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What is VR?

Learn the basics of vr: here's everything you need to know about virtual reality.

Tyler Lacoma

VR, or Virtual Reality, is a technology designed to make you feel immersed in a virtual world. It’s a distinctly different feeling than playing a game or navigating a 3D environment on a static 2D monitor, giving a real feeling of presence in the virtual space. This is typically achieved with a VR headset that places one or two displays very close to your eyes, whilst tracking your position so that it can be translated into the virtual world.

How does VR work?

What hardware does vr use, what are the different kinds of vr headsets.

The technology has grown and improved in leaps and bounds over the past decade, with the best VR headsets featuring super high-resolution displays, ever-more nuanced motion controls, and even the ability to use them wirelessly.

VR is getting all the more exciting, all the time, but if you want to know where we are and how we got here, here’s a guide to what VR actually is.

Virtual reality technology seeks to create a realistic three-dimensional image or environment that a human can perceive as real, and even interact with in realistic ways. We aren’t at Matrix-like levels of immersion, but the latest generation headsets, games, and virtual experiences can feel incredibly realistic. Even when you’re aware that you’re in a virtual space, it can still be a lot of fun to interact with the world using the natural motion of your body, with motion controls tracking hands, fingers, and even facial expressions with some headsets.

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In VR, you can pick up things, throw them, build things, bend down to look at something closely, or lie on your back and stare at the stars. Even looking behind you, rather than always staring straight ahead as you would on a standard monitor or TV, is a novel experience.

This is all achieved with a VR headset, some form of controller, and some kind of tracker so that the game or experience knows where you are and what you’re doing.

VR works by placing a small screen, typically a high-resolution LCD or OLED monitor , within just a few inches of your eyes. This is then augmented with stereoscopic lenses, distorting the image so that it looks 3D. As you move your head around, the headset tracks your location and orientation, adjusting the in-game visuals accordingly, so that your real-world movements are mimicked in the virtual experience.

This, combined with the all-encompassing view of the headset, and that you can see your motion-tracked hands or other appendages, makes you feel like you’re actually in the virtual world you’re exploring.

This is distinctly different from AR (augmented reality), which overlays virtual objects onto the real world. In AR, there are solid fixed points of reference that your eyes can use to track and navigate. In VR, the full environment is simulated and realism is harder to attain.

Cutting-edge VR projects are working with tactile sensations and even smells, but in the consumer market, VR is typically limited to vision, hearing, and handling simple objects. But you’d be amazed at what can be done with just these senses.

The most important component in modern-day virtual reality is the VR headset. This piece of hardware typically includes the displays that show the virtual world, the lenses that make it appear 3D to your eyes, and some sort of audio solution, be it speakers or headphones . Most headsets have a comfortable strap mechanism for mounting on your head, and some have built-in cameras for tracking. Others include facial trackers and additional ports for adding accessories.

Some headsets are wired, like the Valve Index, requiring a hard connection to a powerful gaming PC to run, while others, like the Meta Quest 2 , are designed to operate independently and have a built-in battery alongside their own processing power. There are older VR headsets designed to work with mobile phones, too, but those are antiquated and largely unused today.

While the headset is, in many cases, the only piece of hardware you absolutely need to enjoy virtual reality, most VR systems also employ other components to make the experience work, or at least make it work better.

  • Trackers: Some headsets use what’s known as “inside-out” tracking, where there are depth-sensing cameras on the headset to detect its position, whereas others have external trackers that must be mounted in the corners of the playspace. Every headset includes some form of accelerometer and gyroscope, however, to track the headset’s tilt and orientation.
  • Controls: Very simple VR headsets allow basic exploration and interaction with a few buttons located on the headset (especially older, smartphone-driven VR headsets). More advanced headsets offer handheld wand-like controllers, while the most advanced VR systems have more nuanced controllers that can track individual fingers. Some VR setups can track hands and fingers without any kind of hardware controller, and some even offer full-body tracking, so you can use your legs and feet as additional inputs.
  • Graphics processor: Virtual reality games and experiences take a lot of processing power to render them realistically, even in low-end headsets. To that end, a VR headset either needs its own onboard processing or needs to be tethered to a powerful system. That can be a desktop PC or laptop, or in the case of the PSVR and PSVR2 , a PlayStation console.

You’ll find all the best VR headsets in our companion guide, but that doesn’t cover all the different types of VR headsets that have been released in recent years.

  • PCVR: PC VR headsets have been a major point of focus for VR headset makers over the past ten years, with standout early releases like the Oculus Rift and HTC Vive helping to build the industry as it is today. Modern examples include the Valve Index, Pimax 5K Super, and HP Reverb G2. These headsets tend to have the best-looking displays, supporting the highest quality visuals, with the highest refresh rates, and have the best library of games across the Meta store and SteamVR platforms. They can be wired or wireless, can use inside-out, or external tracking, and have a range of controller options. They are almost always the most expensive VR headsets, however, and require a powerful, and expensive gaming PC to run them.
  • Console VR: There haven’t been many console virtual reality headsets, but the PlayStation VR (PSVR) and PlayStation VR2 (PSVR2) are two capable options that have proved incredibly popular. They don’t have all the features of the top PCVR headsets, but at release, they have been competitive. They tend to be less expensive than PCVR solutions, but are not cheap, and require a PlayStation 4 or PlayStation 5 to run.
  • Standalone VR: Standalone VR headsets have their own internal processing, inside-out tracking, a battery, and wireless motion controllers. They are designed to include absolutely everything you need to get into VR, making them arguably the most accessible way to experience virtual reality. They are limited by battery life, however, and their internal graphics processors aren’t even close to what console and PC VR can offer. That said, they are a lot cheaper, especially since you can discount the cost of needing an external console or PC to power it.

All of these headsets, regardless of their intended use, have varying specifications. These can affect the headset and the end user’s experience of VR in different ways:

  • Resolution: This is the number of pixels of the display(s) used in the headset, presented as an equation of the horizontal pixels multiplied by the vertical ones. Higher resolution headsets present crisper visuals to the user, with less jagged edges. Text is more legible, and distant objects are more readily identified. First-generation VR headsets, like the Oculus Rift and HTC Vive, had combined (both eyes) resolutions of 2160 x 1600, while the latest generation headsets, like the Pimax 5K Super have a resolution of 5120 x 1440. There are higher-resolution headsets available, but the higher resolution, the more demand is placed on the graphics processor.
  • Refresh rate: This is the number of times that the display can change what it shows per second, given in a Hertz (Hz) rating. Higher refresh rates can lead to smoother animations, but they can also improve immersion and reduce motion sickness. Most VR headsets support a refresh rate of at least 90Hz, though some can support 120Hz, and others still up to 180Hz.
  • Field of view: This is how wide the view is within the headset itself. The human eyes have a natural field of view of around 200 to 220 degrees, while most virtual reality headsets only offer up to 110 degrees. This means that there are some black bands down the sides and top and bottom of the view, but this is mostly peripheral. Some headsets support up to 200 degrees, but this is rare. A wider field of view can help you feel more immersion in a game or experience.
  • Lenses: There are many different kinds of stereoscopic lenses. Fresnel lenses are some of the most popular, but they have been criticized for having a very small “sweet spot,” where the VR visuals are at their sharpest, and for creating light bloom and “god rays” in high contrast scenes. Many of the latest generation VR headsets use pancake lenses, which are smaller and lighter, as well as reducing the glare found in fresnel lenses. They do not transmit light as efficiently to the user, however, so can result in duller images, or require a much higher brightness from the display to counter it.
  • Audio: Different headsets have different audio solutions, with some offering on-ear headphones, and others general speakers which leave your ears open. The latter can make it easier to hear what’s going on around you but isn’t so immersive. Other headsets just include a 3.5mm headphone jack and let you plug in any compatible earbuds or headphones you like. Audio quality can vary dramatically with different headsets, with the Valve Index in particular being lauded for its headphones.
  • Comfort: Every headset has its own unique head strap design, its own weight, and its own face plate. That makes the comfort levels of each headset completely different, with some being lightweight and well-balanced, letting you play for hours on end, and others will make your face sore before too long. Lighter headsets tend to be more comfortable, but there’s no guarantee.
  • Wired versus wireless: Some headsets are wired, like the Valve Index, requiring a tethered connection to a gaming PC or console and a power source. Others, like the Meta Quest Pro , are entirely self-contained and operate wirelessly. Others, still like the HTC Vive Pro 2 , can be upgraded with a wireless kit. In all cases, however, wireless headsets offer more freedom and more immersion, but they do have to worry about battery life, which can limit your playtime. They also tend to be heavier. Wired headsets are certainly simpler, and can offer higher quality, uncompressed visuals, but that wire can remind you that you aren’t in a virtual world, which breaks immersion.

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Tyler Lacoma

A new study on virtual reality comfort suggests that some of the best VR headsets have a feature that can help prevent motion sickness. Also known as simulator sickness, the problem is due to a mismatch between what you see in a head-mounted display (HMD) and what your body feels in reality.

It’s well known that gamers prefer higher frames per second (fps) to be able to react more quickly and aim with greater accuracy. According to a recent study, though, a faster refresh rate can also reduce the chances you’ll experience nausea or vertigo after playing a VR game with lots of motion.

Standalone VR headsets are all the rage these days. Options like the Meta Quest Pro, Quest 3, or Apple Vision Pro deliver exceptional experiences, all without requiring a connection to a PC to function.

And yet, the category of PC-driven VR headsets remains. So long as you have a powerful PC, you'll be able to drive video output at more than double the resolution of some of these lower-powered VR headsets for the most immersive VR as possible. Here are the best options you can buy today. Pimax Crystal

Code found within visionOS appears to reveal the countries in which Apple’s Vision Pro headset will launch next.

Spotted by MacRumors on Wednesday, the code found within the Vision Pro's operating system points to keyboard support for other languages, specifically:

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How to Use VR to Improve Your Company Presentations

presentation of vr

How to Use VR for a Company Presentation

This past week, the UK Department for Digital, Culture, Media and Sport released their long-awaited “ Culture is Digital ” report. They did something unique to promote their findings — they created a 360 WebVR presentation using InstaVR.

