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 thesis statement

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A study on virtual reality and developing the experience in a gaming simulation

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virtual reality thesis statement

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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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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Completed Bachelor and Master Theses

Here, we show an excerpt of bachelor and master theses that have been completed since 2017.

Master Thesis: Be the teacher! - Viewport Sharing in Collaborative Virtual Environments [in progress]

Have you ever tried to show somebody a star in the night sky by pointing towards it? Conveying viewport relative information to the people surrounding us is always challenging, which often leads to difficulties and misunderstandings when trying to teach content to others. This issue also occurs in collaborative virtual environments, especially when used in an educational setting. However, virtual reality allows us to manipulate the otherwise constrained space to perceive the viewports of collaborators in a more direct manner. The goal of this thesis is to develop, analyze, implement and evaluate techniques on how students in a collaborative virtual environment can better perceive the instructor’s viewport. Considerations such as cybersickness, personal space, and performance need to be weighed and compared. The thesis should be implemented in Unity (Unreal can be discussed), and you should be interested in working with networked collaborative environments. Further details will be discussed in a meeting, but experience with Unity or more general Netcode would be very helpful.

Master Thesis: Impact of Framerate in Virtual Reality [in progress]

When talking about rendering in virtual reality high framerates and low latency are said to be crucial. While there is a lot of research regarding the impact of latency on the user this master thesis aims to focus on the impact of the framerate. The goal of the thesis is to design and evaluate a VR application that measures the influence of the framerate on the user. The solution should be evaluated in an expert study. Further details will be discussed in a meeting. Contact: Marcel Krüger, M.Sc. Simon Oehrl, M. Sc.

Bachelor Thesis: Interaction with Biological Neural Networks in the Context of Brain Simulation [in progress]

The ability to explore and analyze data generated by brain simulations can give various new insights about the inner workings of neural networks. One of the biggest challenges is to find interaction techniques and user interfaces that allow scientists to easily explore these types of data. Immersive technology can aid in this task and support the user in finding relevant information in large-scale neural networks simulations. The goal of this thesis is to explore techniques to view and interact with biological neural networks from a brain simulation in Unreal Engine 4. The solution should provide easy-to-use and intuitive abilities to explore the network and access neuron-specific properties/data. A strong background in C++ is needed, experience with UE4 would be very helpful. Since this thesis focuses on the visualization of such networks, an interest in immersive visualization is needed, knowledge about neural networks or brain simulation is not necessary. Contact: Marcel Krüger, M.Sc.

Bachelor/Master Thesis: Exploring Immersive Visualization of Artificial Neural Networks with the ANNtoNIA Framework [in progress]

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Bachelor Thesis: Group Navigation with Virtual Agents [in progress]

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Bachelor Thesis: Walking and Talking Side-by-Side with a Virtual Agent [in progress]

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  • Common head-mounted displays (HMDs) only provide a small field of view , thus limiting the peripheral view of the user. To this end, seeing an agent in a side-by-side alignment is either hampered or not possible at all without constantly turning one’s head. For room-mounted displays such as CAVEs with at least three projection screens, the alignment itself is possible.
  • Which interaction partner aligns with the other? Influencing aspects here are, e.g., is the goal of the joint locomotion known by both walkers, or just by one?
  • For the fine-grained alignment , the agent’s animation or the user’s navigation strategy needs to allow many nuances, trajectory- and speed-wise.

Master Thesis: Exploring a Virtual City with an Accompanying Guide [in progress]

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Master Thesis: Unaided Scene Exploration while being Guided by Pedestrians-as-Cues [in progress]

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Bachelor Thesis: Teacher Training System to Experience how own Behavior Influences Student Behavior [in progress]

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Bachelor/Master Thesis: Immersive Node Link Visualization of Invertible Neural Networks

Neural networks have the ability to approximate arbitrary functions. For example, neural networks can model manufacturing processes, i.e., given the machine parameters, a neural network can predict the properties of the resulting work piece. In practice, however, we are more interested in the inverse problem, i.e., given the desired work piece properties, generate the optimal machine parameters. Invertible neural networks (INNs) have shown to be well suited to address this challenge. However, like almost all kinds of neural networks, they are an opaque model. This means that humans cannot easily interpret the inner workings of INNs. To gain insights into the underlying process and the reasons for the model’s decisions, an immersive visualization should be developed in this thesis. The visualization should make use of the ANNtoNIA framework (developed at VCI), which is based on Python and Unreal Engine 4. Requirements are a basic understanding of Machine Learning and Neural Networks as well as good Python programming skills. Understanding of C++ and Unreal Engine 4 is a bonus but not necessary. Contact: Martin Bellgardt, M. Sc.

