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How to Use VR to Improve Your Company Presentations

types of virtual reality presentation

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.

types of virtual reality presentation

(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. 

types of virtual reality presentation

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.

types of virtual reality presentation

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)

types of virtual reality presentation

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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Using VR for Company Presentations – Benefits & Considerations

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

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

Not Another Boring Presentation

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

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

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

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

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

Why use VR for company presentations?

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

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

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

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

What to consider when presenting in VR

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

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

  • Start with a goal in mind

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

  • Explore how to make a presentation more interactive 

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

  • How long should I make the VR experience?

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

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

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

Get in touch with our team and we’ll help you make something extraordinary!

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Ultimate Guide to Virtual Reality (VR) in 2024: Types & Uses

types of virtual reality presentation

The virtual reality (VR) market is expected to  grow  from $6 billion in 2020 to $21 billion in 2025 and the COVID-19 pandemic has had a great impact on it;  %71  of users state that they spent more time using VR.

Businesses have also accelerated their adoption of VR technologies.  56%  of businesses have implemented augmented reality (AR) or virtual reality (VR) in some form and 35% are considering it.

In this article, we will explore what virtual reality (VR) is, how it works and how it changes industries.

What is Virtuality Reality (VR)?

Virtual Reality (VR) refers to the usage of computer technology to create three-dimensional (3D) artificial environments that users can explore and interact with. With the help of special equipment, such as headsets, VR technology allows users to be immersed in virtual experiences instead of a flat-screen digital experience.

What is the difference between virtual reality (VR) and augmented reality (AR)?

Augmented reality (AR) technology is closely associated with VR but there is a key difference. As the name suggests, AR augments the real-world experience by projecting digital elements on it. VR, on the other hand, creates a completely virtual environment that replaces reality.

Since VR provides a more immersive experience, it often requires special equipment and high-end computers while AR can be accessed with smartphones or tablets. However, there are some cheaper options for VR experience such as  Google’s Cardboard .

How does virtual reality work?

Virtual reality systems work by simulating as many senses as possible to trick the human brain into perceiving the virtual environment as reality. To accomplish this, special hardware components are used, such as:

  • Head-mounted displays (HMDs)  are worn on the head and provide a 3D view of the virtual world. HMDs provide a realistic visual experience by delivering a field of view and a frame rate that resembles human vision.

types of virtual reality presentation

  • Headphones with spatial audio  provide an audio landscape that matches the visuals from HMD and mimic an audio landscape that you would expect in a similar real environment.
  • Gyroscopes, accelerometers, and magnetometers for head and motion tracking  that adjust the virtual environment according to the position of the user within the room and direction of the head.
  • Controllers, gloves, treadmills,  and other equipment to engage with the virtual environment and to simulate other senses such as touch.

What are the different types of virtual reality (VR)?

There are three primary types of VR:

  • Fully immersive VR  is the type that provides the most realistic virtual experience. It involves head-mounted displays (HMDs), headphones, and other equipment to simulate as many senses as possible and to establish a realistic experience. In fully immersive VR, users are completely isolated from their physical surroundings.
  • Semi-immersive VR  allows users to experience virtual environments while remaining connected to their physical surroundings. In this sense, semi-immersive VR provides a partial virtual experience. The video below demonstrates an example of semi-immersive VR in pilot training where the control panel is real while windows displaying virtual content.

  • Non-immersive VR  refers to the type of VR that provides computer-generated environments without the feel of immersion. Video games are common examples of non-immersive virtual reality.

What are some use cases of VR?

Apart from its usage in gaming, applications of VR have impacts in a wide range of industries including:

Virtual reality is used in medical  training  and allows students to practice surgeries and other procedures without risking human lives. Moreover, VR systems are also used in patient care such as treating patients with post traumatic stress disorder (PTSD); a treatment was created by a team in Cardiff University to help individuals with PTSD to overcome avoidance, by walking towards a traumatic scene on a treadmill. The team claims that candidates experimented an average improvement in their symptoms of 37%.

