Browsing Waterloo Research by Subject "virtual reality"
Now showing items 1-10 of 10
-
Active Navigation in Virtual Environments Benefits Spatial Memory in Older Adults
(MDPI, 2019-03)We investigated age differences in memory for spatial routes that were either actively or passively encoded. A series of virtual environments were created and presented to 20 younger (Mean age = 19.71) and 20 older (Mean ... -
Earth and environmental science immersive learning experiences using a Google Expedition Kit
(2019-07-31)How do we engage and motivate students in immersive learning experiences that are otherwise impossible (i.e. Geologic History of the Grand Canyon) or not feasible (i.e. 3D perspective of volcanoes of the world) or invisible ... -
Game play in virtual reality driving simulation involving head-mounted display and comparison to desktop display
(Springer, 2019-11-28)Previous studies have reported the effect of driving simulator games on simulator sickness and eye symptoms experienced by users; however, empirical results regarding the game experience using commercial virtual reality ... -
Learning about Ontario's Paleozoic Geology with Virtual Reality Google Expedition Tours
(2020-02)How well can you interpret or place into context the different geological features or rock types that are exposed along roadways, rivers, coastlines or construction sites? Here in the Department of Earth and Environmental ... -
Photosphere Tour Guide
(University of Waterloo, 2021-08-20)This document serves as a comprehensive guide for creating and implementing Virtual Reality (VR) into education at the post-secondary level, as well as recommendations for integrating course learning objectives in Virtual ... -
Planting Imagination: Community Co-Design for Chinatown Toronto | Impact Report
(University of Waterloo, 2023-07)Planting Imagination ran from April 2021 to March 2023 (during a pandemic recovery period) in Toronto’s Chinatown West neighbourhood. It brought together a group of local Chinatown community organizations and Toronto ... -
Ready Worker One? High-Res VR for the Home Office
(Association for Computing Machinery, 2023-10-09)Many employees prefer to work from home, yet struggle to squeeze their office into an already fully-utilized space. Virtual Reality (VR) seemingly offered a solution with its ability to transform even modest physical spaces ... -
“Transport Me Away”: Fostering Flow in Open Offices through Virtual Reality
(ACM, 2020-04-21)Open offices are cost-effective and continue to be popular. However, research shows that these environments, brimming with distractions and sensory overload, frequently hamper productivity. Our research investigates the ... -
User-Defined Gestures with Physical Props in Virtual Reality
(ACM, 2021-11-05)When interacting with virtual reality (VR) applications like CAD and open-world games, people may want to use gestures as a means of leveraging their knowledge from the physical world. However, people may prefer physical ... -
You’re Making Me Sick: A Systematic Review of How Virtual Reality Research Considers Gender & Cybersickness
(ACM, 2021-05-06)While multiple studies suggest that female-identified participants are more likely to experience cybersickness in virtual reality (VR), our systematic review of 71 eligible VR publications (59 studies and 12 surveys) ...