Master Thesis: Automatic Gazing Behavior for Virtual Agents Based on the Visible Scene Content [in progress]

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Master Thesis: Active Bezel Correction to Reduce the Transparency Illusion of Visible Bezels Behind Opaque Virtual Objects

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Bachelor/Master Thesis: Augmented Reality for Process Documentation in Textile Engineering [in progress]

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Bachelor Thesis: Fast Body Avatar Calibration Based on Limited Sensor Input

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Bachelor Thesis: Benchmarking Interactive Crowd Simulations for Virtual Environments in HMD and CAVE Settings

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Bachelor Thesis: Investigating the effect of incorrect lighting on the user

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Master Thesis: Frame extrapolation to enhance rendering framerate

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Bachelor Thesis: The grid processing library

Scalar, vector, tensor and higher-order fields are commonly used to represent scientific data in various disciplines including geology, physics and medicine. Although standards for storage of such data exists (e.g. HDF5), almost every application has its custom in-memory format. The core idea of this engineering-oriented work is to develop a library to standardize in-memory representation of such fields, and providing functionality for (parallel) per-cell and per-region operations on them (e.g. computation of gradients/Jacobian/Hessian). Contact: Ali Can Demiralp, M. Sc.

Bachelor Thesis: Scalar and vector field compression for GPUs based on ASTC texture compression [in progress]

Scalar and vector fields are N-dimensional, potentially non-regular, grids commonly used to store scientific data. Adaptive Scalable Texture Compression (ASTC) is a lossy block-based texture compression method, which covers the features of all texture compression approaches to date and more. The limited memory space of GPUs pose a challenge to interactive compute and visualization on large datasets. The core idea of this work is to explore the potential uses of ASTC for compression of large 2D/3D scalar and vector fields, attempting the minimize and bound the errors introduced by lossiness. Contact: Ali Can Demiralp, M. Sc.

Master Thesis: The multi-device ray tracing library

There are various solutions for ray tracing on CPUs and GPUs today: Intel Embree for shared parallelism on the CPU, Intel Ospray for distributed parallelism on the CPU, NVIDIA OptiX for shared and distributed parallelism on the GPU. Each of these libraries have their pros and cons. Intel Ospray scales to distributed settings for large data visualization, however is bound by the performance of the CPU which is subpar to the GPU for the embarassingly-parallel problem of ray tracing. NVIDIA OptiX provides a powerful programmable pipeline similar to OpenGL but is bound by the memory limitations of the GPU. The core idea of this engineering-oriented work is to develop a library (a) enabling development of ray tracing algorithms without explicit knowledge of the device the algorithm will run on, (b) bringing ease-of-use of Intel Ospray and functional programming concepts of NVIDIA OptiX together. Contact: Ali Can Demiralp, M. Sc.

Master Thesis: Numerical relativity library

Numerical relativity is one of the branches of general relativity that uses numerical methods to analyze problems. The primary goal of numerical relativity is to study spacetimes whose exact form is not known. Within this context the geodesic equation generalizes the notion of a straight line to curved spacetime. The core idea of this work is to develop a library for solving the geodesic equation, which in turn enables 4-dimensional spacetime ray tracing. The implementation should at least provide the Schwarzschild and Kerr solutions to the Einstein Field Equations, providing visualizations of non-rotating and rotating uncharged black holes. Contact: Ali Can Demiralp, M. Sc.

