USB-C cable within the case is accessible. Then connect the cable to the USB-C port on
the bottom of the headset. When each device is charging you will see a light appear on the
bottom of the headset.
When the headsets are fully charged, we recommend switching the power supply o at the
mains. Make sure the headsets are fully charged before first use.
Make sure that the circle in the ClassVR logo is facing down when placed back into the
case. This ensures that the USB-C socket will be on the correct side.
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1.4. The ClassVR headset at first glance
Once charged, to turn on the CVR-255-64 headset hold the power button down for 5
seconds. To turn the headset o hold the power button down until the pop-up window is
shown within the headset. From here select the ‘Shut down’ option by ‘looking’ at the on-
screen text, and use the action button to select.
Volume Up
Volume Down
Button Controls
Select/Action Button
Menu Button
Power Button
Back Button
1. Head Strap 6. Microphone 11. Left Headset Lens
2. Headset Buttons 7. Micro USB Slot 12. Proximity Sensor
3. Camera 8. 3.5mm Headphone Out 13. Right Headset Lens
4. Microphone 9. Power Button 14. Left Speaker
5. Volume Up/Down 10. Face Padding 15. Right Speaker
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ClassVR headset connection ports
ClassVR headset face padding
5 6 7 98
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11 12 13
14 15
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1. Trigger/Action Button
2. Navigation Controller
3. Option Button
4. Back Button
5. USB-C Cable
6. USB-C to USB-A Adapter
7. Textured Body Grip
1.5. The ClassVR hand controller
All Avanti’s World explorable scenes can be accessed and viewed
with ClassVR headsets. The optional controller empowers students
to intuitively explore the virtual environment with a new found
fluidity and complete control.
The USB hand controller can be
connected to a ClassVR headset via the
supplied USB cable. Being solely powered
by the headset during use, the hand
controller doesn’t need to be charged.
When fitting to a CVR-255-64 headset
the USB-A adapter isn’t required so please
remove before use.
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5
6
7
2
3
4
Compatible with
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1.6. How to adjust the head strap
Pull the straps, then use the hook and loop
fastenings to tighten the straps so the headset fits
securely and comfortably on each student’s head.
1.7. How to replace the padding
Pull the foam face rest gently away from the headset housing taking care around the two
lenses. Replace the foam in the desired position, making sure the soft fabric is tucked
behind the two lenses and the proximity sensor is visible.
1.8. How to clean the headset and controller
To avoid transferring contagious conditions like conjunctivitis (pink eye), do not share the
headset or the controller with persons with contagious conditions, infections or diseases,
particularly of the eyes, skin or scalp. The headset and the controller should be cleaned
between each use with skin-friendly non-alcoholic antibacterial wipes and with a dry
microfibre cloth for the lenses.
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2.1. Turning your headset on
To turn your ClassVR headset on, simply press and hold the power button on the bottom
right of the headset for five seconds. You will see the ClassVR logo appear followed by the
menu screen.
To conserve power, the screen will turn o when the headset is not in use. Simply place
the headset on your face to activate the sensor and the screen will turn on again.
Section 2
Learn the Basics: How do the ClassVR
headsets work?
Bluetooth This icon shows if Bluetooth is
enabled (disabled in some regions).
ARC App Load up preconfigured Augmented
Reality activities.
Device Information Quickly display
information about the headset.
White dot (reticle) Treat this dot as your select
tool to highlight items you wish to open.
VR Experiences Immerse your class in a
huge variety of Virtual Reality experiences,
either from the provided collections or
create your own using the ClassVR Portal.
QR Code Scanner Used to quickly switch
between collections of VR experiences.
Wi-Fi This icon indicates connectivity.
Battery Level Shown as a percentage.
1 2 3 4 5 6 7 8
1 5
2
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3
7
4
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Turn your head to find the icon you would like to select. Look at the icon. You should see a
white dot in the location of your gaze.
2.2. Navigation controls
While students are wearing the ClassVR headset and it is not being controlled by the
teacher, they can navigate using their head and the action button.
To select an experience
To go back to the menu screen
While wearing the headset, shake your head smoothly from side-to-side, or press the
menu button on the top right side of the headset.
Tilt your head to the left to scroll towards the left of the screen. Tilt it to the right to scroll
right.