Check out that 360 VR Presentation here .

This innovative use of InstaVR and the VR medium reminded us how the technology can be used to add visual and auditory flair to what used to be fairly standard presentations.

Let’s be honest: PowerPoint is starting to get a little boring. So we’re seeing more and more companies turning to VR. It helps presentations come alive, incorporating video and CGI, and makes for a unique and memorable viewer experience.

So this week we’re doing a deep dive on how to incorporate InstaVR-created apps into your internal and external presentations.

Jump to Section

  • Why Use VR for Company Presentations?
  • Begin With a Goal in Mind
  • How to Distribute Your VR Presentation
  • Authoring Your VR Presentation
  • Using Hotspots to Augment Your VR Presentation
  • Publishing Your VR Presentation

Virtual Reality (VR) has a number of unique advantages over printed or PowerPoint materials:

  • It’s exciting , incorporating  the visual (images & videos) and auditory senses. A picture is worth 1,000 words. But a 360 image or video — particularly a stereoscopic one — is worth way more than 1,000 words.
  • It’s immersive , capturing the full attention of the user if they’re in a VR headset. This leads to greater recall and a stronger impression on the viewer of the experience.
  • It’s interactive , if you add Navigation or Hotspot overlays to your presentation. This allows your audience to Navigate to the info or media they want, as well as enabling you to augment it with informative or entertaining image/video-based hotspots.
  • It’s easily accessible , both for you in terms of making the experience using InstaVR, but also to your employees, partners, and clients. You can create an iOS/Android app that the user can pull up easily on their phone anytime they want.

VR isn’t just the future of presentations — it’s the present. In fact, a VR company late last year did their entire pitch to Venture Capitalists in virtual reality. And it worked! Don’t underestimate the power of VR to leave a good impression on your audience.

culture is digital vr

(Image from “ Culture is Digital ” 360 VR Presentation)

The first step in creating a compelling VR presentation is deciding what the goal is. Once you have the goal, it will inform other questions like how to author the application and how to distribute it. It will even help determine which type of 360 media you want to use — images, video or CGI.

Do you want your presentation to educate the user?

This is the main goal of the UK Department for Digital, Culture, Media and Sport. They wanted to take the information found in the “Culture is Digital” report, and have it come alive with an interesting visual presentation. They mainly did this through Hotspots they overlaid in the 360 space, that users could interact with to get more facts.

You can also see this done excellently in client Mimacom’s VR application . Their office tour is augmented throughout with informational Hotspots informing you about facts concerning the company. So in the presentation, you not only get to see the office and the workers, you get to learn something.

Do you want your presentation to transport the user?

One of the huge benefits of VR is the ability to transport users immersively to a new location. So when we spoke with Charles Jordan of Nestle , it wasn’t surprising to hear they’re planning to use VR to get employees excited for a move to a new office in St. Louis. A company can use 360 videos to transport users immersively across the country, or across the world.

Do you want your presentation to energize the user?

VR is a great way to energize others — be it clients, partners, or employees. For instance, for their annual sales meeting, our client Premise LED put together a compelling before & after VR experience to showcase how their lighting has improved car dealerships. This type of application will later be used by the sales associates themselves. But the introduction of the new technology as part of their presentation at the sales event was a nice departure from the typical PowerPoint that you might see at these types of meetings.

Once you’ve determined what your goal is, you can start creating the media to author in the InstaVR platform. If you’re trying to educate, you may have to spend a bit more time in Photoshop creating innovate Hotspots. If you want to transport users, you may have to fly to a different location to take 360 video (or you can do like TUI Group, and mail Nikon KeyMissions to your other offices ). But the first step is always determining what you want your users to feel once they take off their VR headset.

presentation of vr

(Image courtesy of Premise LED )

3. How to Distribute Your VR Presentation

It may seem odd to start with distribution… this is usually the last step in your VR creation process. But which headset — or mobile device, tablet, or web screen — your audieence plans on using to access your VR presentation will affect your approach to creating it. So it’s best to go in knowing exactly how you plan to distribute. We’ll discuss the Pro/Cons of each of the major platforms for Presentation distribution.

WebVR — Either on Mobile Phone or Laptop

Pros — Widest distribution possible. All you have to do is either link to your VR hosted on our InstaVR CDN or embed your experience into your web page. Thus, you could theoretically easily send to all your employees through email, Slack, Intranet, etc. Also, you can utilize our Call-to-Action functionality to allow users to click through to relevant non-VR web pages.

Cons — Not as immersive. Also, WebVR is not as good for 360 video, something we’ve discussed more in depth here . But if you’re just going to be doing an image-based VR experience, and are not as concerned about the user experience, the positives of easy distribution (like with the “Culture is Digital” project ) is important.

Low-Cost Mobile VR Headset — Google Cardboard or a Generic Plastic iOS or Android Headset

Pros — Low cost, so you can purchase many of them if you need it for a company event. You can also brand Google Cardboards, making the VR presentation even more memorable. User will have your app on their phone until they delete it.

Cons — Not nearly as immersive as the other headsets. So if your presentation is for say an important client, it’s probably best to invest in a more heavy-duty, larger Field of View VR headset such as Gear VR or Google Daydream.

Higher-End Mobile VR Headset — Samsung Gear VR, Google Daydream, or (soon) Oculus Go

Pros — Easy to carry or ship for presentations at other offices, including clients and partners. Nicely immersive and can also be enabled for long-form VR, if necessary.

Cons — Can be fairly expensive (each phone + Gear VR will cost you about $800 USD) or lack phone compatibility (Daydream still limited to only a handful of phones).

Higher-End Tethered VR Headset — HTC Vive or Oculus Rift

Pros — Can do very detailed, high-resolution, long-form VR. No chance of overheating (as sometimes happens with Gear VR, if used for too long).

Cons — Can be expensive, as you need a higher-end computer and graphics cards to run these. Because most companies will purchase only one or two of these, only 1-2 people can experience your VR presentation at a time.

Picking the right distribution model is important. It also informs what kind of VR you create — image vs. video, short-form vs. long-form, passive vs. interactive. Definitely consider distribution model on your VR presentation before you actually even start the 360 filming or CGI creation process. 

presentation of vr

We already have a couple of tools for helping you to author your VR application, including:

  • Our “ Comprehensive Guide on How to Author a VR App Using InstaVR “
  • The Interactive Tutorial, which you can access directly in your Console (or watch on video)
  • Live training every Thursday at 10am EDT at https://join.me/instavrandrew

So we’ll use this section to discuss some of the questions you’ll have to answer while Authoring your VR presentation.

How long should I make the VR experience?

Those new to VR might be tempted to make a fairly long VR presentation. When using standard video, it’s not uncommon to have 4, 5 or more minutes of video. But VR is a little different. Being immersed in a VR headset is pretty intense, and for some headsets (ie HTC Vive), can get uncomfortable if worn for too long.

There’s no perfect length for a VR presentation. But you can make a strong impact, with lasting memories, with 2 minutes or less of 360 video. If you overshoot and overproduce, you get diminishing returns.

Should I Make the VR Passive or Interactive?

Passive VR is when a user can sit back and just watch a 360 video. Interactive VR is when the user can engage with the material they’re watching — either by choosing the next scene, engaging with Hotspots, opening web pages from the VR, etc.

Generally, if you’re presenting to a large group or those completely new to 360 media, passive VR might be easier. It requires less activity by the watcher. Whereas in a smaller group — like if you’re doing a sales presentation or showing your VR on a Vive or Rift — making it interactive makes more sense. Interactive VR is by nature more memorable, as the user’s brain has to be engaged, so it’s definitely advantageous if used with the proper audience.

Should I Use 360 Images or Videos (or CGI)?

The CGI question is easy if that is your primary use case for VR, as is often the case for companies in the architecture or engineering space. But even if you’re planning to use a 360 camera, you can augment your application with “computer enhanced” imagery using a program like Photoshop or Adobe Premiere Pro . The UK Government Department for Digital, Culture, Media and Sport clearly spent some time and effort to make their 360 experience pop , using exclusively CGI graphics.

The question of 360 images or video really depends on the use case. Images are static and not as engaging, but you can enhance the overall experience using InstaVR by adding mp3 voiceover or music. Videos have a greater recall, but will take you longer to film and are best experienced in a VR headset. If you’re presenting information, 360 images might be better. If you’re trying to evoke a feeling through your presentation, you may be better off using video.

Authoring a VR experience is relatively simple with InstaVR’s drag-and-drop interface. If you haven’t read it already, our intro guide on app authoring can help you get started. You’ll have to answer some important questions though before starting — such as length of VR experience, passive or interactive, and image or video.

presentation of vr

5. Using Hotspots to Augment Your VR Presentation

We’ll talk a little more in-depth about one particular part of using InstaVR to make your experience interactive: Hotspots . These are 2D images (png/jpg) or videos (mp4) that can overlaid directly on top of the 360 media. For non-WebVR apps, we also enable clients to customize the Hotspot appearance, via time-based Hotspots and auto-playing Hotspots. (Without utilizing those advanced features, the Hotspots can be triggered by users while immersed in a scene by gazing/clicking/using a hand controller).

For presentations, Hotspots can be used for:

Giving A Close-Up View or Video of an Object in the Scene

For presentations, you’re often virtually transporting a user to a new location. Within the scene, a user may have an interest in learning more about a particular object within the 360 scene. That’s where a Hotspot can be particularly valuable — a user can initiate a Hotspot and get a more close-up view or video of the particular item.

Providing Additional Information

Though Hotspot images have to be .jpg or .png, it doesn’t mean they have to be traditional camera images. Using a program like Photoshop, you can use Hotspots as an information delivery method to your users. For instance, if I’m looking at a presentation of a proposed building from a construction firm, the Hotspot could convey information on building materials, expected completion date, square feet, etc.