Master Thesis: Mean curvature flow for truncated spherical harmonics expansions

Curvature flows produce successively smoother approximations of a given piece of geometry, by reducing a fairing energy. Within this context, mean curvature flow is a curvature flow defined for hypersurfaces in a Riemannian manifold (e.g. smooth 3D surfaces in Euclidean space), which emphasizes regions of higher frequency and converges to a sphere. Truncated spherical harmonics expansions are commonly used to represent scientific data as well as arbitrary geometric shapes. The core idea of this work is to establish the mathematical concept of mean curvature flow within the spherical harmonics basis, which is empirically done through interpolation of the harmonic coefficients to the coefficient 0,0. Contact: Ali Can Demiralp, M. Sc.

Master Thesis: Orientation distribution function topology

Topological data analysis methods have been applied extensively to scalar and vector fields for revealing features such as critical and saddle points. There is recent effort on generalizing these approaches to tensor fields, although limited to 2D. Orientation distribution functions, which are the spherical analogue to a tensor, are often represented using truncated spherical harmonics expansions and are commonly used in visualization of medical and chemistry datasets. The core idea of this work is to establish the mathematical framework for extraction of topological skeletons from an orientation distribution function field. Contact: Ali Can Demiralp, M. Sc.

Master Thesis: Variational inference tractography

Tractography is a method for estimation of nerve tracts from discrete brain data, often obtained through Magnetic Resonance Imaging. The family of Markov Chain Monte Carlo (MCMC) methods form the current standard to (global) tractography, and have been extensively researched to date. Yet, Variational Inference (VI) methods originating in Machine Learning provide a quicker alternative to statistical inference. Stein Variational Gradient Descent (SVGD) is one such method which not only extracts minima/maxima but is able to estimate the complete distribution. The core idea of this work is to apply SVGD to tractography, working with both Magnetic Resonance and 3D-Polarized Light Imaging data. Contact: Ali Can Demiralp, M. Sc.

Master Thesis: Block connectivity matrices

Connectivity matrices are square matrices for describing structural and functional connections between distinct brain regions. Traditionally, connectivity matrices are computed for segmented brain data, describing the connectivity e.g. among Brodmann areas in order to provide context to the neuroscientist. The core idea in this work is to take an alternative approach, dividing the data into a regular grid and computing the connectivity between each block, in a hierarchical manner. The presentation of such data as a matrix is non-trivial, since the blocks are in 3D and the matrix is bound to 2D, hence it is necessary to (a) reorder the data using space filling curves so that the spatial relationship between the blocks are preserved (b) seek alternative visualization techniques to replace the matrix (e.g. volume rendering). Contact: Ali Can Demiralp, M. Sc.

Bachelor Thesis: Lip Sync in Unreal Engine 4 [in progress]

Computer-controlled, embodied, intelligent virtual agents are increasingly often embedded in various applications to enliven the virtual sceneries. Thereby, conversational virtual agents are of prime importance. To this end, adequate mimics and lip sync is required to show realistic and plausible talking characters. The goal of this bachelor thesis is to enable an effective however easy-to-integrate lip sync in our Unreal projects for text-to-speech input as well as recorded speech. Contact: Jonathan Ehret, M.Sc.

Master Thesis: Meaningful and Self-Reliant Spare Time Activities of Virtual Agents

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Bachelor Thesis: Joining Social Groups of Conversational Virtual Agents

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Bachelor Thesis: Integrating Human Users into Crowd Simulations

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Bachelor Thesis: Supporting Scene Exploration in the Realm of Social Virtual Reality

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Master Thesis: Efficient Terrain Rendering for Virtual Reality Applications with Level of Detail via Progressive Meshes

Terrain rendering is a major and widely researched field. It has a variety of applications, from software that allows the user to interactively explore a surface, like NASA World Wind or Google Earth, over flight simulators to computer games. It is not surprising that terrain rendering is also interesting for virtual reality applications as virtual reality can also be a tool to support the solution of difficult problems by providing natural ways of interaction. In combination virtual reality and terrain rendering can combine their solution promoting potential. In this work the terrain representing LOD structure will be a Progressive Mesh (PM) constructed from an unconnected point cloud. A preprocessing step first connects the point cloud so that it forms a triangle mesh which approximates the underlying surface. Then the mesh can be decimated so that the data volume of the PM can be reduced if needed. When the mesh has the desired complexity the actual Progressive Mesh structure is build. Afterwards, real-time rendering just needs to read the PM structure from a file and can perform a selective refinement on it to match the current viewer position and direction. Contact: Prof. Dr. Tom Vierjahn

