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How to Use VR to Improve Your Company Presentations

presentation about virtual reality

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 about virtual reality

(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 about virtual reality

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 about virtual reality

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 about virtual reality

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

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Virtual Reality PowerPoint Presentation Templates Premium

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Step into a world of immersive experiences with our Virtual Reality PowerPoint Presentation Templates. This unique and cutting-edge template is designed to improve your presentations to a whole new level by incorporating the exciting technology of virtual reality. With this template, you can transport your audience into a virtual environment where they can engage with your content in an interactive and immersive way. From business pitches to educational lectures, this template is perfect for any scenario where you want to captivate and engage your audience like never before. Whether you're presenting to clients, colleagues, or students, this template will leave a lasting impression as it combines the power of storytelling with the engaging nature of virtual reality technology. Download our presentations today and unlock the potential of virtual reality!

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Virtual Reality (VR) and Augmented Reality (AR)

  • by Refresh Science
  • November 6, 2021 January 6, 2022

The rapid development in technology in recent years has brought people closer to what digital devices can offer in our imagination: turning everything into digital their digital versions, including reality. Thanks to that, now there are two technological inventions that can make that happens. Those inventions are called Virtual Reality, which is often abbreviated as VR, and Augmented Reality, which is often abbreviated as AR.

What is virtual and augmented reality?

Since ancient times, people usually give name to their inventions based on what those inventions do or represent. It is the same with virtual reality and augmented reality. As their names suggest, they both have something to do with creating a new reality. However, the differences in their names, which are the noun adjectives in their names that both explain the same noun: reality, indicate that although both inventions have something to do with creating a new reality, they surely have different methods in the processes.

To put it simple, virtual reality is a technology where a VR device creates a new reality from scratch and brings the device user to the reality while almost cutting him/her from the real world. On the other hand, augmented reality is a technology where an AR device, which can be in the form of our regular smartphones, creates a new reality from materials taken from the real world, which are usually taken using a phone camera.

However, AR is not like VR, which almost cuts the user from the real world due to the use of a pair of headsets and the VR device itself that completely blocks the user’s vision, because AR does not require the user to put a pair of headsets and the device, which is usually a smartphone or tablet, does not completely blocks the user’s vision at all.

Download Virtual Reality (VR) and Augmented Reality (AR) PowerPoint Presentation:

Why vr is better than ar.

Based on the explanation above, it can be said that virtual reality creates a completely different reality for the user while augmented reality only does half of the job or even less. So, it is safe to assume that VR is much better than AR in terms of creating a new reality and bringing the user to it.

However, if the user does not want to really separate him/herself from the real world due to certain reasons, then AR is the more suitable option for him/her. So, the decision to use VR or AR depends on the interests and needs of the user, but still, in terms of technology, VR is absolutely better than AR.

Augmented Reality

What is the future of AR and VR?

If we talk about the potentials of augmented reality and virtual reality in the future, it can be said that both technologies have promising futures. Slowly but surely, both technologies have become more and more common in our daily life, especially AR because AR uses devices like our regular smartphones. It is just like how smartphones were first introduced to the public.

Smartphones were quite expensive, sophisticated, and considered to be far superior compared to feature phones back then. However, now smartphones have become quite common in our society and can be bought starting from a very affordable price.

What are some applications of AR and VR?

Every time a new technology appears, it has to have its application in real life. In fact, most of new technologies appear due to problems that demand solutions from the new technologies. Both augmented reality and virtual reality appear due to the demands of making a digital reality for many purposes. So, it should not be too hard to find the applications of AR and VR in real life.

Even, many people may not notice that the features in their smartphones that they use every day are categorized as AR. One of the applications of AR that we can find in our daily life is photo or video filter. By using photo or video filters, we have altered or augmented the reality that has been take by our smartphone camera, so that the result of the filtered photo or video deserves to be called an AR. Such filters are now quite common in our society because anyone who accesses social media can use the filters.

Of course, that is not the only application of AR and VR. There are many other significant applications of AR and VR besides photo or video filters. Those applications include the applications in video games, medical exams, engineering, such as simulation of a building construction, project explanation, and so on.

Virtual reality and augmented reality in education

Many people may still think that both augmented reality and virtual reality are only for gaming needs due to the many uses of the technologies in that field. However, in fact, AR and VR have been widely used in education. There are several examples of the uses of the technologies in education, such as the use of AR technology in a microbiology class to see and explain the physical forms of cells and other parts of organisms.

This is quite helpful because if we just use a microscope to observe cells, then we can only see the cells that are being observed and we have to go through the trouble of taking the cells and setting the microscope every time we want to observe them.

VR and AR

Meanwhile, if we use AR technology in the microbiology class, we can see the cells that are being explained in more details in 3D. Not only that, we can also see many kinds of cells from various organisms and we do not have to go through the trouble of preparing the cells and microscope for that.

As for virtual reality, it can even give a better vision to students than what augmented reality can give regarding the materials being studied. However, it seems that only high-budget schools or colleges that have applied VR in education due to the relatively expensive price of a VR device.

That is only one example of VR and AR in education, so that there are many other examples out there, such as the use in explaining our solar system in an astronomy class, the use in explaining atoms in chemistry class, and so on.

What is Google’s AR and VR?

As one of the leading companies in technology, Google has launched its new product called Google’s AR and VR. As explained above, augmented reality and virtual reality create new reality to help and ease our life with their implementation. So, Google uses the new technologies to help bridge digital world and physical world.

Google AR and VR utilizes the camera of the user’s smartphone and provide the user with information he/she needs, such as the name of the street, navigation, simulation, and so on. So, by using Google’s AR and VR, its user will be able to obtain information that can be very helpful for him/her.