Entertaining

Not all presentations are meant exclusively for conveying information. In some presentations, you’re just looking to entertain or energize the viewer. If you’re showcasing your company in VR for a recruiting presentation, you can add Hotspots to showcase employees having fun outside of the office, for instance.

Hotspots in InstaVR allow you to augment your VR presentation. If you’ve decided to go the interactive route with your VR app, there’s no reason to not utilize Hotspots. Use them for practical purposes (close-ups), informational purposes (adding text information), or entertainment purposes (to add additional 2D video to your scene)

presentation of vr

6. Publishing Your VR Presentation

We discussed a bit earlier in this post the potential VR outputs. Hopefully after reading that, you’ve selected your distribution method for your presentation. Below, we’ll get into the specific mechanics of distribution.

iOS/Android/Google Cardboard

InstaVR Pro offers the ability to publish to iTunes or Google Play. But since most presentations are for in-house or client/partner purposes, we’ll focus exclusively on in-house here.

Android is a very open platform, with Google allowing you to freely distribute the white-labelled InstaVR-generated .apk file. That means you could host the .apk on your company website, in a file sharing program like Google Drive or Dropbox, accessible via download through the InstaVR website, or through an InstaVR-created QR code. It’s simple!

Apple wants a little more control over in-house app distribution. So the main way to currently download this type of file, outside of the iTunes Store, is by sending an email invite for your users to download the application. That being said, you can create a generic username and password on InstaVR for the invite, and distribute that along with the link. So it’s not quite as easy as Android, but not too difficult either.

Samsung Gear VR / Google Daydream

Samsung Gear VR is a very popular headset for presentations, as it’s mobile and immersive. We cover the distribution methods towards the bottom of this article on publishing Gear VR apps . Using the InstaVR DeviceID app , you can easily collect phone IDs, create Oculus Signature Files, and publish a single app that will run on all the intended Samsung phones.

Google Daydream publishing is actually even a little simpler than Gear VR, as the DeviceIDs are not needed. Like with Android, you simply create an .apk file specific to Daydream-compatible phones, and sideload them to run in conjunction with the headset.

HTC Vive / Oculus Rift

The output file here is a .exe. So you just need to get that .exe loaded on the computer that is tethered to the Vive or Rift headset. Super easy!

You have two options with WebVR: utilize our CDN or embed on your web site using the InstaVR files. With the UK Government Department for Digital, Culture, Media and Sport, they use our CDN. They simply link to the presentation on their public web site and in press releases touting the presentation. Other companies would rather host it on internal-only sites, in which case the Zip File (self-host) approach makes sense. Self-hosting also allows you to provide additional context to the WebVR, meaning your VR could be incorporated as part of a larger presentation page.

Distributing your VR is made simple using InstaVR. Obviously publishing to the right VR headset, tablet or web is important. But distributing the VR is also important, to make sure your intended audience sees the VR presentation you spent time making.

6. Conclusion

Presentations are no longer boring. PowerPoint and paper handouts are a thing of the past. With 360/VR technology available to everyone, companies have to up their presentation game if they want to stand out.

Creating immersive, interactive, memorable VR is as simple as buying a 360 camera, a VR headset, and InstaVR Pro.

There are many things to consider when crafting a VR presentation. We’ve covered much of that above. But we look forward to helping you as you author your VR application. Don’t hesitate to reach out to us via email, Live Chat (business hours GMT on weekdays), or attend our live weekly training at 10am EDT on Thursdays.

Make your VR apps in minutes ! – InstaVR

Selected by 50,000+ companies and professionals..

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Improve your practice.

Enhance your soft skills with a range of award-winning courses.

Practice Presenting with your Slides in VR Environments

June 15, 2013 - Dom Barnard

Practice is essential for a successful presentation. Dr. Jill Bolte-Taylor, the speaker whose  TED Talk  has been viewed over 20 million times, rehearsed  200 times  before she delivered it in front of the TED audience.

Steve Jobs would rehearse on stage for many hours, over many weeks, prior to the launch presentation of a major product. Many of us assume well-known speakers are naturally gifted and don’t need much practice, however they still spend hours preparing.

When giving a presentation, it can be beneficial to practice with your own slides. In this article, we discuss using the VirtualSpeech  virtual reality (VR) app  to do just this – you can  load your presentation slides  and practice with them in the same virtual room as you.

This allows you to work on getting the correct slide change timings, pace of delivery and to remind you of the key message of that section.

Demo video of a user changing presentation slides in different virtual rooms within the VirtualSpeech app.

Why use virtual reality?

Virtual reality  can immerse users in the situations they are preparing for, whether that’s a conference, team meeting, networking event, or sales pitch. Once you put on a VR headset, it looks and feels as if you are actually at the event.

A benefit of VR is that it helps recreate the fear and excitement you might experience when giving a presentation in front of an actual audience.

In addition, with virtual reality, we can simulate mobile phones going off, audience members talking to each other, presenting with your slides, and a range of other scenarios which you wouldn’t get without practicing in VR. You’ll therefore be more prepared when presenting at the real event.

Example VR scenarios with imported slides

Here are some  example environments  from the VirtualSpeech app, where users have loaded in their slides to practice with.

Conference presentation

The immersive conference room setting allows you to simulate the pressure and dynamics of a real business meeting. Upload your slides and practice engaging your audience, addressing their concerns, and effectively conveying the value of your product or service.

Practice a conference presentation with your slides in VR

Meeting room presentation

Collaboration and effective communication are vital in meetings. VirtualSpeech’s slide upload feature allows you to practice delivering presentations within a virtual meeting room, complete with colleagues or clients present.

Practice a team meeting with your presentation slides in VR

Boardroom pitch

Presenting in a boardroom requires a different set of skills, as you may be facing senior executives, stakeholders, or decision-makers. By uploading your boardroom presentation slides to the VR app, you can practice articulating your ideas with confidence and clarity.

Practice a sales pitch with your presentation slides in VR

Lecture hall

For educators and professionals delivering lectures or educational presentations, the slide upload feature provides an opportunity to practice in a virtual lecture hall. Slides are located below and behind the user.

Practice in a lecture hall with your slides in VR

Interview room

Practice answering interview questions while referring to your slides, ensuring that you can showcase your qualifications confidently and persuasively.

Practice an interview with your slides in VR

Where would this be useful?

Whenever you are required to give a presentation with slides, you can use the VirtualSpeech app to practice with them in a realistic way. Example situations where this might be useful:

  • Presenting at a large conference
  • Showing progress on a project to your team
  • Selling a new product or service to a business
  • Showing a new company vision at a townhall event

Enrol in our  All Access Program  and start practicing with your slides.

Home PowerPoint Templates Template Backgrounds Virtual Reality PowerPoint Template

Virtual Reality PowerPoint Template

Slide of VR Man with Headset

The Virtual Reality PowerPoint Template is a deck of cool illustrations for VR technology presentations. The multi-color vibrant color theme of the presentation with blue background makes slides attractive for the audience. The template contains a range of graphic elements that visualize various use of virtual reality technology. These vector-based graphics let you resize and reuse illustrations in several other technical presentations. The vectors include VR technology and devices like VR headsets, gaming, virtual reality in training, architectural design, and work gadgets.

There are 7 slides with an idea of how VR is used and text placeholders to add relevant information. Additional two slides present 4 steps process diagram and product feature template with six labels. These slides are suitable for explaining features of new technology in the field of virtual and augmented reality.

IT companies introduce innovative ideas of using mixed reality with the help of a virtual Reality PowerPoint template. You can use slides of VR headsets and gaming equipment to explain the idea of metaverse with an example. Metaverse goes far beyond the 3D virtual environment of video games. It lets people socialize, learn, and collaborate in the mixed reality. Meta has introduced the metaverse idea of a shared virtual platform that people can access through different devices. The slides of VR headsets and bike can be used to discuss opinions about the technology. Furthermore, presentation designs can use this template and combine it with other tech slides for PowerPoint and Google Slides.

Virtual reality slides are a good way of teaching individuals and organizations about challenges that come with future VR tech development. VR technology has its pros and cons and these slides provide the professional-looking layout to present them. Many industries are already using virtual reality. The VR PowerPoint Template can present their implementation of virtual reality. Alternatively, you can download other VR and Virtual Reality slides for presentations with editable placeholders, visual slides and useful diagrams.

For advanced automotive technology, engineers use VR for designing prototypes. Healthcare has an important application for professionals to use virtual models before working on a real body. Several other applications such as retail, tourism, real estate, and architecture give an immersive experience before purchase. The entertainment industry has benefited from implementing VR technology. The template of virtual reality can describe these applications and much more.

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presentation of vr

Using VR for Company Presentations – Benefits & Considerations

As virtual reality (VR) grows in popularity, businesses are starting to recognise its potential for businesses. Compared to static slide decks, presentations in virtual reality can be a more engaging way to jot through the agendas of meetings. 

Though unique and niche, these types of presentations have their uses for many reasons.  They can provide more opportunities for engagement than traditional methods of sharing information, as a clear way to deliver info that leaves a lasting impression. PowerPoint and two-dimensional pieces of paper just can’t compete with it. Because of this, VR is useful in training , sales, marketing , and internal communication, among many other areas. It presents ideas and designs clearly, making it a brilliant presentation tool that leads to a lasting impact. 

Not Another Boring Presentation

But first, let’s touch on the flaws of presentations nowadays. At best, they can be static and sprawling behemoths of information which help communicate vital information, with a set journey and purpose. At worst, the slow presentations are distilled at a snail’s pace, as a slide show of banality that viewers watch as their eyes glaze over in boredom. 

The fundamental issue is that there is a lack of engagement with traditional presentations. Viewers are expected to sit back and absorb, but the content itself may not be engaging or interesting enough to land in the way that may be desired. User participation is important for maintaining interest across the length of any presentation, as it keeps them on their toes and makes them feel that they have a stake in its presentation. Some companies added the option for users to ‘vote’ on polls during a presentation, which serves the same purpose; but the number of times the tool can be used are few and far in between.