VR systems can be used to help students better engage with the subject. It can enable virtual field trips to historical locations or learning-by-doing for applied sciences. For instance,  Google Arts and Culture Expeditions  enable users to take virtual trips to various destinations. VR technology can also improve distance learning which is even more relevant due to the pandemic.

VR allows automobile manufacturers to  design  and test vehicles before expensive prototyping. The global VR and AR market is predicted to reach around  454  million by 2030 with a CAGR of 40.7% between 2020-2030.

Virtual fitting rooms that allow customers to try clothes, shoes, eyeglasses, or even new haircuts can  replace physical ones. After the COVID pandemic, virtual samplings have increased 32% and the AR/VR market in retail is expected to reach  $18  billion by 2028.

Real estate

VR allows homebuyers to visit properties through virtual tours from their homes. Compared with photos or videos of the property, virtual tours can give a better sense of the dimensions and other features of the property without physically visiting it. This can save buyers, sellers, and real estate agents a lot of time and effort. Here’s an example virtual property tour:

What are the challenges to VR?

  • Health problems:  As we mentioned earlier, VR systems work by making human brains believe that the virtual environment is the reality. However, when you move in a virtual environment while your body stands still, you can get disoriented which can cause nausea, headaches, and drowsiness. This is called  motion sickness . VR treadmills can help with motion sickness by simulating walking.
  • High cost:  VR headsets and computers with required specifications can get quite pricey. Moreover, VR development can also be expensive since it requires companies to hire developers that are specialized in VR applications. However, VR can be cost-effective in the long run.

If you want to explore virtual and augmented reality and how AI can improve them, feel free to read our in-depth article on the topic .

types of virtual reality presentation

Cem has been the principal analyst at AIMultiple since 2017. AIMultiple informs hundreds of thousands of businesses (as per similarWeb) including 60% of Fortune 500 every month. Cem's work has been cited by leading global publications including Business Insider , Forbes, Washington Post , global firms like Deloitte , HPE, NGOs like World Economic Forum and supranational organizations like European Commission . You can see more reputable companies and media that referenced AIMultiple. Throughout his career, Cem served as a tech consultant, tech buyer and tech entrepreneur. He advised businesses on their enterprise software, automation, cloud, AI / ML and other technology related decisions at McKinsey & Company and Altman Solon for more than a decade. He also published a McKinsey report on digitalization. He led technology strategy and procurement of a telco while reporting to the CEO. He has also led commercial growth of deep tech company Hypatos that reached a 7 digit annual recurring revenue and a 9 digit valuation from 0 within 2 years. Cem's work in Hypatos was covered by leading technology publications like TechCrunch and Business Insider . Cem regularly speaks at international technology conferences. He graduated from Bogazici University as a computer engineer and holds an MBA from Columbia Business School.

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What is VR?

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

Tyler Lacoma

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

How does VR work?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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  • Virtual Reality

Tyler Lacoma

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

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

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

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

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

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

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Virtual reality and augmented reality powerpoint presentation slides

Virtual Reality is a technology that creates almost realistic and convincing interactions in a synthetic or virtual environment. In contrast, Augmented Reality improves the real world by projecting computer-generated objects on top of it. Check out our competently designed Virtual Reality and Augmented Reality template that gives a brief idea about the companys current situation by focusing on the business problems like traditional methods of learning and designing. It also incorporates a slide consisting of bar graphs that shows the market size of virtual and augmented realities. Furthermore, it includes slides covering software architecture, different types of augmented reality, technologies, and components used in augmented reality. In addition, this VR and AR PPT showcase skills required for AR app developers such as networking skills, graphic designing skills, command over UI and UX, etc. Furthermore, this template includes a checklist to implement AR and VR technology in the company and a budget for implementation. Lastly, this VR and AR deck comprises a roadmap for virtual and augmented reality, impacts of AR and VR implementation on business, mixed Reality, extended Reality, and the difference between AR, VR, and MR. Download it now.