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Virtual Reality PowerPoint Template

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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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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.

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Introduction To Virtual Reality

Profile image of Panagiotis Kourtesis

2020, Introduction To Virtual Reality

A presentation pertinent to the virtual reality (VR) technologies (i.e., history of VR) and the relevant psychological illusions. This presentation is the first part of the VR workshop series I ran at the uCreate Studio of the University of Edinburgh.

Related Papers

Lynda J Gerry

Research paradigms for stimulating empathic responses in virtual reality change perceived self-other overlap through illusions that cause users to experience their own body as a virtual avatar with a different type of body. Virtual Alterity paradigms involve sharing aspects of another real person's first-person experience in interactive virtual environments. In this thesis, I define empathy as an other-directed emotion motivating concern for another's welfare, and argue that virtual alterity systems are better designed to facilitate empathy when conceived in this way, as compared to avatar illusions in VR.

presentation about virtual reality

Ekphrasis. Images, Cinema, Theory, Media

Dana Florentina Manolache

Along with the technological advancements in virtual reality (VR) headset technology in the past three years, a new form of cinematic experience emerged – virtual reality cinema. This new form of filmic experience provides a significant departure from the collective spectatorship that pertains to two-dimensional (2D) cinema. VR films offer a 360-degree image when experienced through a virtual reality headset and abolishes the distance between spectator and frame. At the same time, this allows for a spectator virtual presence within the narrative, which in turn implies that the film is designed as an individual experience where a virtual actor and spectator is found at the center of the story, not as a collective one for cinema theatres which is the case for 2D films. There are indeed three possible experiences that a spectator can have in a VR film or three spectatorship modes: the hero – where the spectator is the one that is at the center of everything and retains his/her identity, the witness – where the presence of the spectator is ignored by the characters and the impersonator – where the spectator point of view is assimilated with a character in the film and the character’s identity is forced upon the spectator. Furthermore, we witness an expansion of the cinematic frame and a release from its „dictatorship” as film director Alejandro González Iñárritu described it when presenting his Oscar winning virtual reality film Carne y Arena (2017), which features the stories of South American immigrants crossing the US border and the abuses they encounter along the way. In this article I will explore the frictions between the individualistic filmic experience that VR film proposes as opposed to the 2D collective filmic experience in order to understand the aesthetics of cinematic virtual reality. In this sense, I will analyze four virtual reality films namely Dear Angelica (Saschka Unseld, 2017) for the witness perspective, I, Philip (Pierre Zandrowicz, 2016) for the impersonator perspective and IT: FLOAT (Warner Bros. Pictures, 2017) along with Annabelle: Creation (Warner Bros. Pictures, 2017) for the hero perspective.

Moritz Queisner , Luisa Feiersinger , Kathrin Friedrich

Screen-based media, such as touch-screens, navigation systems and virtual reality applications merge images and operations. They turn viewing first and foremost into using and reflect the turn towards an active role of the image in guiding a user’s action and perception. From professional environments to everyday life multiple configurations of screens organise working routines, structure interaction, and situate users in space both within and beyond the boundaries of the screen. This volume examines the linking of screen, space, and operation in fields such as remote navigation, architecture, medicine, interface design, and film production asking how the interaction with and through screens structures their users’ action and perception.

Maxwell Foxman

This dissertation examines early adopters of mass-marketed Virtual Reality (VR), as well as other immersive technologies, and the playful processes by which they incorporate the devices into their lives within New York City. Starting in 2016, relatively inexpensive head-mounted displays (HMDs) were manufactured and distributed by leaders in the game and information technology industries. However, even before these releases, developers and content creators were testing the devices through “development kits.” These de facto early adopters, who are distinctly commercially-oriented, acted as a launching point for the dissertation to scrutinize how, why and in what ways digital technologies spread to the wider public. Taking a multimethod approach that combines semi-structured interviews, two years of participant observation, media discourse analysis and autoethnography, the dissertation details a moment in the diffusion of an innovation and how publicity, social forces and industry influence adoption. This includes studying the media ecosystem which promotes and sustains VR, the role of New York City in framing opportunities and barriers for new users, and a description of meetups as important communities where devotees congregate. With Game Studies as a backdrop for analysis, the dissertation posits that the blurry relationship between labor and play held by most enthusiasts sustains the process of VR adoption. Their “playbor” colors not only the rhetoric and the focus of meetups, but also the activities, designs, and, most importantly, the financial and personal expenditures they put forth. Ultimately, play shapes the system of production by which adopters of commercial VR are introduced to the technology and, eventually, weave it into their lives. Situating play at the center of this system highlights that the assimilation of digital media is in part an embodied and irrational experience. It also suggests new models by which future innovations will spread to the public.

While nothing can be more vivid, immediate and real than our own sensory experiences, emerging virtual reality technologies are playing with the possibility of being able to share someone else's sensory reality. The Painter Project is a virtual environment where users see a video from a painter's point of view in tandem with a tracked rendering of their own hand while they paint on a physical canvas. The end result is an experiment in superimposition of one experiential reality on top of another, hopefully opening a new window into an artist's creative process. This explorative study tested this virtual environment on stimulating empathy and creativity. The findings indicate potential for this technology as a new expert-novice mentorship simulation.

Moritz Queisner , Kathrin Friedrich , Michael Friedman

In the special issue we discuss modalities of interaction and space, design requirements, and the demand for practical knowledge in handling head-mounted displays. The issue seeks to inform scholars, developers and users who seek a broader, as well as a deeper, understanding into how new display technologies reshape visual practices.