To avoid the banality of corporate presentations, companies need to consider the following questions: 

  • How can I make the presentation as interesting as possible?
  • How can I keep the viewers engaged over a longer period of time? 
  • How can I make the purpose of the presentation clear, so that I can build towards the goal throughout the process? 

With all three questions, VR presentations offer a natural solution. 

Why use VR for company presentations?

VR has many unique advantages over its printed or PowerPoint counterparts. For one, VR presentations are more interactive, leading to a greater level of engagement from viewers. No presentation can match the immersive nature of standing in a virtual world that reacts to your actions, while a narrator explains the significance during the session. That impact has an effect that no piece of paper can match. 

A presentation outlining images of the product – like a car, for example – can seem boring and dull, as the static images cannot convey the full spectrum of qualities that a product may convey. But showing the same product in VR – where users can roam around and go inside the car – can let users fully grasp why it can service their business needs. The approach can help to convert sales or reel people further into the brand’s world, which makes them understand the significance of a product or service. 

The range of potential applications are widespread. VR can create a virtual tour of the company’s facilities or show off its products and services in action, which can be deployed on tour or at events like MWC. Companies can also use VR for internal communication presentations, such as town hall meetings, where employees can better understand their business and where it is heading. 

Additionally, VR presentations can be viewed on a wide variety of devices, making them more accessible to a broader audience. The most common headsets are the Quest 2, created by Meta. Standalone and cheap, the headsets can be deployed at a larger scale, and then be used over and over again where necessary. Further, if one breaks for any reason, they are cheaper to replace than an expensive counterpart. 

What to consider when presenting in VR

Yet with all the promise of VR presentations, they must be applied properly. Like all other tools, it must be backed by sound reasonings and plans in order for it to land with the impact it warrants, while straying away from gimmicky territory. For that reason, companies need to keep a variety of items in mind when planning their approach. 

Many companies could gain from using VR and augmented reality . The technology is helpful for product demos, business presentations, internal communication events, and more. Despite being new technologies, VR and AR are good tools for displaying any message for any brand. You can use VR to gain a much more in-depth understanding of a topic, place, or product.

  • Start with a goal in mind

When designing VR presentations, you first need to determine how to achieve the intended outcome, which kind of images you want to use, and the plan for your VR content. If the point is to convert potential customers, then the VR presentation should outline its positive attributes with no blemishes to the user experience. If the point is to engage people in a meeting , then it must find ways to bring people in while educating them on the company’s core endeavours. With a clear goal, the path to success can be built more clearly. 

  • Explore how to make a presentation more interactive 

Engagement is one of the most important elements to consider, as it keeps them focusing on the presentation at hand. Companies can make their presentations interactive by adding more features to the display, including clickable links and hotspots to provide even more information. If you want to take things a step further and involve the audience, you could include quizzes and other activities within your VR presentation. Find ways to make your users move, and it will keep them on their toes in the long-run. 

  • How long should I make the VR experience?

A VR headset can be intense, and some headsets can even be uncomfortable a little longer. Don’t worry about increasing the length of your VR integration. You can have lasting memories with just 2 minutes of video. Prioritise making a short but impactful experience over a long and drawn-out one, which can help to land the full piece when necessary. 

Taken together, VR content offers a whole new immersive experience for company presentations. They can be used in sales, marketing, or internal communications to create an exciting and engaging meeting that your team will remember long afterwards, bringing them together into (literally) your own world. 

For VR presentations to succeed, teams must consider the full breadth of qualities needed for it to land with the impact it deserves. They must align closely with the intention and contents of the meeting, rather than languish as a gimmick, and recyclable so that they can be used many times over. With these aspects in mind, businesses can use them to help convert sales and land a positive impression with prospective clients. 

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The evolution of virtual reality: exploring the past, present and future.

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Andi Cross is a growth strategist, divemaster, founder of impact consultancy WILDPALM, and Edges of Earth expedition lead.

As someone who has worked in the digital industry for the last seven years, I've always been fascinated with emerging tech, especially the likes of virtual reality (VR). Since its inception, VR has opened our eyes to what's possible with technology. VR lets us think well beyond the human experience and immerses us in a digital world that almost feels real. It takes us to places we've always wanted to go and helps to provide solutions to industry challenges like never before.

Before we go any further, let's talk a bit about what VR is, as there are lots of ways to think about this emerging technology.

VR creates environments, experiences and interactions that look and seem real. When they wear a VR headset, users are transported into a three-dimensional, interactive world that can be explored and manipulated. This digital environment is designed to engage multiple senses, including sight, sound, touch and movement.

Immersive content is just as important as the hardware. Without it, there isn’t a “simulated environment” that can be brought to life. Content creation comes in many forms—from gaming, training and experiences to education and travel. The space for content creators in the VR world is expansive.

Best High-Yield Savings Accounts Of 2024

Best 5% interest savings accounts of 2024, the history of virtual reality.

It’s important to understand how VR began to see how far we’ve progressed. Today, we are seeing a resurgence when it comes to VR, as it certainly has seen its fair share of up-and-down moments.

In 1968, Ivan Sutherland introduced the world to what is commonly considered the first head-mounted augmented reality display, known as "The Sword of Damocles." This groundbreaking invention laid the foundation for the virtual reality devices we use today.

Over the decades, tech advancements have accelerated the development of VR. In the 1980s and 1990s, companies like Sega and Nintendo developed VR gaming systems, albeit generally with limited success. It wasn't until the 2010s when companies like Oculus and HTC Vive introduced high-quality VR headsets that leveraged powerful graphics and motion tracking technology.

Virtual Reality Today

Recently, Apple’s Vision Pro made headlines, putting VR back on the map as "the tech to watch." Meta’s entry into the market with the Oculus Go headset made a similar headline splash.

While gaming has been a driving force behind VR's popularity, its uses are not limited to this space. Various industries, such as healthcare , education , architecture and engineering , have embraced VR as a powerful tool. Surgeons can use it to prepare for complex procedures, students can explore ancient civilizations and architects can create virtual walkthroughs of buildings before construction even begins.

Today, it's becoming easier for consumers to leverage VR—which hasn't always been the case. Historically, the VR headset was equal parts bulky and uncomfortable. The hardware is getting better, albeit not entirely there yet (at least in my opinion.) Mega-companies are doubling down on consumer-based VR, such as Meta, Sony and Samsung.

While it is one of many players in the market, Apple's expertise in user experience and ecosystem integration could bring significant advancements to the VR space. Google, Qualcomm and Samsung have also partnered to create a mixed-reality platform.

An area that I have been personally interested in is called "VR cinema"—a method that could get more people introduced to the world of VR. As someone who has been an avid movie-goer for as long as I can remember, seeing the downturn of cinema during the pandemic was heartbreaking for me. I started to dig into what cinemas were doing to reinvent themselves, and that's when I found a new type of medium—one that inspires people to go back to the cinema for something new and exciting.

In short, VR cinema is all about immersive experiences that can be brought to life in existing theaters. This innovative form of storytelling offers a unique and communal way to enjoy content, allowing participants to share the virtual space and collectively engage in the narrative journey—without having to spend thousands of dollars to experience VR.

With the rise of streaming services, changing customer preferences, and access to more forms of immediate content consumption, viewers are becoming more interested in shorter-form content and different experiences that fit with their lifestyles. The VR cinema concept provides an experience option for traditional cinemas.

Surround Sync (VR technology) and parent company White Spark Pictures (VR content) are two companies paving the way in this space. Surround Sync is both the hardware and software package; according to its website, it uses existing entertainment infrastructure and venues. Meanwhile, White Spark Pictures creates content that can be distributed globally in these VR-enabled theaters.

White Spark Pictures has produced two 360-degree VR films, The Antarctica Experience and Beyond the Milky Way, and both leverage the Surround Sync package. When I had the chance to experience the films in real time, it all came full circle—I felt like I was actually there.

How Businesses Can Get Started With Virtual Reality

If you are a business that is looking to integrate VR into your offering, now is the time. There are a few key points you might want to consider before delving into VR.

• What is your goal in incorporating VR into your business model? What are you aiming to achieve (e.g., product visualization or customer engagement)?

• Who is the key audience you are looking to reach? And how tech-literate are they? What will the overall user experience be like?

• What content will you need, use or create as part of this effort? Does this need to be developed, or is it out there in the world already? How big is the content lift?

• Will you need hardware and software? How will VR integrate with current operations and your existing tech stack?

• How much budget is allocated to this effort? Are there other administrative considerations in areas such as legal, safety and compliance?

With such interesting advancements upon us, it’s a pivotal moment, regardless of the industry you are in. This convergence of technologies and content opens up new avenues for work, play and creative expression.

Forbes Business Council is the foremost growth and networking organization for business owners and leaders. Do I qualify?

Andi Cross

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Virtual and Augmented Reality Presentation Templates

Explore a fresh dimension in presentations with our free virtual and augmented reality powerpoint templates and google slides. these slides offer a captivating blend of creative designs in glowing colors to make your content stand out. its clarity and impact help communicate your ideas effectively, ensuring your audience stays engaged and informed..

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What are virtual and augmented reality presentation templates.

Virtual and Augmented Reality Presentation templates are tools for creating presentations utilizing virtual and augmented reality technologies. Users can create engaging presentations with these templates that capture their audience's attention.

Where can we use these Virtual And Augmented Reality Slides?

You can use these Virtual And Augmented Reality Slides in classrooms, corporate training, research laboratories, and marketing departments. You can also use them in presentations, conferences, and trade shows.

How can I make Virtual And Augmented Reality PPT Slides in a presentation?

Create a PowerPoint presentation with slides that clearly explain the differences between VR and AR, the advantages of each, and how you can use them. Explain concepts clearly and succinctly. Finish with a summary slide to reinforce the main points. Suppose you want to learn how to use the PowerPoint tool. Visit Tips and tricks for detailed instructions.

Who can use Virtual And Augmented Reality PPT Templates?

Anyone can use virtual and augmented reality PPT templates, from students to professionals. They are a great way to create engaging presentations and visuals for any presentation.

Why do we need Virtual And Augmented Reality Presentation Slides?

