109 Virtual Reality Topics & Essay Examples

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🏆 Best Virtual Reality Topics & Essay Examples

🕶️ good virtual reality research topics, 🤖 interesting virtual reality research paper topics, ❓ research questions about virtual reality.

Humanity has made amazing leaps in technology over the past several years. We have reached frontiers previously thought impossible, like the recreation of virtual environments using computers. These three-dimensional worlds can be accessed and explored by people. This is made possible with VR headsets, such as Oculus Rift or HTC Vive. If you’re eager to find out more, peek at our collection of VR research topics below!

  • Virtual Reality Versus Augmented Reality In fact, this amounts to one of the merits of a virtual reality environment. A case example of this type of virtual reality is the Virtual Reality games.
  • Virtual Reality Technology The third negative impact of virtual reality is that it causes human beings to start living in the world of fantasy.
  • Virtual Reality Tourism Technology In the world of virtual tourism, we can be transported to any country and have the ability to interact and manipulate the elements within the world we are touring in a way that would not […]
  • Virtual Reality’s Main Benefits The rapid development and the growing popularity of virtual reality raise a logical interest concerning the advantages and disadvantages that are related to the application of this new technology in various spheres of knowledge and […]
  • Virtual Reality Technology for Wide Target Audience Due to the numerous applications in both leisure and industry, as well as massive popularity with audiences of different ages, there is a chance that, in several years, evaluating the target audiences of Virtual Reality […]
  • Virtual Reality’s Benefits and Usages in Concurrent Engineering Figure 1: Phases of concurrent engineering Source As shown in the figure above, the initial stage of concurrent engineering is the identification of the components of the design system.
  • A Growth Trajectory of the Virtual Reality Drilling Rig Training During the final three months of development, the VR training program will be refined and tested for usability and effectiveness. Collecting feedback from users is essential for the success of the VR drilling rig training […]
  • “The Role of Virtual Reality in Criminal Justice Pedagogy” by Smith The journal is titled “The role of virtual reality in criminal justice pedagogy: An examination of mental illness occurring in corrections”.
  • Virtual Reality and Cybersecurity As a result, it is the mandate of the framework entities to establish solutions to the inherent barriers to the implementation of the business plan.
  • A Stand-Up Comedy Virtual Reality Platform for Qatar Tourism Choosing the right number of avatars, customization of the product, and pricing the product were the three major challenges that were faced in this project. The second challenge that emerged in the development stage was […]
  • Entrepreneurial Opportunities in Virtual Reality In terms of the practical context, the research will focus on the organizations and sectors which are the primary beneficiaries of virtual reality and remote work during the pandemic.
  • Virtual Reality Space Product Project Challenges During the project, several challenges came up, which included providing leadership to the team, identifying the customer segment for the product, and understanding the “pains” of the customer segment.
  • Reflection on Aspects of Virtual Reality Videos For instance, the video Wolves in the Walls has good graphics and gives the independence to look at every section of the set-up separately.
  • Augmented and Virtual Reality for Modern Firms The business environment is not an exception, as firms seek to maximize their value through the implementation of high-tech solutions. AR is another major component of contemporary professional training, as it contributes to the better […]
  • The Rules of the Virtual Reality Online environment has been providing the platform for casual interactions as well as economic activities for quite a while.
  • How Virtual Reality Is Changing the World of Interior Design In order to become competitive in the sphere of luxury interior design, “More” must make its projects look modern and trendy.
  • Rusnak’s “The Thirteenth Floor” and The Concept of Virtual Reality In such consideration, this paper conducts a comparative analysis of The Thirteenth Floor and how the concept of virtual reality was developed and is applied in today’s films.
  • Top Companies in the Virtual Reality Industry Currently, Google is the leading search engine company, and there are signs that the company might emerge as one of the heavyweights in the virtual reality industry.
  • Screen Culture: Immersion and Virtual Reality If paralleling with the world of video games, the protagonist in that projected art work is the most close to the vision that the user could be associated with.
  • Virtual Reality: A Powerful New Technology for Filming The creation of VR highlights a new perception of space because, through technology, people can be transmitted to a different environment.
  • Internet, Virtual Reality, and World Wide Web Defining the concept of the Internet is a challenging task, mostly because of the changes that it has undergone over the course of its development.
  • Virtual Reality Technology and Soccer Training Moreover, the level of interactivity needs to be significant, and the most attention should be devoted to the modeling of situations that are viewed as the most problematic.
  • Char Davies’ Osmose as Virtual Reality Environment On the following position, the installment suggests the invitees a chance to trail the discrete interactor’s voyage of imageries from end to end of this counterpart of natural surroundings.
  • Virtual Reality in Healthcare Training The objective data will be gathered to inform the exploration of the first question, and it will focus on such performance measures as time, volume, and efficiency of task completion; the number of errors pre- […]
  • Scholar VR: Virtual Reality Planning Service Studio To ensure that the small and mid-sized companies in the United Kingdom understand the leverage they can get by using VR technology.
  • IOS and Browser Applications and Virtual Reality From the consumer’s point of view, any mobile application is good if it is of interest to the public and covers a large target audience.
  • Virtual Reality’ Sports Training System Working Steps The efficiency of the given technology is evidenced by the fact that it is used by various coaches and teams to provide training for their players. For this reason, it is possible to predict the […]
  • Virtual Reality Technology in Soccer Training Therefore, it is imperative to invest in this area to protect the safety of our technology and ensure that we have a viable product.