This paper presents two versions of embodied simulations: avatar embodiment and virtual alterity. Embodied simulations involve embodying the first-person perspective of either an avatar body (avatar embodiment) or another real person (virtual alterity). Avatar embodiment studies focus on overcoming barriers to automatic empathic processes, such as the neurobiological correlates of body representations that allow us to understand one another's bodily and affective states. These neurological processes have decreased activation when observing an out-group member. Therefore, identifying with an avatar body representing an out-group member can be a tool for increasing self-other overlap of body representations, and these studies have successfully tranformed implict biases towards more positive intergroup attitudes. By contrast, virtual alterity projects are premised on self-other distinctions and posit empathy as grounded in the recognition of another person as another subjectivity like me but with unique structures of experience. Therefore, these interfaces are designed differently to facilitate these features of empathy conceived in an other-focused way. This chapter reviews avatar studies to explain why this re-conceptualization of empathy may be important for effectively facilitating empathy in VR, while honoring that avatar studies provide the foundation for this work.

JOURNAL OF HUMAN SPORT & EXERCISE

Kirsten Spencer

The last decade, notably the past two years, have seen significant advancements in virtual reality (VR) technology, especially within the development of 3D and 360° virtual environments. Smart Phone technology now allows for head mounted display of this environment which is much more user friendly and cost effective. Sport training can now take full advantage of the improved quality of operating systems and as a result, VR provides visual simulations and immersive, interactive environments. VR technology is becoming more popular with evident influence on collecting various physiological aspects, identifying and improving sensorimotor capabilities, replicating competition and environment situations where reaction time is critical, and developing skill acquisition. This paper, therefore, reviews the existing literature relating to VR and the use of the technology used within sport, skill acquisition and coaching. Specifically, the paper describes VR, examines the uses of VR in sports, the applicability of methodological approaches used along with findings, limitations and the implications for coaching and athlete practice. Additionally, this review reports on VR used within skill acquisition learning/teaching and identifies how the technology can apply to surfing skill development. This paper will promote new ways to hone specific, hard to obtain skills, encouraging novel thinking for coaches.

Maryam Farahzadi

Interest in the development of virtual and augmented reality (VR) has surged in the last decade. Recent advancements in this technology have created a market for fully-immersive VR that becomes more accessible and less expensive with each yearly iteration. The profound immersion offered by these systems is unparalleled by any preceding technology. Although the first industry to meaningfully utilize VR was video games, filmmakers are beginning to take advantage of the new avenues opened up by limitless visuals, lifelike audio, and haptic feedback. While still in the early stages of development, VR in cinema has the opportunity to significantly impact visual storytelling. This research aims to investigate the ways in which cinema could become a fully-immersive medium. By surveying the current literature and reviewing interviews with industry experts, this paper will hypothesize about the potential ways in which VR will impact cinematic production and storytelling methods. Throughout this research, we will analyze current and upcoming projects in VR as the benchmark of our analysis. Using VR as a tool for narrative filmmaking proposes new challenges. VR filmmakers will now face audience distraction, the direction of attention, and the proper utilization of plot in an immersive world. In order to achieve a cohesive experience, films may have to closely replicate life events. Classic film techniques, such as frequent jump-cuts, would jar VR audiences. Based on these and other challenges discussed in the paper, we will offer hypotheses about the impact of VR on cinema as well as practical suggestions for those interested in utilizing this new technology as a medium for passive storytelling. Keywords: Virtual Reality, VR Storytelling, Immersion, 360 Video, Immersive cinema

sanjeev nathan

Augmented Reality and Virtual Reality are not new technologies. But several constraints prevented their actual adoption. Recent technological progresses added to the proliferation of affordable hardware and software have made AR and VR more viable and desirable in many domains, including education; they have been relaunched with new promises previously unimaginable. The nature of AR and VR promises new teaching and learning models that better meet the needs of the 21st century learner. We're now on a path to reinvent education. This work consists of explaining the reasons behind the new rise of AR and VR and why their actual adoption in education will be a reality in a near future.

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Lesson 9 of 23 By Mayank Banoula

What Is Virtual Reality? Everything You Need to Know

Table of Contents

VR stands for Virtual Reality, where users immerse themselves in a specifically designed /simulated environment for a specific purpose. For example, medical training, games, etc., which are explored without borders and boundaries in 360 degrees. VR creates a virtual, simulated environment where people interact in simulated environments using VR goggles or other devices. This tutorial on "What is Virtual Reality" will extend your boundaries to explore the world of AR, VR, and AI where the future ahead is! 

Virtual_Reality_1

Your AI/ML Career is Just Around The Corner!

Your AI/ML Career is Just Around The Corner!

What is Virtual Reality?

  • VR enhances the user experience to the next level via VR headsets or other VR devices like Oculus quest 2, Hp reverb G2, etc.
  • VR is a self-controlled environment where the user can control the simulated environment via a system.
  • VR enhances a fictional environment by using sensors, displays, and other features like motion tracking, Movement tracking, etc.

Virtual_Reality_2

Types of Virtual Reality

Virtual reality has evolved into several types, each with its own unique features and applications. The following are some of the most innovative types of virtual reality that have a significant impact on the present and will shape the future:

Non-Immersive Virtual Reality

Non-immersive virtual reality is a computer-based virtual experience in which you can control some characters or activities within the software. Still, the environment does not interact with you directly. Aside from desktop computers, you may also locate a powerful laptop for virtual machines and on-the-go work. Because customers value mobility more and more, manufacturers design powerful systems in small packages.

For example, when you play video games like World of Warcraft, you may control characters within the game with their own movements and qualities. Technically, you interact with a virtual environment but are not the game's focus. All actions or features interact with the characters included therein.