Master Thesis: Voxel-based Transparency: Comparing Rasterization and Volume Ray Casting

This thesis deals with a performance visualization scheme, which represents the load factor of single threads on a high performance computer through colored voxels. The voxels are arranged in a three-dimensional grid so only the shell of the grid is initially visible. The aim of this thesis is to introduce transparent voxels to the visualization in order to let the user look also into the inside of the grid and thereby display more information at once. First, an intuitive user interface for assigning transparencies to each voxel is presented. For the actual rendering of transparent voxels, two different approaches are then examined: rasterization and volume ray casting. Efficient implementations of both transparency rendering techniques are realized by exploiting the special structure of the voxel grid. The resulting algorithms are able to render even very large grids of transparent voxels in real-time. A more detailed comparison of both approaches eventually points out the better suited of the two methods and shows to what extent the transparency rendering enhances the performance visualization. Contact: Prof. Dr. Tom Vierjahn

Bachelor Thesis: Designing and Implementing Data Structures and Graphical Tools for Data Flow Networks Controlling Virtual Environments

In this bachelor thesis a software tool for editing graphs is designed and implemented. There exist some interactive tools but this new tool is specifically aimed at creating, editing and working with graphs representing data flow networks like they appear in virtual environments. This thesis compares existing tools and documents the implementation process of VistaViz (the application). In the current stage of development, VistaViz is able to create new graphs, load existing ones and make them editable interactively. Contact: Prof. Dr. Tom Vierjahn

Master Thesis: Raycasting of Hybrid Scenes for Interactive Virtual Environments

Scientific virtual reality applications often make use of both geometry and volume data. For example in medical applications, a three dimensional scan of the patient such as a CT scan results in a volume dataset. Ray casting could make the algorithms needed to handle these hybrid scenes significantly simpler than the more traditional rasterizing algorithms. It is a very flexible and powerful way of generating images of virtual environments. Also there are many effects that can be easily realized using ray-based algorithms such as shadows and ambient occlusion. This thesis describes a ray casting renderer that was implemented in order to measure how well a ray casting based renderer performs and if it is feasible to use it to visualize interactive virtual environments. Having a performance baseline for an implementation of a modern ray caster has multiple advantages. The renderer itself could be used to measure how different techniques could improve the performance of the ray casting. Also with such a renderer it is possible to test hardware. This helps to estimate how much the available hardware would have to improve in order to make ray casting a sensible choice for rendering virtual environments. Contact: Prof. Dr. Tom Vierjahn

Master Thesis: CPU Ray-Tracing in ViSTA

Scientific data visualization is an inherent tool in modern science. Virtual reality (VR) is one of the areas where data visualization constitutes an indispensable part. Current advances in VR as well as the growing ubiquitousness of the VR tools bring the necessity to visualize large data volumes in real time to the forefront. However, it also presents new challenges to the visualization software used in high performance computer clusters. CPU-based real-time rendering algorithms can be used in such visualization tasks. However, they only recently started to achieve real-time performance, mostly due to the progress in hardware development. Currently ray tracing is one of the most promising algorithms for CPU-based real-time rendering. This work aims at studying the possibility to use CPU-based ray tracing in VR scenarios. In particular, we consider the CPU-based rendering algorithm implemented in the Intel OSPRay framework. For VR tasks, the ViSTA Virtual Reality Toolkit, developed at the Virtual Reality and Immersive Visualization Group at RWTH Aachen University is used. Contact: Prof. Dr. Tom Vierjahn