To navigate left and right without turning around
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While viewing a 360 picture
2.3. Using controls within an experience
Press and hold the select button
to zoom in.
Tilt your head to pan from side to
side without turning around.
2.4. To access Virtual Reality experiences
Simply open the QR Scanner app on the headset and look at the QR
Key on the relevant lesson plan. You will hear a beep and the related
VR experiences will become available.
2.5. To access Augmented Reality resources
When you see the ARC logo on a plan or worksheet, that means you
can launch Augmented Reality content simply by looking at it! First
open the ARC app from the home screen of your VR headset, then
look at the image on the teaching resource to bring it to life.
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Before using the headset
• Read and follow all setup and operating instructions provided with the headset.
• Review the hardware and software recommendations for use of the headset. Risk of discomfort
may increase if recommended hardware and software are not used.
• Your headset and software are not designed for use with any unauthorised device, accessory
and/or software. Use of an unauthorised device, accessory and/or software may result in injury to
you or others, may cause performance issues or damage to your system and related services.
• To reduce the risk of discomfort, adjust the viewing focus for each user before use of the headset.
• A comfortable virtual reality experience requires an unimpaired sense of motion and balance. Do
not use the headset when you are: Tired; need sleep; under emotional stress or anxiety; or when
suering from cold, flu, headaches, migraines, or earaches, as this can increase your susceptibility
to adverse symptoms.
• We recommend seeing a doctor before using the headset if you are pregnant, elderly, have pre-
existing binocular vision abnormalities or other serious medical conditions.
• To charge the headsets, carefully ensure they are placed within their supplied case, with the USB
cable connected to each headset. When the case is connected to the mains using the supplied
power cable, the light on each headset should illuminate to show that it is charging. When the
headsets are fully charged, we recommend switching the power supply o at the mains.
Children
Adults should make sure children use the headset in accordance with these health and safety warnings
including making sure the headset is used as described in the Before Using the Headset section and the
Safe Environment section.
Adults should monitor children who are using or have used the headset for any of the symptoms
described in these health and safety warnings (including those described under the Discomfort and
Repetitive Stress Injury sections), and should limit the time children spend using the headset and ensure
they take breaks during use.
Prolonged use should be avoided, as this could negatively impact hand-eye coordination, balance, and
multi-tasking ability. Adults should monitor children closely during and after use of the headset for any
decrease in these abilities. We recommend that ClassVR is used for no more than 15 minutes in any one
lesson. Short VR sessions are very engaging and are the perfect way to open a topic or reinforce a key
point. The ClassVR player includes a notification to the teacher when any student has been in VR for
longer than this recommended time, which is also the limit recommended for children by optometrists.
Seizures
Some people (about 1 in 4000) may have severe dizziness, seizures, eye or muscle twitching or blackouts
triggered by light flashes or patterns, and this may occur while they are watching TV, playing video games
or experiencing virtual reality, even if they have never had a seizure or blackout before or have no history
of seizures or epilepsy. Such seizures are more common in children and young people under the age
of 20. Anyone who experiences any of these symptoms should discontinue use of the headset and see
a doctor. Anyone who previously has had a seizure, loss of awareness, or other symptom linked to an
epileptic condition should see a doctor before using the headset.
Section 3
Health and Safety Information
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General precautions
To reduce the risk of injury or discomfort you should always follow these instructions and observe these
precautions while using the headset:
• Use only in a safe environment: The headset produces an immersive virtual reality experience that
distracts you from and completely blocks your view of your actual surroundings.
• Always be aware of your surroundings before beginning use and while using the headset. Use
caution to avoid injury and remain seated unless your content experience requires standing.
• Use of the headset may cause loss of balance.
• Remember that the objects you see in the virtual environment do not exist in the real
environment, so don’t sit or stand on them or use them for support.
• Serious injuries can occur from tripping, running into or striking walls, furniture or other objects,
so clear an area for safe use before using the headset.
• Take special care to ensure that you are not near other people, objects, stairs, balconies, open
doorways, windows, furniture, open flames, ceiling fans or light fixtures or other items that you
can bump into or knock down when using - or immediately after using - the headset.
• Remove any tripping hazards from the area before using the headset.
• Remember that while using the headset you may be unaware that people may enter your
immediate area.
• Do not handle sharp or otherwise dangerous objects while using the headset.
