Archive for the ‘Virtual Reality’ Category

Benefits of immersive collaborative learning in CAVE-based virtual reality

How to make the learning of complex subjects engaging, motivating, and effective? The use of immersive virtual reality offers exciting, yet largely unexplored solutions to this problem. Taking neuroanatomy as an example of a visually and spatially complex subject, the present study investigated whether academic learning using a state-of-the-art Cave Automatic Virtual Environment (CAVE) yielded […]

VR Meetings Are Weird, but They Beat Our Current Reality

A new VR app called Arthur allows you and your distant colleagues to collaborate within a 3D meeting space—as long as you all have headsets handy. WIRED

Stanford materials scientists borrow solar panel tech to create new ultrahigh-res OLED display

Repurposed solar panel research could be the foundation for a new ultrahigh-resolution microdisplay. The OLED display would feature brighter images with purer colors and more than 10,000 pixels per inch. Stanford University 

Signature Course: Building Virtual Worlds

In Building Virtual Worlds (BVW), one of four core classes in the Master’s in Entertainment Technology (MET) program from CMU’s Entertainment Technology Center (ETC), students are placed on small teams, with new groups and goals for each two-week round. Working together, they design and build interactive experiences. Carnegie Mellon University

Cheap, accessible, and virtual experiences as tools for immersive study: a proof of concept study

Virtual and augmented reality technology is becoming more commonly available within a plethora of environments in which we exist, including educational environments. With advances in technology, and more exposure to its capabilities, there is a greater expectations and reliance on it. However, much of the hardware (and some of the software) which makes this technology […]

Virtual Reality Campus Visits Let Students Connect with Colleges During COVID-19

When I first envisioned a phone app to replace the physical college campus tour, it was a way to enable rural students and those who aren’t wealthy to visit campuses without having to travel to get there. As state director of a federally funded initiative that helps young people prepare for college, I realized virtual […]

Immersion, interaction, and experience-oriented learning: Bringing virtual reality into FL learning

Virtual reality (VR) is not only attracting the attention of the information and computer technology (ICT) industry (Shirer & Torchia, 2017), especially in the production of consumer VR hardware, but also that of educators. Three years in a row, the Horizon Reports of 2016, 2017, and 2018 have mentioned that VR, or mixed reality, is […]

How K-8 Teachers Are Using Virtual and Augmented Reality in Classrooms Today

Despite the challenges associated with using VR and AR in the classroom and the dearth of research in this area, teachers have been able to integrate these technologies into their curricula in successful and innovative ways. The Joan Ganz Cooney Center queried 15 pre-K to grade 8 teachers through questionnaires and interviews to learn more […]

London School of Business and Finance re-imagines distance learning through VR

London School of Business and Finance has announced it is offering all of its online postgraduate students a new way to gain public speaking skills via virtual reality headsets. So far, hundreds of headsets have been sent to students all around the world, including Germany, Nigeria, India and the United Arab Emirates. Education is expected to […]

A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda

Researchers have explored the benefits and applications of virtual reality (VR) in different scenarios. VR possesses much potential and its application in education has seen much research interest lately. However, little systematic work currently exists on how researchers have applied immersive VR for higher education purposes that considers the usage of both high-end and budget […]