Master Thesis: Streaming Interactive 3D-Applications to Web Environments

This thesis develops a framework for streaming interactive 3D-applications to web environments. The framework uses a classical client-server architecture where the client is implemented as a web application. The framework aims at providing a flexible and scalable solution for streaming an application inside a local network as well as remotely over the internet. It supports streaming to multiple clients simultaneously and provides solutions for handling the input of multiple users as well as streaming at multiple resolutions. Its main focus lies on reducing the latency perceived by the user. The thesis evaluates the image-based compression standards JPEG and ETC as well as the video-based compression standards H.264 and H.265 for use in the framework. The communication between the client and the server was implemented using standardized web technologies such as WebSockets and WebRTC. The framework was integrated into a real-world application and was able to stream it locally and remotely achieving satisfying latencies. Contact: Prof. Dr. Tom Vierjahn

Master Thesis: Benchmarking interactive Rendering Frameworks for virtual Environments

In recent years virtual reality applications that utilize head mounted displays have become more popular due to the release of head mounted displays such as the Oculus Rift and the HTC Vive. Applications that utilize head mounted displays, however, require very fast rendering algorithms. Traditionally, the most common way to achieve real time rendering is triangle rasterization; another approach is ray tracing. In order to provide insight into the performance behavior of rasterization and raytracing, in this Master thesis a toolkit for benchmarking the performance of different rendering frameworks under different conditions was implemented. It was used to benchmark the performance of CPU-ray-tracing-based, GPU-ray-tracing-based and rasterization-based rendering in order to identify the influence of different factors on the rendering time for different rendering schemes. Contact: Prof. Dr. Tom Vierjahn

Master Thesis: Generating co-verbal Gestures for a Virtual Human using Recurrent Neural Networks [in progress]

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Master Thesis: Extraction and Interactive Rendering of Dissipation Element Geometry – A ParaView Plugin

After approximate Dissipation Elements (DE) were introduced by Vierjahn et al., the goal of this work is to make their results available for users in the field of fluid mechanics in form of a ParaView plugin, a standard software in this field. It allows to convert DE trajectories into the approximated, tube- like, form and render it via ray tracing and classic OpenGL rendering. The results are suggesting it is ready to be tested by engineers working with ParaView, as interactive frame rates and fast loading times are achieved. By using approximated DEs instead of DE trajectories, significant amounts of data storage can be saved. Contact: Prof. Dr. Tom Vierjahn

Bachelor Thesis: Comparison and Evaluation of two Frameworks for in situ Visualization

On the road to exa-scale computing, the widening gap between I/O-capabilities and compute power of today’s compute clusters encourages the use of in situ methods. This thesis evaluates two frameworks designed to simplify in situ coupling, namely SENSEI and Conduit, and compares them in terms of runtime overhead, memory footprint, and implementation complexity. The frameworks were used to implement in situ pipelines between a proxy simulation and an analysis based on the OSPRay ray tracing framework. The frameworks facilitate a low-complexity integration of in situ analysis methods, providing considerable speedups with an acceptable memory footprint. The use of general-purpose in situ coupling frameworks allows for an easy integration of simulations with analysis methods, providing the advantages of in situ methods with little effort. Contact: Prof. Dr. Tom Vierjahn

Master Thesis: An Intelligent Recommendation System for an Efficient and Effective Control of Virtual Agents in a Wizard-of-Oz paradigm.

In this work, techniques were studied to control virtual agents embedded as interaction partners in immersive, virtual environments. He implemented a graphical user interface (GUI) for a Wizard-of-Oz paradigm, allowing to select and control individual virtual agents manually. The key component of the GUI is an intelligent recommendation system predicting which virtual agents are very likely to be the next interaction partners based on the user’s actions in order to allow an efficient and effective control. Published as poster at VRST 2017. Contact: Andrea Bönsch, M. Sc.