• Never wear the headset in situations that require attention, such as walking, bicycling, or driving.
• Make sure the headset is level and secured comfortably on your head, and that you see a single,
clear image.
• Make sure any headphone cables if used are not tripping hazards.
• Ease into the use of the headset to allow your body to adjust; use for only a few minutes at
a time at first, and only increase the amount of time using the headset gradually as you grow
accustomed to virtual reality. Looking around when first entering virtual reality can help you
adjust to any small dierences between your real-world movements and the resulting virtual
reality experience.
• Do not use the headset while in a moving vehicle such as a car, bus, or train, as this can increase
your susceptibility to adverse symptoms.
• Take at least a 10 to 15 minute break every 30 minutes, even if you don’t think you need it. Each
person is dierent, so take more frequent and longer breaks if you feel discomfort. You should
decide what works best for you.
• If using headphones, listening to sound at high volumes can cause irreparable damage to your
hearing. Background noise, as well as continued exposure to high volume levels, can make
sounds seem quieter than they actually are. Due to the immersive nature of the virtual reality
experience, do not use the headset with the sound at a high volume so that you can maintain
awareness of your surroundings and reduce the risk of hearing damage.
Discomfort
Immediately discontinue using the headset if any of the following symptoms are experienced: seizures;
loss of awareness; eye strain; eye or muscle twitching; involuntary movements; altered, blurred, or double
vision or other visual abnormalities; dizziness; disorientation; impaired balance; impaired hand-eye
coordination; excessive sweating; increased salivation; nausea; lightheadedness; discomfort or pain in the
head or eyes; drowsiness; fatigue; or any symptoms similar to motion sickness.
Just as with the symptoms people can experience after they disembark a cruise ship, symptoms of virtual
reality exposure can persist and become more apparent hours after use. These post-use symptoms can
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include the symptoms above, as well as excessive drowsiness and decreased ability to multi-task. These
symptoms may put you at an increased risk of injury when engaging in normal activities in the real world.
• Do not drive, operate machinery, or engage in other visually or physically demanding activities
that have potentially serious consequences (i.e., activities in which experiencing any symptoms
could lead to death, personal injury, or damage to property), or other activities that require
unimpaired balance and hand-eye coordination (such as playing sports or riding a bicycle, etc.)
until you have fully recovered from any symptoms.
• Do not use the headset until all symptoms have completely subsided for several hours. Make sure
you have properly configured the headset before resuming use.
• Be mindful of the type of content that you were using prior to the onset of any symptoms
because you may be more prone to symptoms based upon the content being used.
• See a doctor if you have serious and/or persistent symptoms.
Repetitive Stress Injury
Using the device may make your muscles, joints or skin hurt. If any part of your body becomes tired or
sore while using the headset or its components, or if you feel symptoms such as tingling, numbness,
burning or stiness, stop and rest for several hours before using it again. If you continue to have any of the
above symptoms or other discomfort during or after use, stop use and see a doctor.
Electrical shock
To reduce risk of electric shock:
• Do not modify or open any of the components provided.
• Do not use the product if any cable is damaged or any wires are exposed.
Damaged or broken device
• Do not use your device if any part is broken or damaged.
• Do not attempt to repair any part of your device yourself. Repairs should only be made by
Avantis Systems Ltd.
Contagious conditions
To avoid transferring contagious conditions like conjunctivitis (pink eye), do not share the headset with
persons with contagious conditions, infections or diseases, particularly of the eyes, skin or scalp. The
headset should be cleaned between each use with skin-friendly non-alcoholic antibacterial wipes and
with a dry microfibre cloth for the lenses.
Skin irritation
The headset is worn next to your skin and scalp. Stop using the headset if you notice swelling, itchiness,
skin irritation or other skin reactions. If symptoms persist, contact a doctor.
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EU Declaration of Conformity
Manufacturer: Name: Avantis Systems Ltd.
Address: Unit 2 & 3, The Glenmore Centre, Waterwells Business Park, Quedgeley GL2 2AP
Equipment: Model No: CVR-255-64
Description: Virtual Reality Headset
Accessories: USB Cable
We, Avantis Systems Ltd, declare under sole responsibility that the above referenced product complies with the following
directives:
•Council Directive 2014/53/EC of the European Parliament and council on radio equipment.
