virtual reality

Vroooom, an interactive virtual reality film festival in Hyderabad

Experience interactive storytelling at Vroooom, the virtual reality film festival presented by Goethe Zentrum Hyderabad and Annapurna College of Film and Media




virtual reality

"Embracing the Metaverse: A Survey of Virtual Reality and Augmented Reality Practices at the United States’ Top One Hundred University Libraries"

The purpose of this study is to learn more about virtual reality (VR) and augmented reality (AR) practices at the United States’ top one hundred university libraries, as well as how they are engaging with the metaverse. We conducted qualitative and descriptive analysis on the websites of the top one hundred university libraries in the … Continue reading ""Embracing the Metaverse: A Survey of Virtual Reality and Augmented Reality Practices at the United States’ Top One Hundred University Libraries""




virtual reality

Emerging Research on Virtual Reality Applications in Vocational Education: A Bibliometric Analysis

Aim/Purpose: This study explores the subject structure, social networks, research trends, and issues in the domain that have the potential to derive an overview of the development of virtual reality-based learning media in vocational education. Background: Notwithstanding the increasingly growing interest in the application of virtual reality in vocational learning, the existing research literature may still leave out some issues necessary for a comprehensive understanding. This study will point out such areas that need more exploration and a more comprehensive synthesis of the literature by conducting a bibliometric analysis. It will be interesting to keep track of the changing concepts and methodologies applied in the development of VR-based learning media in vocational education research. Methodology: This review was carried out using bibliometric methodology, which can highlight patterns of publication and research activity in this hitherto little studied area. The results of the study have the potential to lead to evidence-based priority in VR development, which will tailor work for vocational contexts and set the compass against the growing worldwide interest in this area. The study provides a descriptive analysis of publications, citations, and keyword data for 100 documents published between the years 2013 and 2022 from the Scopus database, which is conducted to illustrate the trends in the field. Contribution: This study also counts as a contribution to understanding the research hotspots of VR-based learning media in vocational education. Through bibliometric analysis, this study thoroughly summarized the relevant research and literature laying a knowledge foundation for researchers and policy makers. Additionally, this analysis identified knowledge gaps, recent trends, and directions for future research. Findings: The bibliometric analysis revealed the following key findings: 1. A growing publication trajectory, with output increasing from 7 articles in 2013 to 25 articles in 2022. 2. The United States led the contributions, followed by China, and Germany. 3. The most prominent authors are affiliated with American medical institutions. 4. Lecture proceedings include familiar sources that reflect this nascent domain. 5. Citation analysis identified highly influential work and researchers. 6. Keyword analysis exposed technology-oriented topics rather than learning-oriented terms. These findings present an emerging landscape with opportunities to address geographic and pedagogical research gaps. Recommendations for Practitioners: This study will be beneficial for designers and developers of VR-based learning programs because it aligns with the most discussed and influential VR technologies within the literature. Such an alignment of an approach with relevant research trends and focus can indeed be very useful for the effective application and use of VR-based learning media for quality improvements in vocational students' learning. Recommendation for Researchers: In fact, in this bibliometric review of VR integration within vocational classrooms, a future call for focused research is presented, especially on teaching methods, course design, and learning impact. This is a framework that seeks to establish its full potential with effective and integrated use of VR in the various vocational curricula and settings of learners. Impact on Society: From the findings of the bibliometric analysis, it is evident that virtual reality technologies (VR) have significantly led to transformation within educational media. There is no denying that the growing interest and investment in the integration of virtual reality into vocational education has been well manifested in the substantive increase in publications in the last decade. This shows what the innovation driving factor is in the United States. At the same time the rapid contributions from China signal worldwide recognition of the potential of VR to improve technical skills training. This study points the way for more research to bridge critical gaps, specifically how VR tools can be used in vocational high school classrooms. Furthermore, research should be aligned to meet specific needs of vocational learners and even promote international cross-border partnerships, pointing out the potential of virtual reality to be a universally beneficial tool in vocational education. The examination of highly cited articles provides evidence of the potential of VR to be an impactful pedagogical tool in vocational education. The findings suggest that researchers need to move forward looking at the trajectory of VR in vocational education and how promising it is in defining the future for innovative and effective learning methodologies. Future Research: This study is an exceptionally valuable contribution, a true landmark in the field of dynamic development, and one that denotes very meaningful implications for the future course of research in the dynamically developing field of bibliometric analysis of VR-based learning media for vocational education. The increase in the number of publications emanates from growing interests in the application of virtual reality (VR) technologies in vocational education. The high concentration of authorship from the USA, along with the ever increasing contributions from China, spotlights the increasing worldwide recognition of the impact of immersive technologies in the enhancement of training in technical skills. These are emerging trends that call for research to exemplify the diverse views and global teamwork opportunities presented by VR technologies. The study also highlights critical areas that need focused attention in future research endeavors. The fact that the embedding of VR tools into classrooms in vocational high schools has been poorly researched points to the major gap in pedagogical research within authentic educational settings. Therefore, further investigations should evaluate teaching methods in VR, lesson designs, and the impacts of VR in specific vocational trades. This supports the need for learner-centered frameworks that are tailor-made to the needs of vocational learners. This calls for more direct and focused investigations into identified research gaps noting a growing dominance in the field of health-related research with the most cited articles in this field, to integrate virtual reality into additional vocational education contexts. In this way, the gaps present an opportunity for researchers to make significant contributions to the development of interventions responsive to the unique needs of vocational learners; this will contribute to strengthening the evidence base for the worldwide implementation of VR within vocational education systems. This was recommended as the intention of such a bibliometric analysis: supporting the potential of VR as a pedagogical tool in vocational contexts and providing grounding for a strong and focused future research agenda within this burgeoning area of educational technology.





