ScienceVR, Inc.
ScienceVR is an early-stage private VR studio building immersive educational experiences that visualize scientific and literary history. Its portfolio of Immersive Labs spans Faraday's electromagnetism to a Quantum Computing Lab, distributed via Oculus Store and itch.io to learners and educators.
- Company typePrivate
- Founded2019
- HeadquartersSan Francisco, United States
- Headcount1–10
- GTM typeB2C
- OfferingSoftware
What ScienceVR, Inc. does
ScienceVR, Inc. is a privately held, early-stage VR studio that develops immersive educational experiences designed to visualize human knowledge through interactive 3D virtual reality. Founded in 2017 by Jackie Lee, Ph.D., the company builds a portfolio of "Immersive Labs" — interactive VR applications covering historical scientific and literary milestones — including Faraday's Magnets (electromagnetism with Michael Faraday and James Clerk Maxwell), Ada's Engines (Charles Babbage's Difference Engines and Ada Lovelace), Carroll's Riddles (Lewis Carroll's logic puzzles), Shelley's Creation (Mary Shelley's Frankenstein), and Curie's Radiance (Marie and Pierre Curie's radioactivity work). These experiences are unified under the "Knowledge Multiverse" platform, a metaverse-style roadmap spanning from Archimedes in 212 BC to modern quantum computing. In 2026 the company launched an alpha-stage Quantum Computing Lab featuring interactive web-based simulators for Shor's algorithm and Elliptic Curve Cryptography on SECP256k1-like curves.
The technology stack is built on Unreal Engine 4, integrating AI, quantum, and multiverse concepts. Distribution occurs through consumer VR app marketplaces — the Oculus Store (Quest and Rift), App Lab, itch.io, and the company's own Hubs event platform at hubs.sciencevr.com — reaching individual consumers, students, educators, and educational institutions. Revenue is generated through one-time/perpetual license sales of paid VR experiences (some titles offered as free or paid preview), supplemented by non-dilutive grant funding including two-time receipt of Epic Games' MegaGrants and a Magic Leap Grant. The company has 1–10 employees and operates from Palo Alto, California with a secondary office in Taipei, Taiwan.
The primary customer segment is individual learners, students, and educators seeking immersive STEM and history experiences, with a secondary segment targeting AI researchers interested in knowledge-rich 3D representations. Go-to-market is primarily product-led through app marketplace distribution, augmented by event-based engagement (VR Book Chat Events, AWE conferences) and developer-program participation (Oculus Launch Pad, NVIDIA Inception, MIT Sandbox). The company maintains strategic partnerships with Epic Games, Meta/Oculus, NVIDIA, Magic Leap, MIT Media Lab/Sandbox, the James Clerk Maxwell Foundation, and Cooper Hewitt/Smithsonian.
ScienceVR, Inc. firmographics
Firmographics- Name
- ScienceVR, Inc.
- Legal name
- ScienceVR, Inc.
- Website
- https://sciencevr.com
- Company type
- Private
- Founded year
- 2019
- Operating status
- Operating
- Headcount range
- 1–10 employees
- Short description
- ScienceVR is an early-stage private VR studio building immersive educational experiences that visualize scientific and literary history. Its portfolio of Immersive Labs spans Faraday's electromagnetism to a Quantum Computing Lab, distributed via Oculus Store and itch.io to learners and educators.
- Ownership category
- akta.pro rank
ScienceVR, Inc. industry classification
Industry- Product category
- Immersive Educational VR Software
- NAICS
- Software Publishers (5132), Computer Training (611420)
- SIC
- Services-Computer Programming Services (7371)
- akta.pro primary industry
- Lab & Science Virtual Labs (Chemistry, Biology, Physics) (EDAFAJAE)
- akta.pro secondary industries
- Simulation-Based Learning & Virtual Labs (EDAGAEAG), STEM & Lab Simulation Media (Virtual Labs, AR/VR) (EDAGALAF), Digital Labs, Simulations & Virtual Practicals (Non-XR) (EDAFACAF), Simulation & Scenario-Based Learning Authoring (EDAFAHAD)
Keywords
Where ScienceVR, Inc. is headquartered
LocationHeadquarters
- HQ city
- San Francisco
- HQ country
- United States
- HQ region
- North America
Offices2 records
Markets served
ScienceVR, Inc. business model
Business model- GTM type
- B2C
- Offering type
- Software
- Cost components
- Personnel, Technology or R&D, Operations, Marketing or Sales, Infrastructure
Revenue model
- VR Content Sales: ScienceVR sells VR experiences through the Oculus Store (Quest, Rift), App Lab, and itch.io. Products include immersive labs like Faraday's Magnets, Ada's Engines, Carroll's Riddles, Shelley's Creation, and Curie's Radiance. Some products are offered as paid previews while others are available for free.
- Grant Funding: The company receives grant funding from technology partners including Epic Games MegaGrants and Magic Leap Grant Program to support development of VR content.