Fully Immersive Virtual Reality

Unlike non-immersive virtual reality, fully immersive virtual reality guarantees a realistic experience within the virtual environment. It will give you the impression that you are in that virtual environment and that everything is happening to you in real-time. This is a costly virtual reality type requiring helmets, gloves, and body connections equipped with sense detectors. These are linked to a high-powered computer. 

The virtual environment detects and projects your emotions, reactions, and even a blink of an eye. You will feel as though you are in the virtual world. There is one example of this where you will be outfitted in a tiny room with the necessary hardware so you can play a virtual shooter game.

Semi-Immersive Virtual Reality

A semi-immersive virtual reality experience combines fully immersive and non-immersive virtual reality. With a computer screen or VR box/headset, you can walk around an independent 3D area or virtual world. As a result, all actions in the virtual world are focused on you. Other than your visual perception, you have no true physical motions. On a computer, you can navigate the virtual area using the mouse, and on mobile devices, you can move around with your finger and swipe.

Collaborative VR

Collaborative virtual reality is a type of virtual world where people in different places can talk to each other using avatars or 3D characters. It lets multiple users be in the same virtual environment at the same time, talk to each other, and work together on different tasks.

Augmented Reality

Augmented reality (AR) refers to a technology that combines real-world environments with computer-generated content. It allows users to interact with virtual objects in a real-world environment.

Mixed Reality

Mixed reality (MR) is a technology that creates a new environment by combining real and virtual things. It allows virtual objects to interact with the real world, creating a seamless experience.

What is the Need for Virtual Reality?

  • Virtual reality allows users to create simulated, interactive, and specifically designed environments for specific use.
  • It is designed for human interaction or for a specific reason to create experiences.
  • Unlike other reality technologies like AR and MR, VR enhances the user experience to the next level with its fully immersive and interactive technology.

Virtual_Reality_3.

How Does Virtual Reality Technology Work?

Virtual reality is a technique that simulates vision to create a 3D world in which the user appears to be immersed while surfing or experiencing it. The user experiencing the 3D world then controls it in full 3D. On the one hand, the user creates 3D VR settings, while on the other, he experiences or explores them using suitable equipment such as VR headsets.

Some gadgets, such as controllers, enable users to control and explore the material. VR technology will be used to understand photos and movies based on image position, surroundings, and appearance. This includes using equipment such as cameras and other technologies such as artificial intelligence, big data, and vision.

What Technology Does Virtual Reality Use?

VR technology often comprises headgear and peripherals such as controllers and motion trackers. The technology is available through a web browser and is powered by proprietary downloaded apps or web-based VR. Sensory peripherals like controllers, headphones, hand trackers, treadmills, and 3D cameras are all part of virtual reality hardware.

There are two main types of VR devices:

  • Standalone - devices with all the components required to offer virtual reality experiences in the headset. Oculus Mobile SDK, produced by Oculus VR for its standalone headsets, and the Samsung Gear VR are two popular standalone VR platforms. (The SDK has been deprecated in favour of OpenXR, which will be available in July 2021.)
  • Tethered - headsets that connect to another device, such as a PC or video game console, to deliver a virtual reality experience. SteamVR, part of Valve's Steam service, is a popular tethered VR platform. To support headsets from different vendors, such as HTC, Windows Mixed Reality headset manufacturers, and Valve, the SteamVR platform employs the OpenVR SDK.

VR Accessories

Sweating may cause skin discomfort if you use your VR headset for an extended time. In such instances, VR coverings can be a terrific way to protect your skin when playing high-intensity games like Population One, Beat Saber, or FitXR.

One of the benefits of VR gloves is that they create a genuine tactile feel, making the experience more engaging and lifelike. Although a few VR gloves are on the market, most are aimed at businesses. However, there are a few that customers may utilise.

Tracker for The Entire Body

The Full Body Tracker, like VR Gloves, delivers a high degree of immersion and engagement. Although most full-body VR trackers are marketed as a training tool, there are a few low-cost solutions if you want to fully immerse yourself in the virtual world and experience an adrenaline rush.

They protect the lens of your headset from small scratches and fingerprints while also filtering out harmful light to alleviate eye strain. The lens guard is simple to instal. For a secure fit, place the VR lens over each of your VR headset lenses.

Motion Controllers

These add-ons enable users to interact with mixed reality. Because controllers have a specific position in space, they enable fine-grained interaction with digital objects.

Omnidirectional Treadmills (ODTs)

This auxiliary equipment allows users to move physically in any direction. ODTs allow users to move freely in VR surroundings, providing a completely immersive experience.

What Software Does Virtual Reality Use?

Viewit3D is an Augmented Reality (AR) and 3D product visualisation solution in one.

The primary features of Viewit3D are as follows: - Creating 3D models, managing them, and customizing them - Publishing 3D experiences anywhere - Tracking and analyzing views

It is a game creation programme that allows organisations to create and distribute 2D, 3D, and virtual reality (VR) apps across several platforms. It has a visual scripting plugin that allows administrators to design game activities on a uniform interface.

LiveTour is an immersive virtual tour developer by iStaging that can capture any environment in 360° VR for presentations to prospective customers, guests, or purchasers.

Features of VR

The virtual world.

A fictional space that exists apart from the real world. Of course, the medium employed to construct this area is a simulation comprised of visual components generated with computer graphics. The creator's rules establish the relationships and interactions between these pieces.

The users are put in a virtual area that is physically separated from the actual world. VR headsets do this by filling the entire field of view, whilst headphones accomplish the same outcomes with sounds, immersing users in another universe.

