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Unimersiv
Information
VR/AR VR
Developer Baptiste Grève
Publisher Unimersiv, Inc
Platform SteamVR
Device HTC Vive
Operating System Windows
Type Software
Genre Casual, VR
Input Device Tracked Motion Controllers
Play Area Seated, Standing
Game Mode Single Player
Language English, French, Spanish, Portuguese-Brazil
Release Date Jul 3, 2017
App Store Steam
Website https://unimersiv.com
Infobox Updated 2026-10-20

Unimersiv is an educational VR App with virtual field trips. Its HTC Vive edition was released on Steam on 3 July 2017, developed by Baptiste Grève and published by Unimersiv, Inc.[1]

Reviewed 20 October 2026. Steam edition, listed experiences, language support, historical requirements, dated developer announcements and the scope of one original education study. Retained legacy seated and standing metadata was not independently confirmed. No executable compatibility test was performed. About review dates.

Features

The Vive release is single-player, requires VR and lists tracked controller support. Its advertised destinations include the ISS interior, ancient Rome and the Acropolis of Athens, alongside dinosaur experiences. The store describes a purchase as access to its content library and future updates.[1]

The wider Unimersiv catalog also lists the human brain, anatomy, Stonehenge, Titanic and the exterior of the ISS. The catalog is shared across the product's editions; its complete list should not be treated as a verified inventory of the Vive build.[2]

Experience and edition history

Unimersiv published individual experiences for Samsung Gear VR and Oculus Rift before the Vive release. Its dated announcements distinguish the platform and release state of each experience:[3][4]

Announcement Edition and experience Documented content
29 July 2016 Gear VR: Titanic The release offered exploration of the ship's exterior and some interior rooms. Screenshots identified the reception room and first-class promenade.[3]
26 September 2016 Gear VR: Acropolis of Athens A reconstruction included the Parthenon interior and Athena Parthenos statue, the Erechtheion, Athena Promachos and Propylaea.[5]
16 November 2016 Gear VR and Oculus Rift: ISS interior announcement The developer described recreating station modules, with screenshots of Kibo, Harmony, Destiny and Unity. This notice planned a 24 November release; it was an announcement rather than a release confirmation.[6]
13 January 2017 Gear VR and Oculus Rift: Rome VR The release covered monuments including the Colosseum, Roman Forum, Temple of Venus and Rome, Arch of Constantine, Colossus of Nero, Circus Maximus and Palatine Hill. Narration accompanied exploration, and 360-degree photographs allowed comparisons with present-day sites.[4]

Languages

The Steam listing identifies English, French, Spanish and Brazilian Portuguese interfaces, with full audio marked for English. It does not mark subtitle support.[1]

System requirements

These are the Vive edition's published minimum specifications, retained as historical requirements:[1]

Component Listed minimum
Operating system Windows 8-10
Processor Intel i5-4590 equivalent or greater
Graphics NVIDIA 760m
Storage 2 GB available space
VR support SteamVR

The listing gives no RAM minimum. Its Windows range predates the Steam client's January 2024 requirement for Windows 10 or later.[1]

Historical setup instructions

The July 2016 Gear VR instructions used the Oculus Store: install or update Unimersiv, start the app, then select Titanic from its experience menu. The September Acropolis release used the same app-update and menu-selection approach.[3][5] In January 2017, the developer instructed Gear VR users to update Unimersiv and download Rome VR from within it.[4] These instructions describe the dated mobile edition, rather than the Steam installation workflow.

Research context

A 2021 chapter by R. K. A. R. Kariapper and colleagues named Unimersiv in a biology education intervention in Sri Lanka's Eastern Province. The authors described 200 students from ten schools taking a pretest, with 100 selected for the posttest intervention. The teaching materials combined videos and audio recorded by teachers with 3D objects, smart devices and Unimersiv. Students received training before independent use and a posttest.[7]

The chapter reported higher posttest scores, but did not identify an exact Unimersiv build or headset. Its combined teaching intervention therefore does not establish the learning effect of the 2017 Vive application in isolation.[7]

References