  • Virtual Reality Technology in Referee Training Referees need to experience the practical nature of the profession during the training process, and the VR technology will eliminate the underlying challenges to the development of experience in the profession.
  • Surgeon Students’ Virtual Reality Learning Programs In order for the students to feel like they are operating on living patients instead of waving instruments in the air, it is necessary to provide the environment that would compensate for the shortcomings of […]
  • Virtual Reality and Solitary Confinement Nowadays, the majority of the representatives of the general public all over the world are familiar with the concept of virtual reality, and many of them have already experienced it.
  • Samsung Gear Virtual Reality Product Launch The paper at hand is devoted to the analysis of the launch of Samsung Gear VR from different perspectives: the product development model, the business analysis, its technical implementation, etc.
  • Virtual Reality in Military Health Care The purpose of the research is to identify the capabilities of VR and its applications in military health care. This study will explore the current uses of VR, its different functionalities, applications in the field […]
  • Virtual Reality Ride Experience at Disneyland Florida The basic concept of the proposed ride is to utilize the current advances in VR technology to create a simulated experience for park-goers that is safe, widely usable, and sufficiently immersive that there is a […]
  • Imagineering Myths About Virtual Reality Walt Disney Imagineering team, which encompassed a wide range of professionals responsible for various entertainments offered by theme parks, resorts, and other venues, is currently devoting a lot of time and effort to unlock the […]
  • Virtual Reality Industry Analysis While it is true that the production and sale of virtual reality headsets could be in the millions in the future as the technology develops and becomes more acceptable, it cannot be stated at the […]
  • Virtual Reality in Construction Originally, the use of virtual reality in construction within the past decade has been limited to 3D object design wherein separate 3D representations of the exterior and interior of the buildings are designed utilizing 3D […]
  • Virtual Reality in Soccer Training The following work will focus on the analysis of the use of Virtual Reality in the training of soccer players with the evaluation of the practices adopted by particular soccer teams.
  • Abstract on Architecture and the Role of Virtual Reality
  • Advantages and Disadvantages of Escapism and Virtual Reality
  • Strategic Analysis of the Creation of a New Rating System in Virtual Reality Gaming
  • Study on Real/Virtual Relationships Through a Mobile Augmented Reality Application
  • Benefits and Dangers of Virtual Reality
  • Can Virtual Reality Kill?
  • Cognitive Psychology & Virtual Reality Systems
  • Computer Science and Virtual Reality
  • Development of Virtual Reality Technology in the Aspect of Educational Applications
  • Difference Between Augmented Reality and Virtual Reality
  • Role of Virtual Reality in Education
  • Humanity Versus Virtual Reality
  • Simulation and Virtual Reality in a Sport Management Curriculum Setting
  • Smart VR: A Virtual Reality Environment for Mathematics
  • Sports Management Curriculum, Virtual Reality, and Traditional Simulation
  • SWOT Analysis: The Lego Product and the ‘Virtual Reality’
  • The Augmented Reality and Virtual Reality Market Forecast and Opportunities in U.S.
  • Tracking Strategy in Increased Reality and Virtual Reality
  • Using the Virtual Reality to Develop Educational Games for Middle School Science Classrooms
  • What Is Virtual Reality?
  • What Are the Advantages and Disadvantages of Virtual Reality?
  • What Do Consumers Prefer for the Attributes of Virtual Reality Head-Mount Displays?
  • Virtual Reality and Its Potential to Become the Greatest Technological Advancement
  • Lucid Dreams as the First Virtual Reality
  • Development of Virtual Reality
  • Introduction to Virtual Reality Technology and Society
  • Issue “Virtual Reality in Marketing”: Definition, Theory and Practice
  • Applying Virtual Reality in Tourism
  • Application of Virtual Reality in Military
  • Augmented Reality & Virtual Reality Industry Forecast and Analysis to 2013 – 2018
  • Breakthrough Virtual Reality Sex Machine
  • Components Driving Virtual Reality Today and Beyond
  • Data Correlation-Aware Resource Management in Wireless Virtual Reality (VR): An Echo State Transfer Learning Approach
  • Gaming to Health Care: Using Virtual Reality in Physical Rehabilitation
  • Smart Phones and Virtual Reality in 10 Years
  • Evolution of Art in Virtual Reality
  • Use of Virtual Reality in Molecular Docking Science Experiments
  • Use of Virtual Reality for Concussion Diagnosis
  • Virtual Reality as Analgesia: An Alternative Approach for Managing Chronic Pain
  • Virtual Reality: The Real Life Implications of Raising a Virtual Child
  • When Virtual Reality Meets Realpolitik: Social Media Shaping the Arab Government-Citizen Relationship
  • Can Virtual Reality Ever Be Implemented in Routine Clinical Settings?
  • What Is More Attractive, Virtual Reality or Augmented Reality?
  • What Is Virtual Reality and How It Works?
  • What Are the Benefits of Virtual Reality?
  • Is Virtual Reality Dangerous?
  • How Is Virtual Reality Used in Everyday Life?
  • What Are the Risks of Virtual Reality?
  • What Is the Future of Virtual Reality in Education?
  • How Do You Think Virtual Reality Devices Will Change Our World?
  • What Are Three Disadvantages of Virtual Reality?
  • What’s the Point of Virtual Reality?
  • How Can Virtual Reality Optimize Education?
  • How Did Virtual Reality Affect Our Lives?
  • Will Virtual Reality Eventually Replace Our Real Reality?
  • What Are Some Cool Virtual Reality Ideas?
  • When Will We Have Full-Sensory Virtual Reality?
  • What Do I Need to Develop Virtual Reality Games?
  • Why Did Virtual Reality Never Take Off so Far?
  • What Are Medical Applications of Virtual Reality?
  • How Virtual Reality Can Help in Treatment of Posttraumatic Stress Disorder?
  • What Are the Biggest Problems Virtual Reality Can Solve?
  • What Unsolved Problems Could Virtual Reality Be a Solution For?
  • How Would a Fully Immersive Virtual Reality Work?
  • When Will Virtual Reality Become Popular?
  • What’s the Best Way to Experience Virtual Reality Technology?
  • How Will Virtual Reality Change Advertising?
  • Which Are the Best Virtual Reality Companies in India?
  • What Are the Pros and Cons of Virtual Reality?
  • What Are the Coding Languages Required for Virtual Reality?
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Virtual Reality - Essay Samples And Topic Ideas For Free