Virtual and augmented reality Presentation slides provide a unique way to present information to an audience. They allow the presenter to create an immersive experience that engages the audience.

Where can I find free Virtual And Augmented Reality PPT Templates?

Many websites offer free Virtual And Augmented Reality PPT templates. Slide egg is one of the best PowerPoint providers. Our websites' uniquely designed templates are a valuable tool for any presenter.

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Meeting in Virtual Reality

Meeting in virtual reality presentation, free google slides theme and powerpoint template.

The real life is great, but virtual reality is so cool too! Have you ever tried having a meeting in virtual reality? Even though it sounds like a thing from the future, it's actually something achievable now! Use this futuristic-looking template and start talking about technology as much as you want! Blue tones and many resources such as graphs, tables, icons or maps... It has everything!

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Enthrall your audience with this Virtual Reality And Augmented Reality Powerpoint Presentation Slides. Increase your presentation threshold by deploying this well-crafted template. It acts as a great communication tool due to its well-researched content. It also contains stylized icons, graphics, visuals etc, which make it an immediate attention-grabber. Comprising seventy seven slides, this complete deck is all you need to get noticed. All the slides and their content can be altered to suit your unique business setting. Not only that, other components and graphics can also be modified to add personal touches to this prefabricated set.

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Deliver this complete deck to your team members and other collaborators. Encompassed with stylized slides presenting various concepts, this Virtual And Augmented Reality IT Powerpoint Powerpoint Presentation is the best tool you can utilize. Personalize its content and graphics to make it unique and thought-provoking. All the eighty one slides are editable and modifiable, so feel free to adjust them to your business setting. The font, color, and other components also come in an editable format making this PPT design the best choice for your next presentation. So, download now.

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You can survive and sail through cut throat competition if you have the right skills and products at hand. If a business plan is on your upcoming agenda, then it will not be wise of you to proceed in absence of our well designed Comprehensive Virtual Reality Market Analysis Report 2023 Pdf Word Document IR V document. Our business plan word document swears by in depth detailing and thus answers every question that may hit you or your audience at any point of time. Whats more, are the multi fold benefits that our word document offers. Made up of high resolution graphics, this document does not hamper when projected on a A4 screen. Being pre designed and thoroughly editable this ready made business plan saves a lot of the presenters time and efforts which otherwise get wasted in designing the business plan from scratch. We make our business plan word documents available to you keeping in mind the competitive edge. Join your hands with us now.

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Provide your investors essential insights into your project and company with this influential Virtual Reality Industry Investor Funding Elevator Pitch Deck Ppt Template. This is an in-depth pitch deck PPT template that covers all the extensive information and statistics of your organization. From revenue models to basic statistics, there are unique charts and graphs added to make your presentation more informative and strategically advanced. This gives you a competitive edge and ample amount of space to showcase your brands USP. Apart from this, all the thirty six slides added to this deck, helps provide a breakdown of various facets and key fundamentals. Including the history of your company, marketing strategies, traction, etc. The biggest advantage of this template is that it is pliable to any business domain be it e-commerce, IT revolution, etc, to introduce a new product or bring changes to the existing one. Therefore, download this complete deck now in the form of PNG, JPG, or PDF.

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How Virtual Reality Technology Has Changed Our Lives: An Overview of the Current and Potential Applications and Limitations

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No new data were created or analyzed in this study. Data sharing is not applicable to this article.

Despite virtual reality (VR) being initially marketed toward gaming, there are many potential and existing VR applications in various sectors and fields, including education, training, simulations, and even in exercise and healthcare. Unfortunately, there is still a lack of general understanding of the strengths and limitations of VR as a technology in various application domains. Therefore, the aim of this literature review is to contribute to the library of literature concerning VR technology, its applications in everyday use, and some of its existing drawbacks. Key VR applications were discussed in terms of how they are currently utilized or can be utilized in the future, spanning fields such as medicine, engineering, education, and entertainment. The main benefits of VR are expressed through the text, followed by a discussion of some of the main limitations of current VR technologies and how they can be mitigated or improved. Overall, this literature review shows how virtual reality technology has the potential to be a greatly beneficial tool in a multitude of applications and a wide variety of fields. VR as a technology is still in its early stages, but more people are becoming interested in it and are optimistic about seeing what kind of changes VR can make in their everyday lives. With how rapidly modern society has adapted to personal computers and smartphones, VR has the opportunity to become the next big technological turning point that will eventually become commonplace in most households.

1. Introduction

This literature review aims to contribute to the library of literature on the applications of virtual reality (VR), how they are currently used and can be used in the future, and some of the strengths and difficulties that come with using VR.

Virtual reality (VR) refers to a computer-generated, three-dimensional virtual environment that users can interact with, typically accessed via a computer that is capable of projecting 3D information via a display, which can be isolated screens or a wearable display, e.g., a head-mounted display (HMD), along with user identification sensors [ 1 ]. VR can mainly be divided into two categories: non-immersive, and immersive [ 2 ]. Non-immersive VR utilizes a combination of screens surrounding the user to present virtual information [ 3 ]. A typical example of this is driving or flight simulations in which the user sits in a chair with multiple screens around them, giving them the feeling of being in the cockpit or driver’s seat without being fully immersed. Immersive VR refers to using a wearable display, e.g., HMD, to track a user’s movement and present the VR information based on the position of users [ 4 ], which allows them to experience 360 degrees of the virtual environment. This immersive experience is what most people think of when it comes to VR and is one of the most marketable aspects of VR technology. In between immersive and non-immersive VR, there is also augmented reality (AR). AR makes use of computer-generated imagery that is overlayed on physical elements in the real world, which can be found in many applications, such as stores providing a virtual fitting application for people to “try on” clothes. Mixed reality (XR) represents the spectrum between the physical and digital worlds, combining AR and VR to allow users to both immerse themselves in a virtual world while also being somewhat grounded in reality.

The concept of VR was first introduced in the 1960s, with Morton’s creation of the Telesphere Mask and the Sensorama [ 5 ]. The original technologies served the purpose of immersing the user in the video display around them, making them feel like they are a part of the video. The Ultimate display was an idea developed by Ivan Sutherland [ 6 ], operating on a similar concept of allowing the user to feel immersed in a computer-generated environment using multiple input and output devices [ 7 , 8 ]. Following the creation of the Sensorama and the idea of the Ultimate display in the 1960s, the next large boom in VR technology development occurred in the early 2010s. During this period of time, VR was still considered a gimmick—it was expensive and was not considered a technology that would ever become popular with the general public. This, however, started to shift in 2012, when Palmer Luckey debuted his prototype for the first Oculus [ 9 ]. In 2014, Facebook acquired Oculus after seeing the interest it garnered, leading to a significant increase in the popularity of VR devices for home use. Since then, VR has grown to become more popular and accessible to the everyday consumer, with more VR headsets available on the market, such as the HTC Vive, Samsung VR, Oculus, Google Cardboard, and more.

Despite VR being initially marketed toward gaming, there are many potential and existing VR applications in various sectors and fields, including education, training, simulations, and even in exercise and healthcare. Unfortunately, there is still a lack of general understanding of the strengths and limitations of VR as a technology in various application domains. Some of the largest issues with current VR technology are hard to overcome and can span from technical to financial and health issues. Technological limitations regarding users feeling uncomfortable or ill while using a VR headset, the inaccessibility of this technology to most people due to the high price of the associated hardware, and the lack of technical standardization are all current issues that the tech industry is hoping to overcome with research and future improvements.

Overall, this literature review serves the purpose of covering how different types of VR applications can be utilized, as well as providing information on the advantages and drawbacks of using VR technology in various application domains.

In order to present a reliable literature review, an extensive search was performed using common journal search engines/websites, e.g., Google Scholar, JSTOR, MDPI, ResearchGate, PubMed, and Science Direct, which includes peer-reviewed studies and articles. Keywords and phrases used in searching for sources include a combination of “VR” or “virtual reality” with “Education”, “Simulation,” “Games”, “Virtual”, “Immersive”, “Non-immersive”, “Training”, “Application”, “Manufacturing”, “Industrial”, “Medical”, “Healthcare”, and “Entertainment”. The variety in keywords helped yield different results for VR not only as a technology but also in major use cases where it has already been utilized for different industries and fields. The gathered papers and articles were then reviewed to further select representative and up-to-date evidence.

Papers were selected with the goal of providing sufficient coverage of the topic by presenting an overarching summary rather than an exhaustive review of every type of application within VR. Having a large variety of papers does not guarantee that every particular use case of VR is covered, but it does provide a wide breadth of use cases of VR that are currently applied, as well as opportunity spaces for VR applications in the future. As shown in Figure 1 , 145 papers were initially collected, but only 77 were thoroughly reviewed to provide enough coverage without unnecessary advanced technical details. Five additional papers and articles were added after review to accommodate additional information, resulting in a total of 82 sources used for the final literature review.

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General structure of the paper selection and literature review.

Included papers were those that clearly presented a specific VR application, those that showed clear negative or positive outcomes of VR usage, or papers that provided relevant background information on a specific VR technology. Exclusion criteria included disregarding papers that had an overt focus on VR hardware components, excluding studies that may have mentioned VR without it being the focus, and rejecting papers that became repetitive after utilizing other papers on similar topics. The following sections provide detailed reviews based on various VR applications and domains.

3. Reviews of VR Technology Applications

The technological applications of VR have advanced to a point where they can be applied to an extensive range of fields and industries outside of just gaming or entertainment. Many have started to take advantage of VR in performing tasks that are hard to practice due to limited resources or the inherent risks and dangers associated with said tasks that can sometimes lead to catastrophic consequences. The greatest strength of VR is that it opens up opportunities for people to practice these tasks in a safe capacity while also being immersed enough for it to feel realistic and transferable to the real world and depict almost any situation accurately [ 10 ]. This section covers some of the main categories of VR applications and provides examples of how these applications are applied or can be applied to different use cases across various fields.