Sensory Input

VR headsets track users' location inside a specific environment, allowing the computer to depict changes in position. Users who move their heads or bodies will feel they are moving in the virtual environment. The input is as near to reality as possible; to move around, users do not touch a button but rather move about.

Interactivity

Simulated worlds must have virtual components with which to interact, such as picking up and dropping items, swinging swords to kill goblins, smashing mugs, and pressing buttons on planes.

Applications of Virtual Reality

1. VR creates opportunities to conduct activities virtually, for example creating virtual excursions or field trips towards education.

Virtual_Reality_4

2. Virtual reality has a huge influence on the Healthcare industry. The FDA authorised the prescription-use EaseVRx for pain reduction in adults in November 2021. Cognitive behavioral therapy as well as other behavioural concepts like attention-shifting, interoceptive awareness, and deep relaxation are used in this system to aid in decreasing chronic pain.

Virtual_Reality_5

3. VR for tourism advances have enabled people to check out vacations before they buy them in the post-Covid age. Thomas Cook debuted their 'Try Before You Fly' VR experience in 2015, where potential vacationers may visit stores in different locations to experience the vacation in VR before booking it. Consequently, once customers sampled the 5-minute VR version of the trip, there was a 190% increase in New York excursion bookings.

4. In entertainment, Realtime experience of fictional characters or sci-fi movies, animations, and motions can be experienced by all using VR.

VR_6

5. Prototyping helps the automotive industry avoid multiple designs and reduce resources by creating virtual designs using VR.

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6. In terms of Defense, VR helps our brave men experience the battlefield environments in real-time to avoid unconditional situations in Reality.

Virtual_Reality_8

7. Companies such as Matterport are paving the way for individuals to visit residences online and get a "feel" for the area, saving time wandering around locations that may be smaller, dark, or otherwise not what you anticipated. This allows you to devote your time to examining properties you will love when you visit that place.

Virtual Reality Examples

Since there are different kinds of virtual reality that offer different experiences, it has been used in many different fields. Here are some examples of how virtual reality is used in various fields.

Non-immersive virtual reality is commonly used in training programs, such as medical and aviation training, to provide students with a safe and controlled environment to learn how to handle different situations. This type of VR is also used in simulation and gaming, where users can interact with different characters and objects.

When virtual reality is used in education, it creates immersive learning environments where students can explore a wide range of subjects and ideas. For example, virtual reality may be used to recreate historical events, scientific ideas, and a great deal more.

Entertainment

Virtual reality is often used in the gaming industry , where people can get lost in a virtual world and interact with different objects and characters. It can also be used for cinematic experiences, giving users a new level of immersion and engagement.

Real Estate and Tourism

Semi-immersive VR is used in architecture, design, real estate, tourism, and other fields. For instance, it can create a virtual tour of a building or a city that users can navigate through to experience the location without physically being there.

Collaborative Work

Collaborative VR is used in various fields, such as education, gaming, and training. For instance, students can collaborate and learn in a virtual environment, and businesses can hold virtual meetings with their team members from different locations.

Advantages and Disadvantages of VR

Virtual Reality (VR) technology has its advantages and disadvantages. On the one hand, VR has made it possible to achieve impossible goals that might not be possible in the real world. On the other hand, current VR systems have limited functionality compared to what is possible in the real world. Let's take a closer look at the advantages and disadvantages of VR.

Enhanced Customer Engagement

Virtual reality gives customers a realistic 3D product experience that lets them see all the features and decide which ones are best for them. This immersive experience enhances customer engagement and fosters brand loyalty.

Improved Customer Retention

Brands that offer VR-enabled technology stand out from those that engage in push marketing tactics. VR creates a lasting impression, improving customer retention rates and boosting the brand's reputation.

Streamlined Product Designs

With virtual reality software, designers can mix and match different design elements in a virtual space to figure out which vector goes where. This helps streamline product designs and reduces the time taken for prototyping.

Optimized Return on Investment (ROI)

Although implementing VR can take some time, it can significantly optimize every value chain. This leads to a steady flow of customers and deals, leading to an increased ROI.

Reduced Costs

In a virtual world, virtual reality can get rid of the need for expensive training methods like bringing new employees on board, evaluating their performance, and holding appraisal meetings. This cost-effective approach helps companies save time and resources.

Remote Connectivity

VR headsets can map different environments in space, which lets people connect and work together in a virtual world. This feature is particularly useful for remote teams that work together but are physically located in different parts of the world.

Disadvantages

The cost of exploring virtual reality can be expensive, as VR equipment can be costly, making it less accessible to some people. This can be a significant disadvantage of VR, particularly for small businesses and individuals.

Compatibility Issues with Advancing Technology

VR gear might not work on all devices and operating systems, which limits who can use it. Also, VR equipment needs powerful computers or other special hardware to work, which can make it hard to get.

Limited Content Availability

VR content is hard to make because it takes special skills and money to produce. This means that there isn't much VR content out there. This can make it hard for VR users to find a lot of different things to do, which is one of the biggest problems with this technology.

Health Concerns

Some VR experiences might cause motion sickness or other physical discomforts. Long-term use of VR equipment can also hurt your eyesight and sense of balance, which can be scary.

Negative Effects of Isolation and Dependence on VR

VR can be a lonely experience, especially if the person using the equipment shuts them off from the real world. Using VR too much to avoid reality can lead to social isolation and other bad things.

What is the Difference Between VR and AR?

Future of virtual reality.