Virtual Reality (VR), a simulated experience that can resemble or be entirely different from the real world, has made significant strides with applications in gaming, education, healthcare, and more. Essays on VR might delve into its technological advancements, its applications, and the societal, ethical, and psychological implications of immersive digital environments. The discussion could also extend to the comparison between VR and augmented reality (AR), exploring how these technologies are reshaping entertainment, communication, and learning experiences. A vast selection of complimentary essay illustrations pertaining to Virtual Reality you can find at PapersOwl Website. You can use our samples for inspiration to write your own essay, research paper, or just to explore a new topic for yourself.

Virtual Reality in the Medical Field

Before I began researching virtual reality (VR), augmented reality (AR) and mixed reality (MR), I knew very little on the subjects of each and even had to look up the definitions. I was aware that Google was working to produce glasses called, Google Cardboard, Sony was also working to produce their own version called, PlayStation VR. I looked at multiple definitions of each of the three realities, virtual, augmented and mixed and have compiled all the information into an easily […]

Virtual Reality (VR) is not a New Technology

Virtual reality can be portrayed as an Immersive Mixed media innovation (Krau, 2016). Today, Virtual reality (VR) is not a new technology (Barnes, 2016). Initial computerized VR started within the late-1960s (VRS, 2016). According to the Oxford English Dictionary, virtual reality alludes to "The computer created simulation of a three-dimensional image or environment that can be associating with in an apparently genuine or physical way by an individual utilizing specific electronic equipment, such as a helmet with a interior screen […]

Future of Video Games

In many centuries, technology has been a big contributor to human history. It has helped humans advance in many different areas of life. It has provided us with the abilities to advance the human race, and gain more knowledge than our previous ancestors. Technology over the years has advanced rapidly. Not that long ago, the very first cell phone was an extraordinary invention that caught the world by storm. It helped talking with people from long distances remotely seem like […]

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Virtual Reality (VR)

Virtual reality has enhance life in all aspects by allowing your senses to feel what your body cannot experience; it allows you to travel, learn, and has a bright future ahead of it. Even though it has experienced obstacles, it is an emerging technology at best. Therefore, what is Virtual reality "Virtual reality is the term used to describe a three-dimensional, computer generated environment which can be explored and interacted with by a person. That person becomes part of this […]

Virtual Reality (VR) Today

Virtual reality (VR) and, to some extent, augmented reality (AR) have been a science fiction dream for many years, possibly going back as far as the 1950s; However, over the past ten to twenty years, these conceptual ideas have made their way into reality and are slowly starting to integrate into society and daily life, also known as "emerging technologies". According to Reede and Bailiff (2016), VR startups have raised more than $1.46 billion in venture capital since 2012, with […]