virtual reality

Our Virtual Reality

Not everyone has a nice, big yard to stretch out in while sheltering in place from COVID-19. But maybe you don't need one. People are using virtual spaces to live out the real experiences they miss — like coffee shops, road trips, even building your own house on a deserted island, or Walden Pond. In a world where we're mostly confined to our homes and Zoom screens, does the line between virtual and real-life space mean much anymore?

Original Air Date: May 16, 2020

Guests:

Mark RiechersTracy FullertonSimon ParkinJane McGonigalDonald D. HoffmanSuzanne O’Sullivan

Interviews In This Hour:

There's No Pandemic In Animal CrossingI Went To The Woods To Level Up DeliberatelyThe Most Boring Video Game Ever MadeWant to be Happier? Turn Everyday Tasks Into a Game How We Fool Ourselves With The Concept of 'Reality'

Further Reading:

NYAS: Reality Is Not As It Seems




virtual reality

Owens Corning Spearheads Virtual Reality Training, Taking Employees Inside the Job

Imagine training employees with a virtual reality, audio-visual headset that puts them on the job, inside a realistic house, with saws buzzing, hammers tapping and birds chirping. That is the concept behind an industry-leading virtual reality training program sponsored by Owens Corning.




virtual reality

Zyler wins ‘Best Use of Augmented or Virtual Reality’ in The Retail Systems Awards

Anthropics Technology has announced that its AI-powered fashion virtual try-on, Zyler, has won an award by Retail Systems.




virtual reality

Immersive virtual reality programs offer new hires experience-based training

Many leading organizations are following the lead of innovative manufacturers and retailers by turning to virtual reality training solutions.




virtual reality

Marquis Who's Who Honors Albert "Skip" Rizzo for Expertise in Virtual Reality Research, Education and Application

Albert Rizzo is clinical scientist, expert consultant and project manager




virtual reality

Gregory F. Tarnacki Recognized for Pioneering Work in Virtual Reality Health Care for Pediatric Cancer Patients

Greg F. Tarnacki honored for his dedication to improving children's lives through virtual reality health care




virtual reality

During the Art Week in Basel, The Art Talks & The Art Talk Magazine Announce Their Partnership with All.Art to Launch the World's First VR (Virtual Reality) Arts and Culture Magazine

The Art Talks & The Art Talk Magazine have partnered for the first time with All.Art to launch the World's First VR Art Magazine, also available via an All.Art browser based player on mobile devices, and desktop.




virtual reality

The Power of Virtual Reality: Immersive Therapeutics for Chronic Back Pain Management

CBP is a prevalent, complex, and expensive condition that carries a significant health economic burden in the US. For Injured Workers who experience persistent pain, the ability to participate in…




virtual reality

[ F.746.14 (12/22) ] - Requirements and reference framework for cloud virtual reality systems

Requirements and reference framework for cloud virtual reality systems




virtual reality

Owens Corning Unveils Virtual Reality Training Solution

Owens Corning is looking to help contractors save money and time on training employees with a new virtual reality training program.




virtual reality

Huangling Village Launches Helicopter and Virtual Reality Tours as Rapeseed Flowers Reach Full Bloom - A Panoramic View of Huangling Village

Praised as the most beautiful countryside in China, the unique view of shaiqiu can only be found in Huangling village where baskets of colorful harvest bask in the sunshine.