As VR is in its early stage or towards its second generation in its advancement future of VR lies on 

  • Developing virtual reality headsets which can support up to 8K with much more powerful processors.
  • Integration of Artificial Intelligence in VR.
  • 5G can also provide interesting scenarios for the evolution of VR. 
  • Virtual shopping in a 3D view
  • Better geo-location system via indoor mapping etc.

This tutorial on "what is Virtual Reality" unlocks the future of the real and the digital world combination, which is said to be the next evolution in human, computer, and environment interaction with endless possibilities that were limited to human imaginations. With Virtual reality, interactive and immersive experiences, and an understanding of the world with a smart, connected, and network approach, virtual reality is ahead in the future.

If you are on to excel in your career in Machine Learning , then check out Simplilearn's Caltech Post Graduate Program in AI and Machine Learning . 

Do you have any questions for us? Please feel free to drop them in the comments section of this tutorial; our experts will get in touch as soon as possible.

Find our Post Graduate Program in AI and Machine Learning Online Bootcamp in top cities:

About the author.

Mayank Banoula

Mayank is a Research Analyst at Simplilearn. He is proficient in Machine learning and Artificial intelligence with python.

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How Virtual Reality is Redefining Entertainment Beyond the Screen

V irtual Reality (VR) has transformed gaming from mere screen interaction to immersive experiences that blur the lines between reality and the digital realm. With VR, players dive into the game world, engaging with environments and characters in a way that was once unimaginable. This technological leap extends beyond gaming, enhancing entertainment and education, reshaping how we experience digital content.

The Evolution of Gaming: Embracing Virtual Reality

Video games have come a long way since 1968, when Ivan Sutherland created the first VR headset, known as The Sword of Damocles. This was only the beginning. During the 80s and 90s, big names like Sega and Nintendo tried their hand at VR gaming without much success. However, everything changed in the 2010s with the arrival of Oculus and HTC Vive, introducing high-quality VR that was a game-changer.

Today, games like "Beat Saber" and "Half-Life: Alyx" make you feel like you're actually inside the game world. But the use of VR goes beyond just gaming. It's making a difference in education, healthcare, and architecture too. Surgeons can now practise operations in a virtual space, and students can explore historical sites without leaving their classrooms. Watching how far VR technology has advanced is truly exciting, and it's anyone's guess what the future holds.

Breaking Boundaries: VR's Impact on Entertainment

The impact of VR on entertainment extends far beyond traditional gaming. It's not just about the games themselves but how we engage with digital worlds. VR offers a level of immersion that 2D screens simply can't match. Take, for example, The Elder Scrolls V: Skyrim VR, where players can explore an open world in first-person, truly stepping into the shoes of their character. Or VRChat , where communities form in virtual spaces, allowing people to interact as if they were in the same room. 

These experiences break down the boundaries between reality and the digital, offering a new form of escapism that is more engaging and interactive. The potential of VR to redefine entertainment lies in its ability to draw players into its world completely. Imagine feeling the tension of a horror game not just through your screen but all around you, or the thrill of a racing game as if you were actually behind the wheel.

Beyond Gaming: The New Frontier of Digital Experience

Virtual Reality's reach extends beyond gaming into various aspects of digital entertainment and education. One innovative application is in the online casino realm. VR technology allows users to walk through a virtual casino, sit at a table, and interact with other players in real-time, offering an experience that mirrors the excitement and atmosphere of a physical casino without leaving home. It's a glimpse into the future of online gambling, where the lines between the virtual and the real continue to blur.

But it's not just about entertainment. VR has the potential to transform educational tools, offering immersive experiences that can enhance learning in fields like history, where students can virtually visit ancient civilizations through apps like TimeLooper, or medicine, where surgeons can practise procedures in a risk-free environment using platforms like Osso VR.

Virtual concerts, too, are gaining popularity, allowing fans to experience live performances from the comfort of their homes, complete with the feeling of being in the crowd. These applications showcase the versatility of VR, highlighting its ability to enrich our digital lives in many different ways.

Virtual Reality (VR) has transformed gaming from mere screen interaction to immersive experiences that blur the lines b

Virtual Human Interaction Lab

Lessons for/in virtual classrooms: designing a model for classrooms inside virtual reality

“Virtual reality (VR) is a promising tool in domains such as remote learning, where the medium can help resolve or bolster the holes in classroom curricula. While efforts have been made to bring VR into the classroom, this process comes with unanticipated challenges and successes. Here, we present pedagogical observations made by the teaching staff throughout the iterations of “Virtual People”, one of the first and largest courses offered inside VR. We discuss the importance of first, acclimating and accommodating students into VR before they can learn inside VR; second, finding appropriate material and tasks to do inside VR; third, navigating unexpected technical challenges; fourth, planning the  physical  configurations of the course; and fifth, planning the  virtual  configurations of the course. We offer recommendations for how to integrate VR into appropriate educational contexts in sustainable, equitable ways.” 

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This new Meta Quest 3 Lite leak looks wild

Could this be the final design of the Meta Quest 3s?

A leaked presentation of a potential Meta Quest 3s headset

What you need to know

  • A leaked internal Meta presentation suggests that the Meta Quest 3 Lite will be called the Meta Quest 3s.
  • The budget headset features a unique front-facing camera array and a design similar to the Oculus Go.
  • It's rumored the headset will launch this year for $299 and use older Quest 2 lenses but the more powerful Quest 3 chipset.

We got our first look at a potential Meta Quest 3 Lite in a now-deleted Reddit thread ( reposted on X ), revealing that Meta may call its new budget-priced VR headset the Meta Quest 3s.

The naming convention is a bit strange, as many products have used "s" after a number to denote a supercharged version of an existing product. This headset, however, is rumored to cost just $299 when it launches later this year, helping to fully replace the Meta Quest 2 as the budget VR headset to buy.