Specific Fictional Model for Virtual Realit

On November 12, 2018, the Oculus Blog posted, "You haven't seen it until you see it with VR." Even though the public became aware of virtual reality only recently, the concept has been around for decades. It took many years and attempts to reach to the perfection of Virtual Reality Oculus. Technology has evolved, and many inventors have tried to create something that helps viewers feel present at some event or scene. Virtual Reality is a computer invention that tries […]

History of Virtual Reality

Historically, virtual reality in its beginning preceded time through the concept that has been developed and formalized. Every development with VR has contributed to the creation of illusion. Dating back to the nineteenth-century virtual reality is presented in the 360-degree murals intended to fill the entire sight of a person. In top galleries, this modern art has occupied much of the exhibits spaces and is continuing to expand. Virtual reality has branched from pen to paper and paintbrush to canvas […]

A Computer-Based Technology: Virtual Reality

Since human walked into the Information Age, we have seen masses of productive results brought by the Internet and computer, like multimedia and cyberspace, which both are the essential parts of the life of ordinary people. Now it comes to the 18th year of 21st century, with the popularization of smart phone and personal computer, the contents presented on the gleamy screens gradually lose their attraction to people as they did, for at a time where funky things and eyeball-catching […]

The Computer-Generated Simulation Image or Environment – VR

Virtual reality is the computer-generated simulation image or environment that can be interacted with in a seemingly real or physical way by person. It is used for entertainment like video games,simulation, or to see something new. Many companies use virtual reality to sell products like sony,mircrosoft, etc.You can use it to train for a career. It can also be used for designing for example engineers can use it for designing a building or fair ride.It can be used by a […]

Virtual Reality and Identity

Virtual reality as a simulation of a real or imaginary phenomenon allows freedom for the individuals within the environment. The virtual reality has no defined gender roles and defies society's definition of gender and boundaries. This is illustrated in the films the matrix and her the characters exhibit a form of freedom and no clearly defined boundaries. Virtual reality allows the change of identity and total control of the identity of the character. This is displayed by trinity in the […]

Are Virtual Reality Becoming more a Part of our Reality than Before?

Video games have been a part of the world’s culture for the past five or so decades and have affected many people’s lives. Since video games were first released commercially, we have seen the rise of many iconic characters from these games like Mario and Sonic. Although video games seem to be something to play for fun, they are being used today for more than their original intent. Thanks to the gaming community, new technologies like Virtual Reality (VR) have […]

Vr’s Impact to Modern World

About 75 percent of the Forbes World’s Most Valuable Brands have created some form of the virtual reality or augmented reality experience for customers or employees. This must say something if you have companies such as Sony, Facebook(Oculus), and HTC. There’s obviously some potential in virtual reality if people are dedicating part of their companies to this material. The innovation of this technology is certainly amazing but what impact will it have on the future of technology or even businesses, […]

Smart Medicine and Virtual Reality – Use Cases

Virtual reality (VR) – the creation of immersive, computer-generated environments so convincing that they feel like the real thing -- isn’t just for video games and escapism. It is also changing the way that doctors work and greatly improving patients’ lives. Here are five examples of how VR is making medicine smarter. • Curing phobias and PTSD Facing your fears is the best way to overcome a phobia. But for people who are deathly afraid of spiders, needles, flying -- […]

Virtual Reality: Game Transfer Phenomena

Imagine if you were you were floating through space, watching a horror film,s or perhaps playing a video game, and it seemed like you were actually there. With the invention of virtual reality (VR), people are able to explore the illusion of this reality. Virtual reality is computer-generated technology used to create a manufactured environment. There is a range of systems that are used for this purpose such as special headsets and fiber optic gloves. The term virtual reality means […]

What is Virtual Reality? VR Definition and Examples

Virtual Reality (VR) is a powerful technology that has the potential to cause a multitude of social and psychological problems. VR is defined as a “computer-generated display that allows or compels the user to have a feeling of being present in an environment other than the one they are actually in and to interact with that environment (Schroeder, 2). VR creates a three-dimensional situation in which the user is able to fully immerse themself and interact with the environment. Through […]

Virtual Reality in Regards to Health and how it Can be Life-Changing

        Exploring Virtual Reality in Health Diego Leon Professor Ron Frazier October 29, 2018, Introduction When most individuals think of technology involving computers, they think it can solely involve two of the five senses we humans have – vision (sight) and hearing (audition). But what if we could interact with more than two sensorial channels? Virtual reality deals with just that. Virtual reality is defined as a “high-end user interface that involves real-time simulation and interaction through […]

Potential Impacts of VR

Introduction Commonly abbreviated as VR, Virtual Reality is an interactive computer-generated experience that takes place within a simulated environment or three-dimensional image (Burdea & Coiffet, 2003). The experience is generated by a blend of interactive software and hardware, and is then presented in a realistic fashion such that the user interacts with and accepts the simulated environment as if it were real. The immersive environment can either be real or artificial, and is typically produced in 3D modeling software before […]