One of the most widely used and largely applicable applications of VR is the simulation aspect, which can be uniquely created and customized to suit users’ needs. There are two main types of simulations: immersive and non-immersive. As mentioned above, non-immersive VR simulations usually include multiple screens and some type of platform or apparatus that mimics the activities or tasks in reality [ 3 ]. Immersive VR simulations differ in terms of using HMDs in place of screens and can either utilize a control platform or apparatus such as the ones used in non-immersive simulations [ 11 ] or can instead be fully contained within a virtual setup and require no external setups or platforms. Whether users opt for immersive or non-immersive VR simulations, there is no significant difference in the performance, and the results appear to be very similar in fulfilling the simulation’s purpose [ 12 ]. There is, however, a slight advantage to using immersive VR simulations with HMDs, as they are capable of fully immersing the user in the simulated environment and giving them a more thorough experience [ 13 ].

3.1. Industrial Simulation Applications

VR simulations have many applications that can span from training simulation to prototyping, designing, and testing tools and objects. Some commonly used VR simulations in the industrial domain include driving simulators, flight simulators for pilots, and combat simulators for military personnel, all of which provide training to users in highly dangerous circumstances without putting them at risk during the training process [ 14 ]. Among the many use cases, two typical simulation applications are further discussed in the following sections.

3.1.1. Driving Simulations

One major use of VR simulations is driving simulations for both driving training and within the automotive industry; VR provides the ability to create driving simulations in which users can be placed in risky driving scenarios without real danger [ 15 ]. Driving simulators can be useful in multiple capacities, such as observing driving behavior to collect data or training inexperienced drivers in a low-stress environment.

VR driving simulations can be used to train young or novice drivers and help them understand their mistakes or point out some bad driving habits they need to adjust. Within a simulation, drivers can be placed in a virtual vehicle within an environment resembling a cityscape, with their behaviors and actions observed and recorded to later analyze for any issues or mistakes or to see if the drivers made the correct decisions in a given scenario [ 16 ]. After conducting the simulation, drivers can be informed of their mistakes and receive feedback about how to improve their behaviors in an actual driving situation. These driving simulations can also be beneficial in training young drivers with neurodevelopmental disorders such as autism spectrum disorder (ASD) [ 17 ], who may otherwise have difficulties learning in an uncontrolled environment.

Another application of VR driving simulations is the ability to collect real-time data on how users react to different scenarios as drivers on the road in a simulated environment. This data can be used in multiple capacities, such as designing better safety features in a vehicle, providing a better user experience for drivers, developing training modules for drivers, and for use in autonomous vehicle (AV) research and development. AVs have been an emerging field of technology that will continue to develop and advance, with VR simulations continuously providing opportunities for safe and efficient data collection and user testing [ 18 ]. One common issue in the field is developing trust between users and autonomous vehicles and understanding how to mitigate the distrust most people have in this technology [ 19 ]. It is important to ensure users have a certain level of trust in an AV so as to ensure drivers take over when appropriate. Accordingly, putting users in a VR driving simulation in which they interact with an autonomous vehicle virtually can yield substantial amounts of data on how users behave within that environment while also ensuring that users feel safe in the process and can become accustomed to being in an AV [ 20 ].

3.1.2. Product Design and Prototyping

One application of VR that can be useful is the ability to look at 3D models in a virtual space in a way that is difficult to visualize via a screen. Prototypes or preliminary designs for products can be modeled and shown in a virtual environment for test and evaluation purposes [ 21 ]. One significant advantage of showing these models in VR is presenting a virtual prototype or part without spending a lot of time, money, effort, or material on building the prototype in real life. Through simulations, VR can also show how the product would react under different conditions. Simulations can be run in VR to show the effect of different interactions between the prototype and surrounding subjects [ 22 ]. This can help the prototype designers determine if any areas of the prototype need to be improved based on the simulated interaction results. The ability to see the product in a virtual environment can also provide the ability to make changes to VR design for a quick turnaround and faster results, which could increase the speed of prototyping, reduce prototype production waste, and increase the understanding of the functions of the prototype.

3.2. Education

Educational applications of VR have not been utilized much yet, but there are many promising examples and studies of how beneficial VR can be in an educational environment. Using VR can help increase student attention by keeping them engaged with what is happening inside the VR environment [ 23 , 24 ]. Most teenage students find it challenging to pay attention in class, especially when they feel that the discussed topics are not relevant to them. When students use exciting technologies such as VR, they are more interested and engaged with what they are learning while immersed in a virtual environment [ 25 , 26 ]. VR headsets are also useful in blocking out visual and auditory distractions, creating an opportunity for the student to focus on teaching materials better. Such VR approaches open up more opportunities for teachers to interact one-on-one with students and have more useful and beneficial teacher–student interactions [ 27 ].

VR also provides the opportunity for students to construct and practice their own knowledge by being able to engage in meaningful experiences. Students are able to immersively engage in educational activities and gain a better understanding of the topic at hand [ 28 ]. VR also has the capability of transporting students to different environments, allowing them to learn and explore various concepts safely and efficiently. This can be especially useful to demonstrate environments that are impossible to visit in reality, such as underwater or space [ 29 , 30 ].

Mixed reality can be considered an extended VR application, which can be applied to real learning environments, such as exploring laboratory experiments [ 31 ]. Students can wear an HMD that shows information and instructions about the laboratory they will experience and can interact with items in reality to recreate what is simulated to them in VR. Essentially, students are still fully aware of their surroundings while also having a better visual understanding and representation of their task, which can help reduce mistakes, allow students to be more independent, and keep students interested and engaged.

With the start of the COVID-19 pandemic, there has been a sudden increase in virtual learning, with many classes being held via online meeting platforms and others being fully asynchronous. VR offers a new, unique approach to asynchronous learning; VR can create a learning environment in which a student can participate in lectures and ask questions to virtual instructors with pre-generated answers [ 32 ]. It is particularly important for students to feel immersed in the virtual environment in order to keep them engaged [ 33 ]. Virtual environments can be created to look just like real-life classrooms where students can walk around and work with other students on assignments [ 34 ]. The issue with asynchronous classroom experiences is that not all of a student’s questions will necessarily be answered; information will be limited to what is currently updated within the virtual experience. Thus, VR-based virtual education does provide a better experience to students than watching videos online, but it cannot replace the experience of being in a classroom with teachers who can directly engage with students.

With VR technology further advancing, VR could also be used for live, synchronous classes where students can engage with classmates and teachers from the comfort of their homes in real time. This would have been especially beneficial when schools were closed due to the pandemic, but it can also provide a way for students to attend classes while experiencing health difficulties, traveling, or living in other countries, etc. Even though live classes have not yet really been held using VR, such applications can be developed in the future, especially with some of the current development being made in both asynchronous learning and social interaction.

3.3. Public Health

Another domain in which VR has been utilized is within public health and wellness. Due to the immersive nature of VR, it can be used to simulate experiences that can directly impact people’s health. Some examples include providing immersive training simulations to medical personnel, offering a new method of exercise or meditation, and presenting therapists with opportunities to better help and understand their patients.

3.3.1. Medical Training

VR simulations provide the opportunity for medical professionals to practice procedures before operating on a patient, which has proven to help provide patients with better outcomes more consistently and reduce the incidence of mistakes. Preparation and practice in VR help improve patient outcomes because medical personnel are better prepared for each patient’s unique circumstances before operating [ 35 , 36 ].

In terms of learning how to perform procedures, medical students can train in an interactive virtual environment that can be programmed with different scenarios, which allows a student to experience real-life scenarios with virtual patients [ 37 ]. The virtual environment can be programmed in a multitude of diverse ways so the student can be prepared and better accustomed to different types of scenarios they may face with future patients. The simulation can be programmed so that a video can be played, showing how to effectively use a tool or object when the user looks at it [ 38 ]. The simulation can also provide hints or step-by-step instructions to students so they know how to perform the surgery properly. All these practices are much more hands-on than reading a textbook and more realistic than practicing on mannequins with minimal risks to a real patient, which makes VR a perfect tool to assist student learning.

Medical students are not the only ones who can benefit from VR simulations; seasoned medical professionals and surgeons can also benefit from this technology. Patient-specific virtual reality simulations (PSVR) are a technology that allows doctors to practice actual upcoming operations in VR [ 39 ]. This technology allows surgeons to practice customized procedures to match their patients’ specific needs and circumstances. A patient’s medical history and physical attributes can be created in the simulation and programmed with the most likely outcomes. When a surgeon performs a task or action in the simulation, the appropriate or most likely reaction can be programmed to simulate what would occur in real life under the same circumstance. This provides an opportunity for surgeons to plan out their surgery beforehand in a virtual environment, allowing them to be better prepared and more confident in their plan for the surgery ahead [ 40 ].

3.3.2. Exergaming, Fitness and Sports

With the initial focus of VR being on gaming, developers saw an opportunity for the emergence of a genre of games called exergames, in which users participate in physical activities to achieve the goals of the game. “The core concept of exergaming rests on the idea of using vigorous body activity as the input for interacting with engaging digital game content with the hope of supplanting the sedentary activity that typifies traditional game interaction that relies on keyboards, gamepads, and joysticks” [ 41 ]. VR games tend to fall under the category of exergames by requiring the user to stand up and move around in order to interact with the environment. Games such as Beat Saber (Beat Games, Prague, Czech Republic) make the user move around frequently to fulfill the game’s requirements.

Using VR as a workout tool helps gamify exercise, which can greatly assist users in staying motivated and engaged by providing them with goals to achieve during their workout. A study performed by Segura-Orti on dialysis patients shows that patients that used VR exercises instead of conventional physical activities had an increased level of physical activity compared to those who worked out using conventional methods [ 42 , 43 ]. This is probably due to the more enjoyable experience of getting exercise in game form that real life has failed to achieve with exercise apps and challenges. Some current examples include the implementation of treadmills and stationary bicycles with VR applications that allow users to physically run/cycle in place while virtually traveling through a virtual environment. These types of immersive experiences can make users’ workouts more enjoyable and can help encourage those new to fitness to start exercising from home in a new and exciting fashion.

