Bailey II Studios | EVRE VR

Dive into the future with Bailey II Studios

Bailey II Studios™ pioneers digital twin technology, offering VR education services from elementary to graduate levels through an XaaS platform.

Meet E.V.R.E VR

E.V.R.E VR logo: two open hands holding a glowing globe surrounded by science and learning icons

Education, moved into a safe virtual classroom.

Bailey II Studios is an XaaS (Everything as a Service) company in Camp Hill, PA, providing SaaS software and digital twin technology services.

Mission

Design, develop and integrate an educational virtual reality environment where holographic and physical worlds come together for students and faculty.

Vision

Enhance brick-and-mortar education by streamlining it into a holographic environment, growing public school enrollment and postsecondary revenue.

Leadership

Founded by Richard A. Bailey II, CEO, who holds an M.S. in Information Management/Project Management and a B.S. in Computer Science, with years leading digital twin projects at The Hershey Company.

Bailey II Studios BIIS logo in light and dark versions

E.V.R.E VR™: Education Virtual Reality Environment

A VR application that brings holographic and physical environments together, so everyone works together in one virtual classroom.

  • Assignments, materials, lectures and the student forum are streamlined straight to students.
  • Grades arrive immediately after an assignment is turned in.
  • Teachers upload documents by copy and paste instead of typing each item.
  • Students and teachers work in a 360-degree immersive environment with haptic sensors.
  • Built for every curriculum, from grade school through university.

By the numbers, from our product documentation.

VR in education market

Projected in USD billions

$2.2B2020
$7.1B2025

27.2% compound annual growth rate

Frame rate targets

Higher frame rates keep VR comfortable

Media apps

60 FPS

Interactive

72 FPS minimum

Supported devices

90 FPS
94°horizontal comfort zone
32°vertical comfort zone

Viewing distance

Where content should sit in front of the user

0.5 mComfortable minimum10 mStrong depth20 mDepth limit

Device budgets

Draw calls per frame and triangle counts

Quest 1 calls

50 to 400

Quest 2 calls

80 to 600

Quest 1 triangles

350k to 500k

Quest 2 triangles

750k to 1.0M

Calls bars use a 0 to 600 scale. Triangles use a 0 to 1.0M scale.

What we stand for.

Purpose & Growth

Education for all students, breaking down barriers and bias.

Client Focus

Every curriculum, from grade schools to universities.

Integrity

Students and teachers work together without fear, anxiety or pressure.

Professionalism

Professional and personal courtesy for every user and client.

Excellence

Continually delivering knowledge, awareness and service.

Fun

Enjoyment and fulfillment in every interaction.

How E.V.R.E VR gets built.

Phase 1: Initiation and planning

  • Requirements gathering
  • Resources and team
  • Detailed project plan

Phase 2: Software development

  • Architecture and interface design
  • Virtual environments and modules
  • Tracking and input devices
  • Iterative testing

Phase 3: Quality and deployment

  • Testing and bug fixing
  • Performance optimization
  • User guides
  • Rollout to schools

Impact is measured with pre and post assessments, teacher and student surveys, engagement tracking and case studies.