Utilization of PC Innovation: Virtual Reality

Virtual Reality (VR) is the utilization of PC innovation to make a mimicked domain. In contrast to conventional UIs, VR places the client inside an ordeal. Rather than survey a screen before them, clients are submerged and ready to connect with 3D universes. By reenacting whatever number of faculties as could be allowed, for example, vision, hearing, contact, even smell, the PC is changed into a guard to this counterfeit world. As far as possible to close genuine VR encounters […]

Mobile Technology: Virtual Reality

Virtual reality Computer-generated reality or VR reality is the latest user interface opposite to traditional one, indulging person into the 3D environment instead of watching in on any screen, this also makes individuals feel like they are physically in that environment likewise they can touch, see and hear that scene in reality. This work based on tricking the human mind to make them realize what they are feeling that’s real. Virtual Reality can be viewed as a very vivid encounter […]

Virtual Reality and Multiple Sclerosis Experiment

    Multiple Sclerosis (MS) is a progressive disease of the central nervous system. According to the National Multiple Sclerosis Society, it is estimated that MS affects more than 2.3 million people worldwide.1 At this time the direct cause of MS is still unknown. However, the immune system attacks and damages the myelin sheath of nerve fibers, a fatty covering that surrounds and protects the nerve fibers. The immune system also attacks oligodendrocytes, which are the myelin-producing cells, as well […]

Virtual Reality Clan Generators: Building Digital Empires in a Virtual World

Ever fancied being the chief of your own virtual clan? Welcome to the world of clan generator games, where you're not just playing a game; you're building an empire, one decision at a time. These aren't your run-of-the-mill video games. They're a blend of strategy, storytelling, and, let's be honest, a bit of power tripping. Whether you're managing resources, diplomatically dealing with neighbors, or leading your digital tribe into battle, these games offer a slice of escapism with a side […]

Development of Virtual and Augmented Reality

Abstract This research paper is about virtual and augmented reality, it goes into detail about the history, the difference between the two, and how they're used in life today. Virtual reality was first experimented with in the 1950's, but Irvan Sutherland is credited for creating the first device dealing with both augmented and virtual reality in 1968. Virtual and augmented reality seem like they're similar, but the difference is that augmented reality is a bridge between the real world and […]

Augmented Reality Virtual Reality and the Music Industry

Although AR/VR technology is still in its infancy, it has already made quite the impact on most (if not all) industries including health care, retail, military/defense, Journalism media, & Architecture. One that especially sticks out to me is the AR/VR effects on Entertainment business, specifically the music industry. Each year hardware developers move us one step closer to a future where AR/VR is used as a common household item. Advances perhaps viewed as miniscule by the general public (i.e. simple […]

Augmented and Virtual Reality in a Business

Since the 1980's the technology to be able to remove oneself from this reality and place them into another simulated reality have been possible. Augmented and Virtual reality have been steadily gaining in popularity for the past 40 years. Looking back to where it was and to where it is today is amazing. According to Ryan Kaiser from Deloitte Consulting, Augmented Reality is a computer-generated image that is on the same field of view as the real world. While Virtual […]

Developing and Testing Photorealistic Avatar with Body Motions and Facial Expressions for Communication in Social Virtual Reality Applications

Developing and Testing Photorealistic Avatar with Body Motions and Facial Expressions for Communication in Social Virtual Reality Applications Abstract Providing effective communication in social virtual reality (VR) applications requires a high level of avatar representation realism and body movement to convey users’ thoughts and behaviours. In this research, we investigate the influence of avatar representation and behaviour on communication in an immersive virtual environment (IVE) by comparing video-based versus model-based avatar representations. Additionally, we introduce a novel VR communication system […]

Subway Surfers: Unraveling the Ultimate Endless Virtual Reality Adventure

Subway Surfers, a mobile gaming phenomenon meticulously crafted by Kiloo and SYBO Games, effortlessly stands out in the realm of endless runner games. This captivating and adrenaline-pumping game has carved an indelible niche for itself, firmly establishing its supremacy in the world of endless runners. In this essay, we will embark on a comprehensive exploration of Subway Surfers, delving into its gameplay dynamics, visual aesthetics, and the compelling reasons why it has become an essential choice for gamers seeking an […]

Technology in Modern Basketball

With basketball getting more and more popular, more people regret basketball as their favorite sport. But basketball has gone through a long period. The system and the level of coach had changed a lot. This made basketball have more different than nowadays. Today I want to introduce some obvious difference between modern basketball and traditional basketball. Firstly, game style had changed a lot, in the past, the players are more expected to shoot mid-range shoot. And different kinds of mid-range […]

BIM-VR Synchronization: Challenges and Solutions

There has been a steady increase in the adoption of BIM in the construction and engineering industry, and also in facility management in the past few decades. The next step is to create a framework that will allow BIM models to be translated into virtual reality models in real time. The current issues in developing virtual reality models are many, and need to be addressed. Some of the issues are that the process takes up a lot of time, and […]

The Simulation Hypothesis: are we Living in a Virtual Reality?