Virtual reality and augmented reality powerpoint presentation slides

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PowerPoint presentation slides

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

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Content of this Powerpoint Presentation

Slide 1 : This slide introduces Virtual Reality and Augmented Reality. State Your Company Name and begin. Slide 2 : This slide shows Agenda for Virtual Reality and Augmented Reality. Slide 3 : This slide presents Table of Content for the presentation. Slide 4 : This is another slide continuing Table of Content for the presentation. Slide 5 : This slide shows title for topics that are to be covered next in the template. Slide 6 : This slide displays presents situation of the business by describing the business problems. Slide 7 : This slide shows Table of Contents for Virtual & Augmented Reality. Slide 8 : This slide presents the market size of virtual and augmented realities from 2016 to 2020. Slide 9 : This slide represents how data becomes more accessible with augmented and virtual reality. Slide 10 : This slide shows Augmented Reality is Enticing the Customers. Slide 11 : This slide displays Augmented Reality Magnified the Impulse Purchase. Slide 12 : This slide shows Retailers can Provide Amazon Effect to the Customers with AR. Slide 13 : This slide presents benefits of virtual reality to businesses, such as revolutionize the try before you buy the concept. Slide 14 : This slide depicts the key benefits of augmented reality and how it helps user engagement. Slide 15 : This slide represents the future of virtual and augmented reality, including the rate of AR/VR gamers. Slide 16 : This slide displays Table of Contents for Virtual & Augmented Reality. Slide 17 : This slide depicts virtual reality and how it enables users to experience things or a virtual environment. Slide 18 : This slide presents what augmented reality is and how it helps to highlight environmental features of the real world. Slide 19 : This slide represents the software architecture of the virtual reality system, including its various components. Slide 20 : This slide represents how augmented reality works through computer vision, the need for computer vision, etc. Slide 21 : This slide displays the working of augmented reality and its various elements. Slide 22 : This slide shows Table of Contents for Virtual & Augmented Reality. Slide 23 : This slide represents the marked-based augmented reality, it's working, and how it generates virtual images. Slide 24 : This slide describes the maker-less augmented reality and how it works to generate objects that don’t exist. Slide 25 : This slide describes location-based augmented reality and how it is beneficial for tourists to find locations. Slide 26 : This slide depicts the projection-based augmented reality, it's working, and how it can provide feedbacks for project optimization. Slide 27 : This slide represents the superimposition of augmented reality and how it works to change the actual view of an object. Slide 28 : This slide describes the outline augmented reality, how cameras are mounted to understand the environment better. Slide 29 : This slide shows Table of Contents for Virtual & Augmented Reality. Slide 30 : This slide illustrates the technologies used in mobile AR application development, including C#, C/C++, Python, etc. Slide 31 : This slide explains TDK/Chirp microsystems SonicTracks 6-DoF ultrasonic controller and how it is a solution for all-in-one VR. Slide 32 : This slide represents Synaptics inc. R63455 display driver IC and is designed for a resolution of 2,160 by 2,400 pixels. Slide 33 : This slide presents the dialog semiconductor smartbond DA1469x Bluetooth low energy SoCs. Slide 34 : This slide shows Table of Contents for Virtual & Augmented Reality. Slide 35 : This slide describes the AR app developer’s networking skills, including effectively translating his ideas to the team members. Slide 36 : This slide represents the AR app developer’s graphic designing skills, including knowledge of Microsoft Visual Studio, Microsoft HoloLens, OpenFrameworks, etc. Slide 37 : This