•Council Directive 2011/65/EU on the restriction of the certain hazardous substances in electrical and electronic
equipment
The following harmonized standards and normative documents are those to which the product's conformance is declared,
and by specific reference to the essential requirements of the referenced Directives:
RE Directive
Article 3.1a (Health)
EN 62209 - 2 : 2010+AMD1-2019
EN 50566 : 2017
EN 62479 : 2010
EN 50663 : 2017
EN IEC 62368-1:2020+A11:2020
Article 3.1b (EMC)
EN 301 489 –1 v2.2.3
EN 301 489 –3 v2.1.1
EN 301 489 –17 v3.2.4
EN 55032:2015+A11:2020+A1:2020
EN 55035:2017+A11:2020
EN IEC 61000-3-2:2019
EN 61000-3-3: 2013+A1:2019
Article 3.2 Radio
EN 300 328 v2.2.2
EN 301 893 v2.1.1
EN 300 440 v2.2.1
RoHS
IEC 62321 - 3,4,5 (2013) 6 (2015) 7 (2017) 2008 Annex C
Last two digits of the year in which mark was affixed to the product: 21
Signed on behalf of: Avantis Systems Ltd
(place and date of issue): Gloucester, 20 August 2021
Name: Mr. Nicholas Tuson Function: Managing Director Signature: _______________________

50 Creative Ways is a practical and inspiring guide
to using ClassVR as a teaching tool. You’ll find
out how students of all ages have explored a
wide range of content. Lessons used 360 degree
images, videos or interactive experiences as an
incredible stimulus across the curriculum, from
Antarctica to Ancient Maya and the Maldives to
the Moon. Others gave students the opportunity
to examine 3D models up close using Augmented
Reality; imagine holding a snowy owl, Roman
sword or distant planet in your hands!
www.classvr.com/50-ways
Our 50 Creative Ways booklet gives you a taster of the creativity we’ve seen
develop as schools worldwide explore the possibilities that Virtual and
Augmented Reality can oer in the classroom.
Sharks VR
ENGLISH Age 10-11
Fairview Elementary
School, Fairfield,
California, USA
Learning Aims:
• To write a personal narrative/journal entry of a
shark experience.
• To use descriptive words to explain their experience.
CONTEXT
PRACTICAL SESSION
IMPACT ON LEARNING
Students have been researching sharks from all
over the world. We have gone over key words and
vocabulary related to sharks and students have then
written an informational text about a specific shark
and have become shark experts.
Underwater Playlist
I told my students that they will be writing a journal entry on a shark experience. They pretended they were divers looking
for sharks. They used what we saw through ClassVR and/or used what we learned so far about sharks. We reviewed key
words related to shark life, such as habitat, coral reef, and predator. I then walked students through their first VR experience.
I played our first track “Adventures in Nature” and gave students thinking time to consider what they saw in the video. They
paired up to share and discuss what they saw. We move on to “Diving with Sharks in Cuba” and “Shark in New Caledonia.”
This time, students made a list of words (adjectives) that described what they saw. Next, I played the “Shark Experience”
track. Students then shared with their group how they felt about what they saw. I gave students a graphic organizer to help
them organize their thoughts. The graphic organizer includes: “What I saw”, “Adjectives to describe what I saw”, “How I felt”
and “Vocab words to include.” Students also had access to the “Great White Shark” track in case they want to use that shark
in their writing. Once they organized their writing, they began to prewrite and ended with publishing their journal entry.
Seeing and being able to explore sharks underwater truly made this lesson much more engaging for my students. They
were able to see first hand the life of sharks, all from land. My class was very engaged and immersed in this lesson. They
were quick to get their thoughts on paper and many students wrote more than they ever had. I truly believe without the VR
experience my many students would have struggled with this writing assignment. They were able to be creative and very
detailed thanks to the VR experience.
Laura
Obando
Creating
3D Shapes
MATHEMATICS Age 9-10 Chris
Bass
Educational
Specialist
Avantis Education
Learning Aims:
• To identify 3D shapes from 2D representations.
• To draw shapes using given dimensions and angles.
• To create content using a range of programs.
