Our range of VR toys and science kits are designed to work with both Goggle Android and Apple iOS smart phones.
The minimum software requirement is as follows:
Android version 7.0 or greater.
Apple iOS version 9.0 or greater.
Note that Apple iPhones 6 and older may not support the augmented reality (AR) functions found in our apps as Apple is no longer supporting updates for iPhone 6. We recommend an iPhone 6S or newer to achieve full functionality.
Please reach out to our team directly to help with any issues or troubleshooting your device: firstname.lastname@example.org
Yes and No.
No, the tablet would not fit into the included VR goggles, so you would not be able to experience any of the wearable virtual reality features with a tablet.
BUT, you can still download our apps and run the projects (experiments) to watch the step by step instructions in augmented reality on a tablet. When trying to run a VR (virtual reality) experience with a tablet, it will default to full screen as you are not able to fit the tablet into the hands-free goggles. You can still hold the tablet and look around the room to simulate a 360 experience.
We use Google email servers, but even the best can get blocked or intercepted. Sometimes a spam filter or firewall can prevent our confirmation emails from reaching you, and at the worst and most congested time, like on Christmas morning when your kids are shouting at you to get the darn app installed and running. In this case you can “Skip” the registration process, and continue downloading the actual app or project pack required to play your game. Be sure to contact us directly for any issues or if you require further assistance, we are always happy to help. Support@abacusbrands.com
Freezing or stalling on a black screen is a general result of memory (cache) when other apps are competing for energy.
To fix this issue, we recommend shutting down all other apps running in the background. If the problem persists, shut down ALL apps (including ours), ERASE our app, and restart your device. Re-install the app and run fresh without any other apps running. This will give our app priority in terms of memory and energy required to effectively run the virtual reality content.
When possible, erase unused apps, pictures and videos (easier said than done). We know this is a pain in the butt but every ounce of memory helps, and phones start acting wonky when they get under 20G of available space so whatever you can free up, the smoother your apps and content will run.
Our products are designed to layer the learning process by creating a dynamic balance between book, tech, and physical play. We begin by introducing lessons in the book, then promoting tangible experiments and activities. Then, we invite you to enter a 360 world in virtual reality to attach real life value to drive the message home.
The purpose of the tech is to add value, creating an immersive environment where learning becomes play. We start lessons in full-screen augmented reality, allowing you to see the steps in detail. You'll then be asked to place your smart phone into the included goggles to teleport to virtual worlds and experience that lesson in an immersive environment. The VR experiences never last more than 90 seconds, encouraging kids to remove their goggles and return to learning in the book, and playing with physical games and activities before returning to the digital world!
It's important that you toggle the eye controls found on the bottom of the goggles to ensure the focus is aligned to each user.
We also recommend that you wipe off any fingerprints and smudges from the face of your device.
Also, ensure your smart phone is placed correctly into the goggle, centered with the lenses to the best of your ability.
Our range of educational science kits and VR toys range from 8 to 12 years of age depending on the content and subject matter. Although we believe younger children can experience these items, the mentioned age range suggests use with limited parental guidance. Children ages 5-7 would require significant parental assistance but will have no problem digesting the content!
That said, we suggest you limit the use of VR to under 10 mins in a single session. Extended use over 10 minutes can lead to itchy, sore, watery eyes, and even lead to eye strain.
Yes, expansion packs are now available on our website, and through select retailers including Amazon.
You can use your existing goggles and and VR headsets to activate fresh content using books and included materials provided in the expansion sets.
Most smart phones are set to dim or "sleep" within a given time frame. We suggest turning off auto-dimming or auto-sleep functions while playing our games to prevent your device from falling asleep during an experience.
Our digital content is triggered by pages in our books. When you launch the app, your camera is activated. You will then point at a selected spread. The key is to ensure you are not too close, allowing the camera (via the app) to see both left and right pages of that entire spread. This allows the app to recognize the content, and deliver that specific lesson. If you were to look away from the book, it would stop.
Yes, depending on the title, some additional household items are required to complete various experiments, ie dish soap, toothpaste, water, eggs, vinegar, ice, salt, paper towels, scissors, etc.
Some of our apps like our VR Atlas require the download of additional packs and libraries, all of which are included free with your purchase.
These downloads require additional free memory, and are optional if you wish to view the bonus content.
The technology behind "looking around" is powered by an internal gyroscope. Older phones and devices (pre 2012) often do not have a built in gyroscope, which will prevent the device from knowing which direction you are looking. These older models often also do not have a compass for navigational purposes. If your device does not have a gyroscope built in, you will not be able to look around in 360 degrees to create the necessary experience required for virtual reality.