slide depicts the AR app developer’s command over the user interface and user experience skills. Slide 38 : This slide illustrates that the AR app developer should be an expert in 3D gaming engine or modeling skills. Slide 39 : This slide depicts the AR app developer’s problem-solving skills and how problem-solving methodology plays a crucial role in augmented reality app development. Slide 40 : This slide shows Augmented Reality SDK and Programming Language Skills. Slide 41 : This slide displays Table of Contents for Virtual & Augmented Reality. Slide 42 : This slide depicts the application of virtual and augmented reality in healthcare and human well-being. Slide 43 : This slide represents the use of AR and VR technology in the gaming and entertainment industry. Slide 44 : This slide describes the role of virtual and augmented reality in the tourism industry. Slide 45 : This slide shows the application of virtual and augmented reality in retail industries and how in-store AR navigation apps can help customers. Slide 46 : This slide depicts the application of virtual and augmented reality in education and training programs. Slide 47 : This slide shows VR & AR in Production-Driven Businesses and Automotive Industry. Slide 48 : This slide presents Virtual and Augmented Reality in Architecture. Slide 49 : This slide represents the application of virtual and augmented reality in sports and how users can stand, play, and train. Slide 50 : This slide represents a comparison between virtual reality and augmented reality on the basis of their applications in different sectors and fields. Slide 51 : This slide depicts the future of augmented reality in different industries such as healthcare, engineering, etc. Slide 52 : This slide shows Table of Contents for Virtual & Augmented Reality. Slide 53 : This slide depicts the checklist to create an AR application, including identifying a problem, keeping it simple, re-engaging users, etc. Slide 54 : This slide shows Table of Contents for Virtual & Augmented Reality. Slide 55 : This slide depicts the budget for virtual and augmented reality implementation in different business areas. Slide 56 : This slide shows Table of Contents for Virtual & Augmented Reality. Slide 57 : This slide represents the 30-60-90 days plan for virtual and augmented reality implementation in the company. Slide 58 : This slide shows Table of Contents for Virtual & Augmented Reality. Slide 59 : This slide describes the roadmap for virtual and augmented reality implementation in the company. Slide 60 : This slide shows Table of Contents for Virtual & Augmented Reality. Slide 61 : This slide represents the impacts of implementing virtual and augmented reality in the business, including increased customer engagement, in-store shopping, etc. Slide 62 : This slide shows Impact of Implementing Virtual and Augmented Reality on Business. Slide 63 : This slide is titled as Additional Slides for moving forward. Slide 64 : This slide represents what mixed reality is and how it provides the ability to have one hand in the real world and another in an imaginary environment. Slide 65 : This slide depicts what extended reality is and includes VR, AR, and MR. Slide 66 : This slide depicts the comparison between virtual reality, augmented reality, and mixed reality based on environment. Slide 67 : This slide showcases disadvantages of virtual and augmented reality based on cost. Slide 68 : This slide displays Icons for Virtual Reality and Augmented Reality. Slide 69 : This slide presents Bar chart with two products comparison. Slide 70 : This slide displays Mind Map with related imagery. Slide 71 : This slide shows Post It Notes. Post your important notes here. Slide 72 : This is an Idea Generation slide to state a new idea or highlight information, specifications etc. Slide 73 : This slide depicts Venn diagram with text boxes. Slide 74 : This is Our Goal slide. State your firm's goals here. Slide 75 : This slide shows Pie Chart with data in percentage. Slide 76 : This is a Timeline slide. Show data related to time intervals here. Slide 77 : This is a Thank You slide with address, contact numbers and email address.