Master Thesis: Automatic Virtual Tour Generation for Immersive Virtual Environments based on Viewpoint Quality

The exploration of a virtual environment is often the first and one of the most important actions a user performs when experiencing it for the first time, as knowledge of the scene and a cognitive map of the environment are prerequisites for many other tasks. However, as the user does not know the environment, their exploration path is likely to be flawed, taking longer than necessary, missing important parts of the scene and visiting other parts multiple times by accident. This can be remedied by virtual tours that provide an efficient path through the environment that visits all important places. However, for most virtual environments, manually created virtual tours are not available. Furthermore, most scenes are not provided with the information of where the most important locations are, such that automatic generation of good virtual tours is challenging. However, the informativeness of a position in a virtual environment can be computed automatically using viewpoint quality estimation techniques. In addition to providing interesting places as waypoints, this concept also allows the evaluation of the quality of the tour between waypoints. Therefore, in this thesis, an automatic method to compute efficient and informative virtual tours through a virtual scenery is designed and developed, based on an evolutionary approach that aims at maximizing the quality of the viewpoints encountered during the tour. Contact: Dr. Sebastian Freitag

Master Thesis: Fluid Sketching - 3D Sketching Based on Fluid Flow in Immersive Virtual Environments

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Bachelor Thesis: Conformal Mapping of the Cortical Surface

The cerebral cortex holds most of the cerebrum’s functional processing ability. To visualize functional areas on the cortical surface, the cortical surface is usually mapped to a representation which makes the convoluted areas of the brain visible. This work focuses on mapping the surface into the 2D domain. For this purpose, two parameterization algorithms have been implemented: Linear Angle Based Parameterization (Zayer et al., 2007) and Least Squares Conformal Maps (Lévy et al., 2002). The results of the two algorithms are then compared to the iterative flattening approach by Fischl et al. regarding computational time and introduced distortions. Contact: Dr. Claudia Hänel

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ORAL PRESENTATION COMPETENCE IN VIRTUAL REALITY

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virtual reality thesis statement

  • April 24, 2022
  • ORCID: https://orcid.org/0000-0001-6622-0039
  • Affiliation: School of Education
  • Oral presentation is increasingly important in higher education and workplaces, while many students reported that their presentation skills were inadequate for work or academic presentations. Traditional instructional methods to improve presentation skills are time- consuming, so many researchers have attempted to use automated feedback systems to provide students with timely feedback and virtual simulations to offer a practice environment. Presentation competence is a multidimensional construct with cognitive, behavioral and emotional components. However, studies on the affective components during oral presentation have concentrated on pathological public speaking anxiety, while limited studies have addressed the variety of emotions in virtual simulations that predict the virtual reality efficacy. The current study focused on students’ emotional experiences of practicing oral presentation in a virtual simulation. The quantitative analysis shows that participants did not improve their presentation skills with the virtual simulations. The study utilized code mapping analysis to analyze qualitative data from focus groups and survey answers. Four kinds of emotions emerged: 1) Increased level of comfort; 2) Frustration with the feedback; 3) Awkwardness with unrealistic simulations; 4) Anxiety over negative avatar interactions. Limitations and future research directions are also identified.
  • https://doi.org/10.17615/d5ce-bs51
  • Honors Thesis
  • In Copyright
  • Bachelor of Arts in Education

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    most obvious beneficiaries. In this thesis, the authors discuss developing of applications using immersive technologies such as Virtual Reality (VR) and Augmented Reality (AR) and their significance in addressing some of the engineering challenges identified by National Academy of Engineering.

  4. PDF Enabling Low-cost Co-located Virtual Reality Experiences

    • Human-centeredcomputing→ Userstudies; Virtual reality; Collaborative interaction. KEYWORDS virtual reality, co-located, social, low-cost, head-mounted display, body representation ACM Reference Format: Katy Madier. 2019. Enabling Low-cost Co-located Virtual Reality Experiences. In Master Thesis: University of Michigan, 2019, Ann Arbor, MI.

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    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.

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    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

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    Thesis Statement The primary objective of this research is to develop and investigate a user interface that supports learning to be implemented in the virtual reality application Anatomy Builder VR, an ongoing project from the Department of Visualization. Through the conception of this interface,

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    Development of Immersive and Interactive Virtual Reality Environment for Two-Player Table Tennis by Yingzhu LI A thesis submitted to the University of Central Lancashire in partial fulfilment of the requirements for the degree of Doctor of Philosophy March, 2012 The work presented in this thesis was carried out in the Applied Digital Signal

  14. 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 ...

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