Pricing tiers
| Model | Billing | Price |
|---|---|---|
| One time/ perpetual license | Pay-as-you-go | VR Experiences - Mixed free and paid |
Go-to-market motion2 records
Distribution channels3 records
Marketing channels4 records
ScienceVR, Inc. product offering
Product offeringCore offering
ScienceVR designs and sells immersive virtual reality educational experiences that visualize human knowledge through interactive 3D simulations. The portfolio includes physics, computer science, logic, literature, and nuclear chemistry VR labs (Faraday's Magnets, Shelley's Creation, Ada's Engines, Carroll's Riddles, Curie's Radiance), an alpha-stage Quantum Computing Lab for algorithm and elliptic curve cryptography simulation, and an overarching Knowledge Multiverse platform distributed via the Oculus Store, App Lab, and itch.io.
Product overview
ScienceVR, Inc. is an early-stage VR technology startup offering a portfolio of immersive educational VR experiences designed to visualize human knowledge. The core product portfolio includes five distinct lab experiences: Faraday's Magnets (physics/electromagnetism), Shelley's Creation (sci-fi/gothic literature), Ada's Engines (computer science), Carroll's Riddles (logic/mathematics), and Curie's Radiance (physics/chemistry). These are unified under the Knowledge Multiverse platform, a metaverse-style roadmap spanning historical scientific and literary milestones from ancient times to the modern era. An additional Quantum Computing Lab provides alpha-stage interactive simulation for quantum algorithms and elliptic curve cryptography. All experiences are delivered as VR applications available through Oculus, HTC Vive, and other VR platforms.
Differentiator
Problem solved
Functional benefit
Products and services
- Faraday's Magnets Interactive VR physics laboratory experience exploring electromagnetism with Michael Faraday and James Clerk Maxwell, enabling learners to visualize invisible forces around magnets. Designed for students, educators, and lifelong learners interested in physics.
- Shelley's Creation Sci-fi VR experience based on Mary Shelley's Frankenstein, combining biology, history, and poetry; users experience the 1816 Villa Diodati ghost story competition with Mary Shelley, Percy Shelley, and Lord Byron. Targeted at literature and history enthusiasts.
- Ada's Engines VR computer science experience featuring Charles Babbage's Difference Engines and Ada Lovelace's Analytical Engine programming concepts, teaching programming through interactive gear mechanisms. Targeted at learners interested in the history of computing and introductory programming.
- Carroll's Riddles VR logic and puzzle-solving experience based on Lewis Carroll's 'The Game of Logic' and Alice in Wonderland, featuring interactive Carroll Diagrams and symbolic logic challenges. Targeted at learners interested in logic, mathematics, and puzzle-solving.
- Curie's Radiance VR experience exploring Marie and Pierre Curie's scientific discoveries of radioactivity, radium, and polonium, with interactive adventure through the history of nuclear chemistry. Targeted at learners interested in chemistry, physics, and scientific history.
- Quantum Computing Lab Alpha-stage interactive educational sandbox for learning quantum algorithms, including simulators for controlled-phase gate circuits and Shor's algorithm for Elliptic Curve Discrete Logarithm Problem (ECDLP). Features an Elliptic Curve Cryptography simulator based on SECP256k1-like curves. Targeted at individual learners and AI researchers interested in quantum computing and cryptography.
- Knowledge Multiverse Overarching metaverse platform and roadmap featuring immersive VR experiences spanning human knowledge history from ancient civilizations (Archimedes, 212 BC) to modern era (Apollo's Landing, Hawking's Time, Elliptic Curve Cryptography, 2026). Encompasses all individual lab experiences as temporal journeys through scientific and literary milestones.
Quantifiable outcome
- VR experiences covering 20+ historical scientific milestones from B.C. 212 to A.D. 2051
- +1 more outcomes
Companies that use ScienceVR, Inc.
Customer profileSegments2 records
Ideal customer profiles2 records
ScienceVR, Inc. technology and API
TechnologyTechnology focussed Yes
API detail
- Has API
- No
- API docs
- API detail
Core technology
AI maturity
App detail
AI capability2 records
Feature3 records
ScienceVR, Inc. partnerships and signals
Strategic signalPartnerships
Five partnerships are on record, tiered core and minor.
- Epic Games / Unreal EnginecoreScienceVR uses Unreal Engine 4 for developing VR experiences. The company is a two-time recipient of Epic Games MegaGrants, which provides funding and technical support for Unreal Engine-based development. This partnership enables access to Unreal Engine tools, documentation, and community support.
- Meta / OculuscoreScienceVR participates in the Oculus Start program and distributes content through the Oculus Store and App Lab. The company develops VR experiences optimized for Oculus Quest and Rift headsets.
- MIT Media Lab / MIT SandboxminorThe founder of ScienceVR has background at MIT Media Lab and the company maintains partnership with MIT Sandbox (sandbox.mit.edu) for research collaboration and student engagement.
- James Clerk Maxwell FoundationminorPartnership focused on education around Maxwell's electromagnetic theory and historical physics discoveries, aligned with ScienceVR's Faraday's Magnets experience.
- Cooper Hewitt, Smithsonian Design MuseumminorScienceVR is listed as a partner in Cooper Hewitt's Smithsonian Open Access activation program, which may involve educational content collaboration.