VR technology is also being utilized in sports, where it is used to train athletes to improve their skills and can help provide them with physical therapy and rehabilitation. In terms of athletic training, VR presents a great method of perceptual-cognitive skills training [ 44 ], where users are able to experience and learn from video-based playback in an immersive environment rather than on a screen. This can be especially useful in customizing training for players in large team sports, such as football, basketball, or soccer [ 45 ]. VR allows individuals to repeatedly practice skills with lower risks of harm, which helps reduce injury. When injuries do occur in the real world, VR can be used in the rehabilitation process by allowing athletes to train from anywhere and at any time, even in the absence of a trainer or facility.

3.3.3. Therapy and Meditation

Another use of VR is in mental health therapy and meditation. The immersive nature of VR provides the flexibility to create various types of environments or experiences. Accordingly, VR can be used to experience situations that are hard to come by in real life, or that can be dangerous to go through in real life. For example, for those who suffer from post-traumatic stress disorder (PTSD), VR can be a way to experience situations that can trigger traumatic events within a safe, controlled capacity. Specific scenarios can be recreated in a virtual environment, and the patient can experience them in the presence of a therapist in order to receive help dealing with their trauma [ 46 ]. This type of therapy is similar to exposure therapy, in which patients confront what triggers them in order to slowly heal from their trauma [ 47 ].

For people who have certain disorders that may be hard to explain with words, VR can be a safe way to put people in scenarios that may trigger their disorders and observe their behaviors. Allowing a therapist to observe the situation can give them a better insight into why their patient is reacting in a certain way, which will allow them to better treat their patient [ 48 ].

Another application of VR is to use the immersive nature of the technology for meditation purposes. With the ability to experience a calm virtual environment that fully blocks distractions, VR presents a unique form of meditation that may be otherwise difficult to achieve at home. Studies on the use of VR in meditation have shown a slight increase in positive effects and a state of mindfulness in users after the meditation experience [ 49 ]. One study showed that VR meditation was more successful in reducing pre-exam anxiety in college students than watching a meditation video, where 71% of those using VR reported lower anxiety levels compared to 47% of the control group [ 50 ]. VR mediation has been shown to be useful in calming healthcare workers, especially during the COVID-19 pandemic. Virtual reality plus neurofeedback (VR + NF) meditation was shown to decrease the user’s anger, tension, depression, vigor, fatigue, and confusion [ 51 ]. Navarro-Haro et al. experienced an immersive VR mediation simulation and reported an increase in mindfulness and a reduction in negative emotional stress [ 52 ]. They were also less sad and less angry after the simulation. Mediation experts acknowledge that meditation with VR can be an immensely helpful and unique experience that is not yet fully utilized, and studies such as the one discussed here show promising results for this use of VR.

3.4. Social Interaction

VR provides the ability to transport users to a virtual environment in which they can interact with other users. This provides an opportunity to create social connections that may otherwise be hard to create or maintain. Social interaction via VR can be especially helpful for those with autism, as it provides a way for them to practice their communication skills. Users are able to participate in virtual cognition training to better improve their social skills, such as emotion recognition, social attribution, and analogical reasoning [ 53 ]. There are even programs in which young adults with high-functioning autism can participate that are designed with the purpose of increasing their social skills. These programs train users to better recognize facial expressions, body language, and emotions from a person’s voice [ 54 ]. These programs have lasting effects on the users, as they gain the ability to recognize other people’s emotions within the training that they can carry forward in their lives.

Social virtual reality also provides a new way for people to connect over long distances. Virtual spaces can be created in a VR environment and allow users to interact with each other in a realistic setting; users can have realistic avatars and talk to each other as if they were face-to-face [ 55 ]. This method of communication can be as effective as talking to another person in real life as long as the users feel immersed in the environment. When the users are immersed in the virtual environment, they have a better sense of presence, and their responses are more genuine [ 56 ]. This was especially popular during the COVID-19 pandemic when social distancing and travel restrictions made it much harder for people to see and speak with their loved ones [ 57 ]. Being able to attend events and experience activities with others via VR has provided a substitute for real-life interactions that is more realistic than merely speaking over the phone or via video chat [ 58 ].

3.5. Entertainment

The most prominent application of VR among the general public is within the sphere of entertainment, with VR offering new ways for users to experience several types of media in an immersive capacity.

One such form of media consumption within VR is watching movies, shows, or videos. VR offers new ways for users to experience visual media due to its ability to immerse users in a virtual world. VR displays are able to play 360° videos and allow the users to move around in the virtual environment, which provides the user with a more immersive experience and allows them to interact with the world as they see fit [ 59 ]. Users now have more control over what they want to pay attention to in a video and can experience videos in a whole new way.

Another application is virtual travel and tourism. Virtual tourism allows users to experience immersive tourism in simulated environments based on real landscapes or locations. This can make travel attainable to many people that would otherwise not be able to afford the time or money needed to physically visit faraway destinations. Examples of VR tourism include virtual museum visits, navigating areas using applications such as Google Street View, and virtual tours of popular destinations such as the Grand Canyon or the Great Wall of China. The concept of virtually visiting other countries or worlds has existed since the 90s [ 60 ], but there was a boost in interest recently due to travel constraints during the COVID-19 pandemic [ 61 ], with more people seeking travel experiences from the confines of their homes.

Live music is another form of entertainment that seems to be gaining traction as another large application of VR. Virtual reality has the ability to change the way people experience concerts, offering users the ability to attend and enjoy concerts from anywhere in the world. Prerecorded concerts are already available as a VR experience, with videos of the concerts filmed in 360 using omnidirectional cameras, allowing users to move their heads around and feel like they are physically present at the concert [ 62 ]. This can be an opportunity for users who do not have the ability to travel or could not get tickets to still enjoy the show. This will also allow users to see parts of the concert they could not see even if they were there due to cameras either being positioned on stage or close to the stage. The livestreaming of concerts in VR is still not technologically applicable, but it seems like the music industry is aiming to make it a reality at some point in the future with further VR development. As part of the most significant applications of VR, gaming has gained huge popularity recently, with headsets becoming more accessible and game developers investing more in the VR landscape. Many users have purchased VR headsets to play popular games such as Beat Saber , Super-Hot , and Job Simulator (Menlo Park, Prague, Czech Republic), some of the top-selling VR games. Besides designated VR games, many other games that were not initially made for VR are also being developed to include this capability and expand the options gamers have concerning their in-game experience. The rise of VR gaming popularity in recent years owes to the immersive capabilities of HMDs to immerse the users in the game environment, blocking out all external distractions [ 63 ] and giving the users a better sense of presence [ 64 ]. Players can experience the game from their point of view, which allows users to experience games in a whole new way [ 65 ].

4. Limitations and Side Effects of VR

Despite VR being a powerful and versatile tool, current VR technology has some evident limitations and drawbacks. These limitations include technological limits on what VR can do, how accessible VR is to the general public, and some of the side effects of using VR devices.

4.1. Technological Limitations

As a technology still in the earlier stages of development on a grand scale, VR has made significant leaps in evolution. Still, more substantial progress must occur before VR can be fully utilized in all possible applications and purposes.

Right now, the standardization of VR technology and presentation is still limited [ 66 ]; every developer may have their own interface specifications and functionality associated with their technology, and applications are not easily transferable between devices. The only standardization that can be observed as of now tends to be with popular games that are developed to be used across different VR platforms. It is also hard to troubleshoot bugs and receive proper support for any issues due to the lack of standardization. Hopefully, with time and progress in VR development, the technology can become more streamlined and provide better usability for users and transferability between devices. There are currently efforts to standardize VR, but these efforts are new, and the process is still in its infancy [ 67 ].

Other issues include hardware and software requirements for professional VR development, as most VR development software tends to take up a lot of data space on computers and have high-power consumption [ 68 ]. VR headsets also tend to be very heavy and can cause physical strain on users, causing headaches and pain, especially around the neck and shoulders [ 69 ]. As of now, it is not yet known what kind of detrimental effects VR use will have on users’ eyesight, but it is known that it can cause strain, especially with prolonged usage [ 70 ].

Another common issue is the lag between the user’s movements and the visual display within a VR headset [ 71 ]. A lot of the time, the headset’s tracking does not keep up properly with the user’s movements, which not only decreases their immersion but can also cause dizziness or “cybersickness,” which is explained in more detail below [ 71 , 72 ].

Cybersickness

One of the crucial issues with VR usage is VR-induced motion sickness, or “cybersickness” [ 73 , 74 ]. Cybersickness is a phenomenon where users will feel symptoms similar to motion sickness (i.e., nausea, dizziness, lightheadedness) as a result of using a VR device [ 71 ]. It is not yet known exactly why this occurs, but there are a few theories to explain this phenomenon. The most likely theory is known as the “sensory conflict theory,” which states that the excessive mismatch between the motion a user perceives visually and the lack of the corresponding movement in their body causes a conflict [ 71 , 72 , 75 ]. This happens when there is a disparity between the user’s visual system and vestibular system, which is the sensory system responsible for providing the brain with information about motion, head position, and spatial orientation [ 76 ]. Another explanation for cybersickness is the “ecological hypothesis”, which states that when people are not able to perceive or react to new dynamic situations, postural instability occurs [ 77 ].

Cybersickness does not always come with virtual experiences, but the issue can be exacerbated by several factors. Some individual factors include prolonged VR exposure; the user’s predisposition to motion sickness, fatigue, or nausea; and how adapted a user is to VR applications [ 71 , 78 ]. Cybersickness symptoms also seem to be less frequent when users are sitting instead of standing. Symptoms tend to worsen when a user is experiencing a high-speed simulation or game. Being a passive participant makes users more susceptible to symptoms than when they are in control of the simulation [ 71 , 79 , 80 ].

There are also some technical factors that can increase the likelihood of cybersickness occurring. These issues include noticeable lags (delays in the visual display can cause symptoms), position tracking errors (better head tracking reduces symptoms), and flicker in the visual display [ 71 , 72 ].