virtual reality

Enhanced Virtual Reality Walking With Tactile Senses

Walking is a basic human activity that affects physical mobility, as well as cognitive and sensory perceptions. The use of Virtual Reality (VR) and Augmented




virtual reality

Role of Virtual Reality on Mental Health Amidst Modern Stressors

Today's teens grapple with mounting stress from social media, climate issues, and pandemic disruptions, witnessing a prolonged deterioration in mental




virtual reality

Building Virtual Reality Games

What do consumers want from virtual reality? What effect will it have on the games industry? VR is the next frontier in entertainment, but it’s so new that the rules are still being written. No-one knows the best way to develop, advertise, create or what it’s limits are – and that’s what makes it so exciting. Subscribe to WIRED►► http://po.st/SubscribeWired CONNECT WITH WIRED Web: http://po.st/WiredVideo Twitter: http://po.st/TwitterWired Facebook: http://po.st/FacebookWired Google+: http://po.st/GoogleWired Instagram: http://po.st/InstagramWired Magazine: http://po.st/MagazineWired Newsletter: http://po.st/NewslettersWired ABOUT WIRED WIRED brings you the future as it happens - the people, the trends, the big ideas that will change our lives. An award-winning printed monthly and online publication. WIRED is an agenda-setting magazine offering brain food on a wide range of topics, from science, technology and business to pop-culture and politics. Building Virtual Reality Games | WIRED https://www.youtube.com/user/WiredVideoUK




virtual reality

Immersive Storytelling and Virtual Reality Are Ready For Mainstream Movies

Anthony Geffen is the CEO and creative director of Atlantic Productions, an Emmy and Bafta winning documentary filmmaker, Throughout his career, he has pioneered multi-platform and immersive storytelling, featuring projects with David Attenborough, Judi Dench and a host of others. Over the years, immersive storytelling – beginning by working with the inventors of virtual reality – has become the most exciting storytelling format, and Geffen and his company has gone from strength to strength telling the world's true stories.




virtual reality

WIRED25 2020 Q&A: Virtual Reality Fosters Actual Empathy

Elijah Allan-Blitz, VR Director, "The Messy Truth" in conversation with Angela Watercutter, WIRED.




virtual reality

How Virtual Reality Can Deliver Real Results in The Classroom

Produced by WIRED Brand Lab with Qatar Foundation | The face of education is changing faster than ever before with so much technology at our fingertips. Some educators are particularly excited about the promise of virtual reality creating transformative learning opportunities. In this WIRED guide, we reached out to experts at Qatar Foundation to get the full scope of what’s possible with VR.




virtual reality

“It is not just the shape, there is more”: students’ learning of enzyme–substrate interactions with immersive Virtual Reality

Chem. Educ. Res. Pract., 2025, Advance Article
DOI: 10.1039/D4RP00210E, Paper
Henry Matovu, Mihye Won, Roy Tasker, Mauro Mocerino, David Franklin Treagust, Dewi Ayu Kencana Ungu, Chin-Chung Tsai
To cite this article before page numbers are assigned, use the DOI form of citation above.
The content of this RSS Feed (c) The Royal Society of Chemistry




virtual reality

Virtual reality




virtual reality

Building Rome in a day with virtual reality maps

Team at Seattle university is creating largest 3-D reconstruction that anyone has ever attempted, rebuilding the world one pixel at a time.




virtual reality

Winscape: Virtual reality windows are here

Who needs nature when you can have virtual reality windows that simulate any setting with the flick of an iPhone app?



  • Gadgets & Electronics

virtual reality

Now is the time to care about virtual reality

2016 will be the year that holodecks becomes real. Sort of.



  • Gadgets & Electronics

virtual reality

Virtual reality eyed as a replacement for some painkillers

As the technology decreases in price, some hospitals are trying it as a distractive force to cut the use of opioids.



  • Gadgets & Electronics

virtual reality

Virtual reality project bringing lost theatres back to life

With no photographic evidence of the Victoria Theatre from when it first opened, a university team has scoured archival eyewitness accounts and architectural floor plans to recreate the theatre in the virtual world.



  • 1233 ABC Newcastle
  • newcastle
  • Arts and Entertainment:All:All
  • Arts and Entertainment:Design:All
  • Arts and Entertainment:Design:Architecture
  • Arts and Entertainment:Opera and Musical Theatre:All
  • Arts and Entertainment:Theatre:All
  • Australia:NSW:Newcastle 2300

virtual reality

32nd Great Endeavour Rally raises funds for virtual reality tech to support people with intellectual disabilities

What do you get when a peanut in a top hat, a chicken on the run and 150 Australian larrikins go on a road trip? A good time, and funds to support people with intellectual disabilities.




virtual reality

Beef Australia 2018: Industry uses virtual reality to address consumer concerns about environment and animal welfare

The growing demand for transparency and ethically, socially and environmentally sustainable food is one of the hot topics at Beef Australia 2018.




virtual reality

Virtual reality and the stereoscope

Do you know what virtual reality (VR) is? VR is something you can experience if you put on a VR headset. The headset lets you see and hear things that make you feel like you're in a completely different place. Perhaps you've seen people using VR headsets or even tried one out yourself. In this video, Margot shows us an object called a stereoscope. It's about 150 years old! What did people use it for? How is the stereoscope similar to virtual reality headsets of today? How is it different?