The idea that life as we know it could be a computer simulation might seem like something straight out of science fiction. But this notion has fascinated thinkers from various disciplines, including philosophers, scientists, and technologists. The concept, often called the simulation hypothesis, explores the possibility that our universe is an artificial construct, much like a virtual reality. And it raises some big questions: Are we merely characters in a simulated world run by advanced beings? If we are in […]

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Essay about Virtual Reality (VR) Virtual reality is a three-dimensional computer environment that interacts with a person: a person is immersed in this environment using various devices (helmets, glasses, etc.), is part of the virtual world, and controls virtual objects and objects. The idea of ​​immersing a person in the surrounding non-physical environment arose in the Middle Ages in the field of art. Then concave frescoes were created in order to involve a person in what is happening in the image. In the 1830s, the first stereoscopes were created, the principle of which was to place two pictures depicting the same situation from different positions in space in different eyepieces. Thus, one eye saw one picture, the other saw another, and the brain later combined them into a general three-dimensional picture. Nowadays, the same principle of obtaining a three-dimensional image is often used, only smartphones and LCD displays are used instead of pictures. After stereoscopes in the 1920s, the first flight simulators were invented, special devices that allow you to work out all actions when controlling an aircraft. Such simulators were mainly used by the military to train and improve the skills of military personnel. In 1982, the world's first laboratory dedicated to the research and development of virtual reality devices was established in the United States. During the first decade of the 21st century, virtual reality did not gain popularity, but since 2012 VR devices have been actively gaining popularity in the entertainment industry. In 2012, a virtual reality glasses startup Oculus VR was introduced on Kickstarter, which was later bought by Facebook. After the emerging demand for glasses, many IT companies, including Google, Apple, Amazon, Microsoft, Sony and Samsung, HTC, Sony and others, began to develop their own gadgets.

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virtual reality thesis statements

Active Virtual Reality Gaming: A Content Analysis and Case Study

  • Masters Thesis
  • Mathias S Sorensen San Francisco State University
  • Rachel Flynn
  • Jimmy Bagley
  • Nicole Bolter
  • San Francisco
  • Health & Social Sciences
  • Kinesiology
  • San Francisco State University
  • http://hdl.handle.net/20.500.12680/hm50tz936
  • https://doi.org/10.46569/hm50tz936
  • Copyright by Mathias S Sorensen 2023

San Francisco State University

Thumbnail Title Date Uploaded Visibility Actions
2023-08-11 Public

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virtual reality thesis statements

Aims and scope

The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community.  The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to:

  • Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization, graphics, and applications
  • Display technologies, including Head Mounted Displays, simulators, and immersive displays.
  • Haptic technologies, including novel devices, interaction and rendering
  • Interaction management, including gesture control, eye gaze, biosensors, biofeedback, and wearables 
  • Tracking technologies, motion capture, 3D spatial sound, virtual smell, and virtual taste
  • VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling.
  • Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence
  • Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems
  • Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR

To complement original research articles, the journal also welcomes papers that provide state of the art reviews of specific aspects of VR/MR/AR.  Such papers must be rigorous and represent a valuable resource for researcher and practitioners. The journal’s audience includes those undertaking research in academia and industry, and developers and users of applications.  Since readers may therefore be unfamiliar with all aspects of a specific topic being discussed, emphasis will be placed on clear, well-written, and accessible articles which will appeal to a multidisciplinary audience.  

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Multiplayer collaboration in educational virtual reality games

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Home > Theses and Dissertations > Theses > All Theses > 2863

An Investigation, Development, and Application of Lighting Design for Virtual Reality using Unreal Engine

Sarah Lydia Ann Martin , Clemson University Follow

Date of Award

Document type, degree name.

Master of Fine Arts (MFA)

Committee Member

Dr. Eric Patterson, Committee Chair

Dr. Brian Malloy

Mr. Anthony Penna

Humanity has used lighting for millennia to chase away encroaching darkness, to increase the power of narrative, and to enhance the appeal and mood in crafted en-vironments. Theater, cinema, and architecture, among other fields, have developed, applied, and refined concepts of using light as a directed tool, but the relatively young field of virtual reality has not yet developed rigorous conventions. This thesis doc-ument describes work in investigating, developing, and applying designs for lighting conventions in virtual reality. Traditional artwork, photography, cinema, video-game, and environment lighting are considered and used to extrapolate concepts for lighting within virtual-reality applications. The developed concepts are used to design and light an immersive visual narrative implemented as a virtual-reality experience within Unreal Engine 4.

Recommended Citation

Martin, Sarah Lydia Ann, "An Investigation, Development, and Application of Lighting Design for Virtual Reality using Unreal Engine" (2018). All Theses . 2863. https://tigerprints.clemson.edu/all_theses/2863

Since June 22, 2018

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A place to discuss any and all things Virtual Reality.

Ideas for a master thesis?