Cybersickness is one of the most uncomfortable issues that comes with VR usage, and if users continue to experience these uncomfortable symptoms, this can present a huge hindrance to the widespread development and utilization of VR applications [ 72 , 77 ].

4.2. Accessibility

As VR technology evolves, it is becoming more accessible, especially compared to its earlier stages. The cost of VR headsets on the market is still higher than most people can afford, but their current pricing is on par with most gaming consoles. Headsets such as Oculus Quest 2 cost about $300 for the base model and can be fully operated without the need for a computer, making it one of the more accessible headsets on the market. Most other headsets require using a computer that is “VR-ready”, meaning a high-end computer with a powerful graphics card that can manage VR applications. VR-ready computers tend to be more expensive than most computers, making this type of VR headset more expensive overall and out of reach for most people. This makes cost one of the larger barriers for people to get into VR as regular consumers, which is a hindrance to the growth of VR as a household technology.

VR as a field also includes augmented reality (AR) and mixed reality (XR), which are less immersive forms of virtual experiences where users still operate in the real world with a virtual overlay. AR and XR applications are more accessible to people due to their development for use on mobile devices, which are much more common with most people owning or having access to one. A common example of this type of application is AR games such as the popular Pokémon Go , which combines using a smartphone with a physical exploration of the real world [ 81 ] in search of “Pokémon” around them that can only be observed via their phones. Distances are tracked based on a user’s steps, and users can connect fitness apps to the game in order to increase rewards gained from crossing long distances. These types of games and applications can encourage people to be more physically active by gamifying the walking experience [ 82 ]. Similar smartphone games and applications can be a more accessible entry point for people interested in VR but who lack the funds to invest in an immersive headset and computer setup.

5. Conclusions

This literature review has shown how virtual reality technology has the potential to be a greatly beneficial tool in a multitude of applications and a wide variety of fields. Current applications span different domains such as engineering, education, medicine, and entertainment. With VR technology gaining popularity and traction, more VR applications can be further utilized in the future, both in improving current use cases as well as expanding to more domains. The hope is that with more VR technological breakthroughs and development, the current limitations and issues can be overcome, making long-term VR usage more realistic and accessible to more people.

Overall, VR as a technology is still in its early stages, but more people are becoming interested in it and are optimistic about seeing what kind of changes VR can make in their everyday lives. However, more and more application scenarios are under development by experts from different fields, which allows for more specific applications and development. With how rapidly modern society has adapted to personal computers and smartphones, VR has the opportunity to become the next big technological turning point that will eventually become commonplace in most households.

Funding Statement

This research received no external funding.

Author Contributions

Conceptualization, A.H. and B.J. methodology, A.H. and B.J. validation, B.J.; formal analysis, A.H.; investigation, A.H.; resources, A.H.; data curation, A.H.; writing—original draft preparation, A.H.; writing—review and editing, B.J.; visualization, A.H.; supervision, B.J. All authors have read and agreed to the published version of the manuscript.

Institutional Review Board Statement

Not applicable.

Informed Consent Statement

Data availability statement, conflicts of interest.

The authors declare no conflict of interest.

Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Presenting Virtual Reality in Japan … in real life

Michael wilson, specialist, virtual reality programming & development for university libraries, discusses his experience demonstrating vr work from the @one while visiting japan.

Social Virtual Reality is a growing cultural phenomenon. Today its effects are entering into the real world more than ever. For example, as a result of having several friends and an established network in Social VR, in December 2023, that network presented an opportunity to me to travel to Japan to attend Vket Virtual Market and demonstrate the virtual reality-related work done in the @One Digital Media & Technology Center (@One), which is part of the University Libraries .

I learned about the presentation opportunity last summer when I went to Japan to visit a friend.  

I wanted to investigate the first Vket REAL. Vket is the largest market event in virtual reality. Several times a year, hundreds of creators in the VR community attend to showcase their creations. Last year, a real-life adaptation of the event was announced.

As the first non-Japanese presenters in this event’s history, my colleagues and I from the @One demonstrated what we do for the Libraries and others. We shared details related to the @Reality , the @One’s augmented and virtual reality lab, where students can use headsets to access a large catalog of VR experiences. Notably, we also develop our own immersive experiences in-house , which center around preserving history and culture.

In the weeks before the event, we used VRChat to simulate our booth. I 3D modeled everything to get a feel of how it would look. In the early mornings, my presentation colleagues and I would wake up, put on our VR headsets, and practice speaking with our Japanese friends before they went to sleep. Thanks to their help, we translated a simple script to use when a guest didn’t know English.

Our booth had two major aspects: The first was demonstrating the Virtual Museum of Native American Basketry . Visitors to our booth were able to view high-resolution 3D scans of baskets made by weavers from over 25 different Indigenous tribes from the North American West.

The second aspect of our booth was teaching 3D digitization. This method is called photogrammetry. Visitors used an iPad to scan the objects located on our table. We ended up with a few dozen 3D scans and uploaded a VR world for visitors to see their creations after the event.

On event day, we were finally able to show things off. The event ran for about 7 hours, and at times our booth was overwhelmed with guests and supporters. The feedback we got was that visitors were impressed with the high level of detail of the 3D baskets, and they had fun learning photogrammetry.

Easily making friends across the world is one of the greatest things that Social VR platforms like VRChat offer today. You can travel across a universe of experiences and virtual places. These experiences have led me to make friends from all over the planet. My friends have taught me a lot. I’ve learned programming skills for developing my own VR experiences, and I’ve even learned a second language, Toki Pona.

While I don’t speak Japanese, I do speak Toki Pona. Toki Pona is a small, constructed language with only about 120 words, which I learned to speak through Social VR. To my surprise, I was able to teach photogrammetry and demonstrate the baskets museum using Toki Pona several times!

On a personal level, attending the Vket was exciting! I experienced new and upcoming VR technology at the corporate exhibition area. I met leaders of communities I enjoy in the community area. Naturally, I wanted to be a part of the next event! I asked about it, and a member of the global team connected me to the event organizers. I signed up with a translated-to-English application form, and soon I was invited to participate as a representative from the @One. 

Presenting at Vket REAL was an exceptional experience. It’s all part of our mission to share our 3D digitization techniques and how they are expanding the unique collections of the University Libraries. The work we do at the @One impresses many, but I was pleased to see even the most dedicated VR enthusiasts share the excitement. And that’s the reality of it.

The photogrammetry of visitors to our booth is available for viewing.

You can visit the booth in Vket here , which was scanned using photogrammetry.

A large robot in a courtyard. The robot is almost as large as a three-story building.

By: Michael Wilson

Living The Wolf Pack Way: Outstanding Letter of Appointment winner Jocelyn Mata’s journey

Jocelyn Mata describes how family, hard work and opportunity led her to become an oncology social worker with Renown Health and teach in the School of Social Work at the University of Nevada, Reno

Jocelyn Mata

Biomedical Research Awareness Day BRAD 2024

Bradley Ferguson encourages you to stop by the info table and come to a lunch-and-learn session April 18 to celebrate #BRADGlobal

Bradley  Ferguson

History of Student Life on Campus

Sesquicentennial Archivist Rebecca Sparagowski dives into the history of student life on campus in a new exhibit from University Libraries

Rebecca  Sparagowski

Neurodiversity Celebration Week with University Libraries

Engineering & Fabrication Librarian Rebecca Glasgow, member of the University Libraries Inclusion Diversity Equity and Accessibility Committee, shares information about tools available in lendable technology

Rebecca  Glasgow

Editor's Picks

Kendra Isable.

Anthropology doctoral candidate places second in regional Three-Minute Thesis Competition

A photo collage with all the faculty members mentioned in the article.

A look at careers of substance and impact

Woman holding a microphone, an image of a rocket in the background.

NASA astronaut Eileen Collins shares stories at Women in Space event

A research laboratory at the University of Nevada, Reno School of Medicine.

University of Nevada, Reno and Arizona State University awarded grant to study future of biosecurity

Nevada Today

Giving Day: The Wolf Pack Way

Help raise vital funds campuswide by donating to the area that matters most to you on Thursday, April 11

Three students sit in the grass in the quad in front of Morill Hall with a Giving Day The Wolf Pack Way sign.

Finding her ‘why’ – one medical student’s journey

Taree Chadwick, M.D. Class of 2024, shares why she decided to switch career paths and become a doctor

Headshot of Taree Chadwick

University of Nevada, Reno President Brian Sandoval named to State of Nevada Awards and Honor Board Selection Committee

Speaker of the Nevada Assembly Steve Yeager appointed President Sandoval and Former Governor Bob Miller for 3-year terms

President Sandoval standing in front of a grey background.

Students versus staff in the fight against food waste

A Pack Place battle for sustainability with WasteNot 2.0

Students measuring food waste at dining hall Pack Place.

Foundation Outstanding Letter of Appointment Instructional Faculty Award and Exceptional Letter of Appointment Instructional Faculty College/School Awards for fall 2023

Awardees are recognized for their exemplary service to students and individual achievements

The University's quad with Morrill Hall in the background

FAA grants civil UAS operations waiver for University operated Nevada Autonomous Test Site

1,000 square-mile test site area in Northern Nevada, first in a series of sites planned for drone research, development, testing

UAS Test Site Manager Mark Genung points to a large computer screen explaining Unmanned Aircraft Systems to a person seated.

Kendra Isable represented the University at the Western Association of Graduate Schools annual conference

Grads of the Pack: Tommy Kaps

Engineering’s CREATE program sets student up for success in wastewater research

Two men standing in a lab wearing protective glasses.

IMAGES

  1. Getting Started with VR for Your Architecture & Design Team in 2020

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  2. Augmented Reality (AR) Presentations and Visualizations

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  3. What is the Goal of Virtual Reality?

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  5. Free PPT Template

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  6. Virtual Reality PowerPoint Presentation

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VIDEO

  1. Genius Hour Presentation

  2. Demo of SPATIAL.io

  3. Beyond Reality: The Power of VR Headsets

  4. Présentation VR 2021

  5. Oculus Quest 2: full presentation

  6. IEEE VR 2023 Full Presentation

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