Scale indicators3 records
Recent moves6 records
Expansion highlights5 records
ScienceVR, Inc. competitors and assessment
Company assessmentDirect peers
- Labster: Labster provides immersive virtual science lab simulations for higher education and K-12, directly comparable to ScienceVR's Faraday's Magnets and Curie's Radiance. Both target STEM visualization through 3D/simulated environments and sell to educational institutions, though Labster is more institutionally-focused while ScienceVR leans consumer.
- Prisms VR: Prisms builds VR-based STEM learning experiences for K-12 schools, with a content-and-platform model similar to ScienceVR's Knowledge Multiverse. Both target STEM curriculum through immersive 3D, with institutional (district/school) GTM and curriculum-aligned content libraries.
- VictoryXR: VictoryXR produces VR educational content across science, history, and career exploration, distributed through Meta Quest and partner channels. Overlaps with ScienceVR in VR-based immersive science/history experiences for both consumer and classroom use cases.
Broad incumbents
- zSpace: zSpace is a more established AR/VR educational hardware-and-software provider focused on STEM labs and career-technical education. Comparable to ScienceVR's VR science lab content but operates as a full-stack K-12 incumbent with hardware, software, and curriculum packages.
- Discovery Education: Discovery Education is a broad K-12 digital curriculum provider with VR/AR components and immersive STEM content. Comparable to ScienceVR's VR science experiences but operates as a full K-12 incumbent with deep school district distribution.
Emerging players
- Mursion: Mursion provides VR-based simulation training primarily for soft skills, leadership, and workforce development. Comparable to ScienceVR in VR-driven immersive learning but addresses enterprise/corporate training rather than STEM/science education.
- Talespin: Talespin builds immersive VR/AR training for workforce reskilling and enterprise learning, using Unreal Engine. Comparable to ScienceVR in immersive 3D learning content delivered on major VR platforms, though targeting corporate L&D rather than consumer STEM.
- Engage: Engage is a VR education and collaboration platform used by universities and enterprises for immersive lessons and events. Comparable to ScienceVR's VR hubs for educational content delivery and community engagement.
- Immerse: Immerse offers VR language and professional skills training for enterprises and language schools. Comparable to ScienceVR in VR-driven adult learning experiences delivered on Meta Quest and other headsets, though focused on language acquisition.
- Wonda VR: Wonda VR is a collaborative VR platform for creating and sharing immersive educational experiences, used in higher education and corporate training. Comparable to ScienceVR's VR content creation and educational experience delivery model.
Market position
Weaknesses4 records
Competitive moat4 records
Key risks6 records
Key highlights6 records
Customer concentration
ScienceVR, Inc. social profiles
Digital presenceScienceVR, Inc. financial estimates
Financial estimateRevenue estimate
Valuation estimate
ScienceVR, Inc. leadership team
Management profileNumber of profiles
Profiles2 records
ScienceVR, Inc. funding detail
Funding detailFunding overview
Funding rounds
Investors
Funding detail is available on the Subscription and Enterprise plan.Contact sales →
ScienceVR, Inc. M&A and investment
M&A and investmentM&A
Investments
M&A and investment is available on the Subscription and Enterprise plan.Contact sales →
Frequently asked questions about ScienceVR, Inc.
What does ScienceVR, Inc. do?
ScienceVR designs and sells immersive virtual reality educational experiences that visualize human knowledge through interactive 3D simulations. The portfolio includes physics, computer science, logic, literature, and nuclear chemistry VR labs (Faraday's Magnets, Shelley's Creation, Ada's Engines, Carroll's Riddles, Curie's Radiance), an alpha-stage Quantum Computing Lab for algorithm and elliptic curve cryptography simulation, and an overarching Knowledge Multiverse platform distributed via the Oculus Store, App Lab, and itch.io.
Is ScienceVR, Inc. a public or private company?
ScienceVR, Inc. is a private company. It is classified as founder individual operated bootstrapped and is currently operating.
When was ScienceVR, Inc. founded?
ScienceVR, Inc. was founded in 2019. It employs 1 to 10 people.
Where is ScienceVR, Inc. based?
ScienceVR, Inc. is headquartered in San Francisco, United States, in the North America region.
How does ScienceVR, Inc. make money?
Two revenue lines are on record. VR Content Sales are the primary driver. The others are grant Funding.
Who are ScienceVR, Inc.'s main competitors?
Direct peers on record are Labster, Prisms VR and VictoryXR. Broad incumbents are zSpace and Discovery Education. Emerging players are Mursion, Talespin, Engage, Immerse and Wonda VR.
Does ScienceVR, Inc. have an API?
No public API is recorded for ScienceVR, Inc..
What industry is ScienceVR, Inc. in?
ScienceVR, Inc.'s product category is Immersive Educational VR Software. Its primary akta.pro industry code is EDAFAJAE, Lab & Science Virtual Labs (Chemistry, Biology, Physics), with a secondary code of EDAGAEAG, Simulation-Based Learning & Virtual Labs. Its NAICS code is 5132 and its SIC code is 7371.