Virtual reality and augmented reality powerpoint presentation slides with all 82 slides:

Use our Virtual Reality And Augmented Reality Powerpoint Presentation Slides to effectively help you save your valuable time. They are readymade to fit into any presentation structure.

Virtual reality and augmented reality powerpoint presentation slides

Virtual Reality (VR) refers to a computer-generated simulation of a three-dimensional environment that users can interact with. Augmented Reality (AR) is the integration of digital information with the user's physical environment.

Virtual Reality (VR) and Augmented Reality (AR) can revolutionize the try-before-you-buy concept, enhance user engagement, and provide customers with a personalized experience. They can also increase data accessibility and enable businesses to optimize their operations.

Augmented Reality works through computer vision, which allows the device to understand and analyze the real-world environment. The device then adds digital information on top of the real-world environment, creating an augmented reality experience.

The different types of Augmented Reality include marker-based AR, marker-less AR, location-based AR, projection-based AR, superimposition AR, and outline AR.

An Augmented Reality app developer should have networking skills, graphic designing skills, command over user interface and user experience, expert in 3D gaming engine or modeling skills, problem-solving skills, and knowledge of AR SDK and programming languages.

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Home Collections Technology Virtual And Augmented Reality Virtual Reality PowerPoint Templates Free

Free - Virtual Reality PowerPoint Templates Free and Google Slides

Free - Virtual Reality PowerPoint Templates Free and Google Slides

Advanced Virtual Reality PowerPoint Templates Free Design

Create vivid presentations with Advanced Virtual Reality PowerPoint Templates Free Design. Set up the real arena of your data with this virtual-themed template. 

This Advanced Virtual Reality PowerPoint Templates Free Design aids you in creating the real experience of your data representations. Virtual Reality, or VR, is the use of computer technology to create a simulated environment that can be explored in 360 degrees.  This template is suitable for technological advancements in the field of computer vision and the latest gadgets or devices.

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Meeting in Virtual Reality

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

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

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Presenting Virtual Reality in Japan … in real life

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

By: Michael Wilson

Biomedical Research Awareness Day BRAD 2024

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

Bradley  Ferguson

History of Student Life on Campus

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

Rebecca  Sparagowski

Neurodiversity Celebration Week with University Libraries

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

Rebecca  Glasgow

GSA Unity in Diversity

Members of the University's Graduate Student Association discuss the upcoming Unity in Diversity celebration and take a look at years past

Allison Ferguson and Taissa Lytchenko

Editor's Picks

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

A look at careers of substance and impact

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

NASA astronaut Eileen Collins shares stories at Women in Space event

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

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

A collage of images with Victoria Blue in regalia, Jim Cherney in a suit, Bailey Hill wearing a dark shirt, Nico Rufus in a white shirt and Dave White in a peach shirt with a gray sweater.

Neurodiversity Alliance to hold panel and lunch social March 21 during Neurodiversity Celebration Week

Nevada Today

Grads of the Pack: Tommy Kaps

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

Two men standing in a lab wearing protective glasses.

University of Nevada, Reno Multicultural Center organizes events in April, ahead of Asian Pacific Islander Heritage Month in May

These events celebrate and honor culture and community

Kalani sits in front of a crowd of students, faculty and staff in the Multicultural Center, speaking into a microphone.

NSF CAREER Award recipient Jihwan Yoon is developing device prototype to help patients with mental health conditions

Yoon is creating more accessible neurological treatment options

Headshot of Professor Jihwan Yoon in front of trees and grass.

Senators Rosen, Cortez Masto worked with University President Brian Sandoval to secure more than $4 million for research programs at the University of Nevada, Reno

The funding will support research initiatives across the state

An outdoor shot of the Tahoe Center for Environmental Sciences building.

Sagebrushers season 3 ep. 1: College of Business Dean Gregory Mosier

College of Business prepares for the future of business education, enhanced business partnerships and the new building on the south end of campus

Brian Sandoval sitting next to Gregory Mosier in the podcasting studio holding up wolf pack hand signs.

University of Nevada, Reno Beta Alpha Psi shines at BAP Mid-Year Meeting 2024

A recap of success in innovation

Five people in business attire standing in front of a power point presentation.

2024 Three-Minute Thesis competition finalists announced

Graduate students will compete in the final event on April 11

Seven people stand on a stage holding large checks and smiling.

Mackay Muckers take gold in International Collegiate Mining Competition

Ten students traveled to Montana to show off their traditional mining skills

A group of people holding plaques and trophies smiles for a photo.

IMAGES

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VIDEO

  1. ▓ Types Of Virtual Reality

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  4. Augmented Reality (AR) and Virtual Reality (VR) Explained

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