The leak shows a headset design that's thicker than the Meta Quest 3 — something we expected given that Meta is likely still using older Fresnel lenses from the Quest 2 to save money — and the flatter design feels like it's borrowed from the classic Oculus Go headset from several years back.

Android Central has contacted Meta about the potential Quest 3s, but they did not get back to us in time for publication. We will update the article once we have more information.

Notably, the underside of the headset appears to feature just a power button and a volume rocker. No lens spacing adjustment slider or wheel can be seen, further suggesting that Meta could be using older lenses for this design.

Some have questioned the authenticity of this leak, citing that the original post was suspiciously deleted from Reddit and that the leaker "forgot" to remove their own face from the leaked presentation slides. The VR community has been duped recently with a fake Valve Prism announcement, posted on a website that looked authentic but turned out to be an elaborate hoax of the standalone headset Valve has been rumored to be working on.

Regardless of whether this design is authentic, we're very confident that Meta is launching a budget-minded Quest 3 headset this year. The original China-only launch was allegedly scrapped after plans to partner with Tencent fell through, leaving Meta to launch the headset elsewhere throughout the world to replace the aging Quest 2 in the price bracket.

Be an expert in 5 minutes

Get the latest news from Android Central, your trusted companion in the world of Android

Meta is said to be using the same powerful Qualcomm Snapdragon XR2 Gen 2 headset in the Meta Quest 3s as it uses in the more expensive Meta Quest 3. It's also said the headset will continue to use color mixed reality instead of the fuzzy black and white video from the Quest 2's cameras.

Meta Quest 3 headset and controller render on a white background

The Meta Quest 3 is the VR headset to get, with a powerful Snapdragon XR2 Gen 2 processor, crystal clear pancake lenses, gorgeous mixed reality gameplay, and thousands of VR games waiting to be experienced.

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  • SyCoREAPER New hardware with old lenses doesn't sound appealing. I currently have the Quest 2 and that would not entice me to upgrade. Reply
  • View All 1 Comment

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Powerpoint Templates and Google slides for Virtual Reality VR

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Apple Vision Pro: Everything you need to know

Apple Vision Pro

Apple Vision Pro went on sale on February 2, 2024. It’s a mixed reality headset (Apple calls it a “Spatial Computer”) that marries an M2 processor with a lot of custom silicon, sensors, cameras, and more. The starting price of $3,499 and limited availability means that it’s a niche product, but its the first in a new category that Apple believes will be critical in the coming years.

Apple Vision Pro

Apple Vision Pro

Apple Vision Pro price and availability

The headset was first announced at WWDC in on June 5, 2023, with pre-orders starting January 19, 2024 and availability on February 2. The starting price is $3,499 for 256GB of storage, with a 512GB model availably for $3,699 and a 1TB model for $3,899.

Apple Vision Pro is only available in the United States to start, with other territories coming throughout 2024. You can only buy it online directly from Apple or at an Apple Store.

Part of the reason for this is the necessity to get a proper fit and optical inserts. Apple takes a scan of your face (you do this yourself with your iPhone if you are buying online) to select a proper face seal size. If you wear prescription eyewear or need readers, you can order special Zeiss inserts for $99 (readers) or $149 (prescription); the headset does not work with your own eyewear.

If you want to buy the Vision Pro you can order one from Apple’s website , or by using the Apple Store app on your iPhone. You can also go to an Apple Store for a fitting and to purchase one.

Apple Vision Pro design

There are also other accessories available for purchase, including a travel case ($199), battery ($199), Belkin Battery Holder ($50), Solo knit Band ($99), Dual Loop Band ($99), Light Seal ($199), and Light Seal Cushion ($29). AppleCare+ is also available for $499.

Apple Vision Pro release date: UK, Canada, Europe, Australia

Apple is yet to say when Vision Pro will be available to buy outside the U.S. beyond saying that it will be shipping to “more countries” later in 2024.

Analyst Ming-Chi Kuo has suggested that the Vision Pro will be launched outside the U.S. before WWDC in June . He believes that will be necessary to enthuse the developers attending Apple’s Worldwide Developers Conference.

Apple Vision Pro review

In our Apple Vision Pro review , we found the technology very impressive, but the comfort and software—both apps and operating system—quite limited.

There’s a lot of potential there, but it will take quite a while for the software to mature enough to unlock it, and for most users, the Vision Pro will never be worth the price.

Will there be a cheaper Apple Vision Pro?

We take the fact that the Vision Pro has the word “Pro” in its name as a big hint that a more affordable version will be coming down the line. An “Apple Vision Air,” if you will.

Bloomberg’s Mark Gurman believes that a cheaper headset will arrive in 2025. He reported in October that Apple is already working on the sequel to the headset, which will be cheaper than the original model.

The Vision Pro is likely to follow the example of the HomePod with the expensive pro model paving the way for a cheaper option down the line. But it could be a while before the economies of scale and advancements in technology make a cheaper Apple Vision product viable.

Apple Vision Pro compatibility

The Vision Pro is its own product with its own software ecosystem. It has its own App Store, and runs software independent from other Apple products (though apps like Messages and Photos can sync via iCloud with your other Apple products).

There is support for iPad apps, however. By default, all iPad apps are made available for use on Vision Pro and can be found in the Vision Pro app store, but developers can opt not to allow their apps to be used on the device. White many iPad apps are available, prominent exceptions include YouTube, Spotify, and Netflix.

Apple Vision Pro specs

The Vision Pro is powered by an M2 processor with 8 CPU cores and 10 GPU cores–the same as you would find in a MacBook. It has 16GB of RAM and 256GB, 512GB, or 1TB of flash storage.