Hey guys! I'm about to do my master thesis and want it to be related to virtual reality. I have some ideas already but wanted to post it here to see if you can help me with some inspiration. I don't expect you to give me a concrete idea but just what topics you think should be more explored right now? Things like immersion? or the social aspect of VR (maybe different ways people interact with each other on VR?), or maybe to focus more on the graphics of it (new algorithms or so).

Just like I said, what aspect of VR you guys think should be good to explore more now with the current state of VR.

  • Publications
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  • Help our Research

Bachelor and Master Theses

  • taken the "Basic Techniques in Computer Graphics" lecture by Prof. Kobbelt if you are a bachelor student
  • taken at least one of our “Virtual Reality” lectures or our lab course if you are a master student
  • a good working knowledge of C++ or C#
  • some experience in the Unreal or Unity game engine
  • or an equivalent qualification.

If you are interested in writing your thesis with us, you should inform yourself about our recent research topics first. Watch our research and theses (examples of theses in progress or finished) sections as well as a (non-complete) list of currently open theses below.

In case you are interested in one of these fields or topics, please send an appropriate request directly to [email protected] via E-Mail.

  • Thematic interests (and hint to open thesis if applicable)
  • Possibly more concrete suggestions for topics
  • Motivation: Why do you want to write your thesis with us?
  • Any previous experience and knowledge (programming skills, relevant software skills, finished projects, relevant attended courses, internships or the like)
  • Desired earliest and latest start date
  • Overview of grades

Master Thesis: Advanced Interaction with Spatial UI

Interactions with menus in virtual reality are common when using immersive applications. However, due to various effects such as the lever effect, Heisenberg effect, etc., which are common in standard interaction techniques, menus can be cumbersome to use. This thesis aims to develop and evaluate an advanced interaction technique that aims to overcome the shortcomings of standard interactions. Prior experience with Unreal Engine’s C++ code or a strong willingness to learn independently and C++ proficiency is a must. A basic understanding of study design is advantageous. Contact: Marcel Krüger, M.Sc.

Purdue University Graduate School

EFFECTS OF ABSTINENCE IN EARLY ADDICTION RECOVERY ON FUNCTIONAL BRAIN NETWORKS AND BEHAVIORS

Alcohol use disorder (AUD) poses negative health and social consequences, and is costly to affected individuals, loved ones, and society (Whiteford et al., 2013). It is a chronic neuropsychiatric disorder, associated with impaired decision making and altered functional connectivity patterns in the brain. Many studies have shown changes in the brain and behaviors after sustained abstinence using within-participant design or between-participant design comparing participants in recovery versus healthy controls (Muller & Meyerhoff, 2021; Wilcox et al., 2019). The purpose of this study was to investigate brain differences between participants in recovery and participants who are actively drinking. Specifically, this study evaluated within- and between-network resting-state functional connectivity (rsFC) strengths in the context of the triple network model, which focuses on three key networks for complex perceptual, emotional and behavior processing as well as introspection, theory of mind and self-awareness; the salience network (SN), the central executive network (CEN), and the default mode network (DMN) (Menon, 2019). Moreover, this study assessed the relationship between impulsive choices in temporal decision-making and changes in resting-state functional connectivity patterns in these networks.

This study included two groups: the Recovery Group and the Drinking Group. The Recovery Group included participants who were starting recovery (within one year), met AUD diagnosis criteria or showed lifetime heavy drinking behaviors during a 12-month period, received treatment for substance use disorder for alcohol and/or illicit drugs, and showed ongoing intentions and efforts to maintain recovery (n=18, 6 females, mean age=32.4±7.4, 17 White, mean years of education=14.5±3.1, average days of abstinence prior to interview days=78.2±45.7). The Drinking Group included participants who were currently drinking that met diagnosis criteria for AUD or showed heavy drinking behaviors (n=49, 24 females, mean age=31.7±6.4, 29 White, mean years of education=13.6±2.3). Participants underwent an initial screen day where structured interviews were conducted to evaluate the number of lifetime AUD criteria and prior drinking patterns. On the study day, participants completed computer tasks and questionnaires prior to their functional Magnetic Resonance Imaging (fMRI) sessions. Participants in the Recovery Group received a virtual reality (VR) intervention targeting future self-continuity where they interacted with avatars that are versions of themselves (present self and future selves in recovery and relapsed) prior to MRI sessions. All participants completed baseline Delay Discounting (DD) to measure intertemporal choice preferences prior to the fMRI sessions and prior to the VR intervention for the Recovery Group.