CONTEXT
PRACTICAL SESSION
IMPACT ON LEARNING
Before I started working for Avantis I was a Year
Five teacher for three years and I was always
looking for new ways to embed computing across
the curriculum. One really exciting way to do this is
using Paint 3D to create 3D models of shapes that
can then be viewed and checked using ClassVR
headsets. Giving students the ability to actually
create their own shapes using simple computer
software deepens both their understanding of the
properties of shape and their digital literacy skills.
Paint 3D
To start this session I talk with students about the dierences between 2D and 3D shapes and how they relate to one
another. We then look at how a net relates to its 3D counterpart using a printed cube net – I like to use the ARCube net
for this, as it can then be used with the resultant 3D models! After introducing the basics of using Paint 3D I then challenge
students to create 3D models of some pre-prepared nets. These can be grouped to dierentiate for varying abilities or
completed in mixed ability pairs. As the students complete their shapes, I can upload them to My Cloud on the ClassVR
portal and upload the model directly to them for evaluation. Does it look correct? Is it symmetrical? Do you need to edit
it? The students can then use their ARCube to manipulate their creation and study it from all angles before deciding if they
need to do any further editing.
Exploring shape in a new and exciting way using Augmented Reality gives students a broader depth of experience and a
greater frame of reference when facing challenges in the future. When it comes to solving problems relating to 3D shape
they will have a tangible first-hand memory of creating shapes from nets. Even more importantly, they are experiencing and
using new technologies to help them understand the world and simultaneously improve their overall digital literacy. While
Paint 3D is a relatively simple modelling program it can lead into all sorts of other digital forms of expression and allows for
creativity in an exciting and innovative new medium.
Inside
“El Quijote”
SPANISH Age 15-18
MariSol
Padilla
New Braunfels
High School,
Texas, USA
Learning Aims:
• To understand and comprehend
Spanish texts.
• To describe settings, characters and
atmosphere skilfully.
CONTEXT
PRACTICAL SESSION –
Focus on immersing the pupils in Spanish culture
IMPACT ON LEARNING
In my Advanced Placement Spanish Literature and Culture course,
students are required to tackle a large quantity of required readings
in the target language. An example of this is the required chapters
to be covered from Miguel de Cervantes’ El ingenioso hidalgo Don
Quijote de la Mancha. It is a daunting task for teenagers to read and
interpret literary works in archaic Spanish. As such, being able to
incorporate virtual reality experiences such as those available in the
ClassVR Library, combined with outside sources that I have found
on my own and uploaded into my portal, allows me to customise
my anticipatory set to really bring to life the world that inspired
Cervantes’ great masterpiece.
Padilla / Cervantes Playlist
We began by immersing ourselves in the whimsical surroundings of authentic 360 degree photos from certain Spanish cities.
We were also able to view a 360° 3D video narrated in beautiful Castilian Spanish inside the prison cell that is claimed to be
where Cervantes created his work! Once the class had finished going over the “Códigos” (pre-reading discussions designed
to provide historic and cultural background and insight into the works before we read them) I led students on a VR journey
as described in my article. I then took my class amongst the windmills of La Mancha – another amazing VR experience –
which truly enabled them to feel, see and appreciate a part of the landscape.
To be able to take my students to the sites that inspired Cervantes truly piqued their interest in the subject and allowed them
to more eectively internalize the challenging work of El Quijote. It should go without saying that this type of experience is
beyond my wildest dreams of what I thought possible when teaching a unit on 17th century Peninsular literature. Breadth of
descriptive vocabulary in the target language increased in both content discussions and essays.
Sharing Best Practice
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your copy
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Health and Safety Information
HEALTH & SAFETY WARNINGS: TO REDUCE THE RISK OF PERSONAL INJURY,
DISCOMFORT OR PROPERTY DAMAGE, PLEASE ENSURE THAT ALL USERS OF
THE HEADSETS ARE AWARE OF THE WARNINGS BEFORE USING THEM.
IT IS IMPORTANT TO REMAIN SEATED WHILST USING THE HEADSET UNLESS
YOUR CONTENT EXPERIENCE REQUIRES STANDING.
All guides, manuals and health & safety warnings are periodically updated for
accuracy and completeness. Please visit our website to view/download:
User manuals in alternative languages
www.classvr.com/guide
Health & Safety Guidance
www.classvr.com/safety
Limited Product Warranty
www.classvr.com/warranty
ClassVR support and documentation
support.classvr.com
portal.classvr.com
To access the ClassVR online portal go to:
Table of contents