There are 14 cameras on the inside and outside, a LiDAR scanner, multiple IR illuminators, an accelerometer, gyroscope, and multiple microphones. A custom R1 processor is made to process the vast amount of data from these sensors very quickly, for lightning-fast eye tracking and a delay for the video pass-through of only 12 milliseconds.

When wearing the Vision Pro you look through custom catadioptric pancake lenses at a pair of micro-OLED displays, one for each eye. About the size of a postage stamp, each of these displays has a stunning resolution of about 3,386 pixels per inch, more than 4K per eye. Of course, what matters is pixels per degree when looking through the lenses, which on Vision Pro is around 34 pixels per degree (less than you’d see looking at an iPhone display, but more than most other VR headsets).

Apple does not disclose the field of view for the Vision Pro, but it appears to be somewhere around 110° horizontally and 90° vertically.

The Vision Pro is actively cooled, with a fan inside, but the fan runs so quietly you can’t hear it.

There are two individually amplified drivers inside each audio pod on the side of the headset near the headband connection. They deliver Personalized Spatial Audio based on the user’s own head and ear geometry. As a result, the sound feels like it is coming from the space around you. Vision Pro also matches the sound to the room using audio raytracing.

The Vision Pro also recognizes the user’s iris via a new method to unlock the device and authenticate passwords and purchases called Optic ID. Like the iPhone and Mac, all data is stored on a dedicated Secure Enclave processor.

On the outside of the headset is an OLED display with a lenticular lens over it that Apple calls EyeSight. It projects a rendered image of your own eyes with correct perspective, so others can see you looking at them. If you are in a fully immersive environment and can’t see anyone, the EyeSight display shows a blueish haze.

Apple Vision Pro battery life

Apple Vision Pro connects to an external battery via a custom tether, and the battery lasts for around 2 to 2.5 hours. The battery pack has a USB-C port that can only be used to recharge it, though you can use the Vision Pro with the battery plugged in.

Weight & Dimensions

According to Apple Vision Pro tech specs, the headset weighs 21.2 to 22.9 ounces (600 to 650 grams) depending on the Light Seal and headband configuration. That’s about the weight of the 12.9-inch iPad Pro (24 ounces/682 grams). It’s not necessarily heavier than other VR headsets but quite a bit heavier than the Meta Quest 3, which weighs 18.2 ounces (516 grams).

The weight is very front-heavy, mostly in the metal and glass out in the front of the face seal instead of distributed around the sides. The battery pack weighs 12.5 ounces (353 grams).

What it is like to use Vision Pro

With a Vision Pro headset users will be able to watch a movie, listen to music, browse photos, look at 3D objects, and even collaborate on a presentation.

Users experience a three-dimensional interface and input system that they control with their eyes, hands, and voice. You select things by looking at them and pinching your fingers together, then dragging objects around or flicking your hand to scroll. A virtual keyboard is used to enter text where appropriate, either by poking at the keys or looking at each key in succession and pinching your fingers together. You can also use voice input to enter text, or a bluetooth keyboard.

Apple has posted a 10-minute guided tour explaining how navigation and gestures work as well as several apps. 

Vision Pro

When you first put on Vision Pro you see your surroundings. You can freely move apps to fill the space around you and they can expand into your space. The digital crown lets you adjust volume or the degree of immersion in your environment–from fully immersed in a virtual space to seeing “passthrough” video of your own space. Here’s an primer on what the Vision Pro buttons do .

A user can bring Mac wirelessly into Apple Vision Pro just by looking at it and choosing to connect to it, if it is logged into the same Apple ID. The Mac display will blank out and be replaced by a big 4K virtual display in your Vision Pro environment; you’ll continue to use the Mac keyboard and touchpad, however, and audio will still play from the Mac.

Apple Vision Pro software and apps

The Vision Pro headset runs visionOS, an operating system that Apple has designed from the ground up for visual computing. The latest version is visionOS 1.1 , which includes support for managed profiles, improved Personas, and lots of bug fixes and minor improvements.

There will also be a number of well-known Apple apps available at launch, such as Safari, Messages, and FaceTime. Apple launched Vision Pro with more than 600 optimized apps .

Apple Vision Pro terms

As with many Apple products, the company has some of its own branding around things that may be better understood by other names. Here are some of the things you may see associated with Vision Pro and what they mean.

Spatial Computing: Computing that appears to happen in the environment around you rather than inside a computer (or phone). A sort of umbrella-term that encapsulates AR (Augmented Reality), VR (Virtual Reality), and MR (Mixed Reality). It is not inaccurate to call Vision Pro and Mixed Reality headset.

Spatial apps: Apps designed with the Vision Pro hardware in mind, as opposed to iPad apps running in a window. Some Spatial apps are fully immersive experiences, others are almost indistinguishable from iPad apps.

Fully immersive: A “fully immersive” experience is one in which your surroundings are not visible: you’re completely surrounded in a virtual environment. In other words Virtual Reality.

Spatial Audio: Audio that seems to come from specific places in your environment.

Persona: A 3D digital recreation of you, created by scanning your face using the Vision Pro cameras. It is meant to be used to represent you in video conferencing apps like FaceTime or Zoom, since the Vision Pro has no cameras that can actually see your face (just specialized internal cameras for eye tracking).

Spatial Video: A new 3D video format that can be captured with either the Vision Pro or an iPhone 15 Pro. Spatial Videos can be viewed using a Vision Pro or even a Quest headset, and look a bit like a 3D diorama of a memory. It’s an emotionally charged and effective way of capturing the moment.

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