virtual reality

If it weren't for virtual reality games, I wouldn't be getting exercise right now

COVID-19 fears kept me home and on the way to gaining back the 30 pounds I lost last year. Then I picked up my VR headset and got moving.




virtual reality

Walmart has added virtual reality to its assessment of an employee’s potential

For the past few months, the nation’s largest employer has begun evaluating workers using an experimental tool: virtual reality.




virtual reality

The latest tool to help police develop empathy for the public: Virtual reality headsets

To help law enforcement officers resolve emergency situations, one company has created empathy training based in virtual reality.




virtual reality

Fordham University business students have a new tool to prepare them for boardrooms: Virtual reality

Fordham University business students are using virtual reality to prepare them for boardrooms.




virtual reality

Techsplained: What is virtual reality and how does it work

The real gains are for the gaming industry, which stands to benefit from this innovation.




virtual reality

Singaporean women are using virtual reality to fight back against sexual harassment

“Wow, your shirt is really see-through. Are you wearing matching underwear?” the man says lewdly.It’s a virtual reality simulation – but it’s enough to shock 23-year-old Elizabeth Lee into silence as the scene plays out on her headset.The VR technology is part of the Girl, Talk project which is aimed at helping women fight back against harassment in Singapore.“I would think that I would respond in a more confrontational way,” Lee admits. “It felt very physically close … it was just really…




virtual reality

JBL EVEREST™ ELITE SDK and Vive deliver an immersive virtual reality hack at Tech Crunch Disrupt SF delivering better safety for consumers

STAMFORD, CT – September 14, 2016 –HARMAN International Industries, Incorporated (NYSE:HAR), the premier connected technologies company for automotive, consumer and enterprise markets, announced it will showcase additional sensor functionality for the...




virtual reality

Huangling Village Launches Helicopter and Virtual Reality Tours as Rapeseed Flowers Reach Full Bloom - A Panoramic View of Huangling Village

Praised as the most beautiful countryside in China, the unique view of shaiqiu can only be found in Huangling village where baskets of colorful harvest bask in the sunshine.




virtual reality

Huangling Village Launches Helicopter and Virtual Reality Tours as Rapeseed Flowers Reach Full Bloom - A Panoramic View of Huangling Village

Praised as the most beautiful countryside in China, the unique view of shaiqiu can only be found in Huangling village where baskets of colorful harvest bask in the sunshine.




virtual reality

Doctor Who virtual reality experience The Runaway comes to YouTube and launches internationally

More Doctor Who fans than ever can now step inside a VR version of the TARDIS as the BBC’s hit virtual reality experience Doctor Who: The Runaway comes to the Doctor Who YouTube channel and launches internationally.




virtual reality

Virtual Reality Head-Gear may Hamper Visual Memory

Virtual Reality (VR) is gaining reputation in fields such as multimedia, healthcare, leisure and schooling however an excessive amount of use of the know-how




virtual reality

Virtual Reality can Help Physiotherapy Patients Perform Exercises at Home

Virtual reality may help physiotherapy patients perform their exercises at home successfully using a VR technology with 3D motion capture now, reports a new study.




virtual reality

London pub fan lovingly recreates his local hostelry in virtual reality

Tristan Cross spent two and a half weeks building Skehans in Nunhead, south London, using Unreal Engine 4 gaming software.




virtual reality

London pub fan lovingly recreates his local hostelry in virtual reality

Tristan Cross spent two and a half weeks building Skehans in Nunhead, south London, using Unreal Engine 4 gaming software.




virtual reality

Formula One Drivers to Stage Virtual Reality Races Amid Coronavirus Lockdown

Formula One drivers will compete in ESports Virtual Grand Prix series as the season remains suspended due to coronavirus.




virtual reality

Virtual reality : a broader perspective of human-computer synergy / edited by Josh Creel




virtual reality

Virtual reality technology and applications / Matjaž Mihelj, Domen Novak, Samo Beguš

Mihelj, Matjaž, author




virtual reality

Building virtual reality with Unity and SteamVR / Jeff W. Murray

Murray, Jeff W., author




virtual reality

How Oculus Solved Virtual Reality

The 1990s saw the rise—and fall—of virtual reality. While everyone could imagine a technology that allowed us to be somewhere else, no one was able to make it happen. No one, that is, until an 18-year-old named Palmer Luckey invented the Oculus Rift. We speak with Luckey and other Oculus employees about how they managed to crack one of technology's toughest riddles and make VR feasible for the first time. Music: "Disco Kerosene" Performed By Circa Tapes (http://circatapes.bandcamp.com/)