This study did not find any significant differences in within- and between-network rsFC strength of regions of interest of this study within the triple networks between participants in recovery and those who were actively drinking. The study found that participants in recovery showed a greater preference for delayed rewards (measured by DD task) compared to participants who are actively drinking. Additionally, measures of self-reported impulsivity and impulsive decision-making were associated with resting state functional connectivity (rsFC) strength between regions within the Salience Network (SN), and between the SN and Central Executive Network (CEN). Specifically, baseline delayed reward preference was positively associated with the rsFC between two SN hubs: left dorsal anterior insula (dAIC) and dorsal anterior cingulate cortex (dACC). The rsFC between the left dACC (SN) and dorsolateral prefrontal cortex (dlPFC; CEN) negatively associated with subscales (including negative urgency, lack of perseverance, and lack of premeditation) of self-reported impulsivity measured by the Urgency-Premeditation-Perseverance-Sensation Seeking-Positive Urgency (UPPS-P) impulsive behavior scale. Together, these results suggested that there was an emerging pattern where enhanced the rsFC strength in these regions associated with higher impulsive tendencies. The exploratory analysis showed that the rsFC strength between the right precuneus and ventromedial prefrontal cortex (vmPFC) was related to abstinence length in participants in recovery.

Conclusions

These findings indicated that participants in recovery exhibited higher delayed reward preference compared to participants who were actively drinking, alongside a significant relationship between measures of impulsivity and the rsFC within the SN and between the SN and CEN. These results highlighted the importance of the SN and its dynamic interaction with the CEN in self-reported impulsivity and impulsive decision making in addiction. Additionally, this study found that within-network functional connectivity strength in the DMN was related to abstinence length, suggesting that repairment in the rsFC strength within DMN might be integral to the process of addiction recovery.

Indiana Clinical and Translational Sciences Institute

National Center for Advancing Translational Sciences

Degree Type

  • Master of Science
  • Neuroscience

Campus location

  • Indianapolis

Advisor/Supervisor/Committee Chair

Additional committee member 2, additional committee member 3, usage metrics.

  • Neurosciences not elsewhere classified
  • Behavioural neuroscience

CC BY 4.0

IMAGES

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    Virtual Reality (VR) Head-Mounted Displays (HMDs) are on the verge of becoming commodity hardware available to the average user and feasible to use as a tool for 3D work. Some HMDs include front ...

  11. Active Virtual Reality Gaming: A Content Analysis and Case Study

    This paper is a two-part thesis. The first part is a content analysis on Virtual Reality (VR) gaming for children, with an emphasis on games offering additional health benefits such as exercise, cognitive improvement, and socialization skills. The second part is a pilot case study of a child playing VR to explore how children respond and react ...

  12. Aims and scope

    Aims and scope. The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality ...

  13. PDF Examination of Postgraduate Theses on Virtual Reality in the Field of

    2019, while most of the theses were completed as master's thesis. While theses on virtual reality are mostly completed at Bahçeşehir University, they intensify on the Department of Computer Education and Instructional Technology in terms of department type. In the theses, especially virtual reality game

  14. PDF The effects of nature in virtual reality on psychological wellbeing

    The effects of nature in virtual reality on psychological wellbeing Chan, Sarah Hian May 2021 Chan, S. H. M. (2021). The effects of nature in virtual reality on psychological wellbeing. ... Authorship Attribution Statement This thesis contains material from 2 papers published in the following peer-reviewed journal where I was the first author.

  15. Multiplayer collaboration in educational virtual reality games

    The certified thesis is available in the Institute Archives and Special Collections. Cataloged from student-submitted PDF version of thesis. ... Recent innovations in Virtual Reality technology has made it more affordable and accessible to consumers and classrooms. This research works toward investigating the impact of VR in a collaborative ...

  16. Completed Theses

    This thesis is two-fold: First, state-of-the-art concepts for natural gazing behavior during conversations and, e.g., while thinking or ideling, should be enhanced by an environment-aware gazing. Therefore, e.g., recent research on gaze prediction for humans immersed in a virtual environment or shall be applied.

  17. PDF Virtual Reality Interaction Using Mobile Devices Thesis by Sahar Ali

    Virtual reality technology utilizes computer graphics to create a realistic world that responds to user input. In other words, virtual reality is an experience in which the user is e↵ectively immersed in a responsive virtual world, allowing the users to feel they are part of the action. Another important meaning is that the VR environment

  18. An Investigation, Development, and Application of Lighting Design for

    This thesis doc-ument describes work in investigating, developing, and applying designs for lighting conventions in virtual reality. Traditional artwork, photography, cinema, video-game, and environment lighting are considered and used to extrapolate concepts for lighting within virtual-reality applications.

  19. Ideas for a master thesis? : r/virtualreality

    I'm about to do my master thesis and want it to be related to virtual reality. I have some ideas already but wanted to post it here to see if you can help me with some inspiration. ... New features I'm working on for my drumming game Paradiddle - a mixed reality assisted drumming game coming officially to the Meta Quest Store soon. r ...

  20. Theses

    Bachelor and Master Theses. We regularly offer proposals for bachelor and master thesis projects in all areas across our research activities and related subjects, which cover most topics in Virtual Reality and (Immersive) Visualization. The thesis topics are usually specified in cooperation with one of our research assistants or PostDocs and/or ...

  21. Frontiers in Virtual Reality

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  22. Effects of Abstinence in Early Addiction Recovery on Functional Brain

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