Stanford opened its Neurosurgical Simulation and Virtual Reality Center in 2016, the first institution in the greater Pacific Northwest to use patient-specific, 3-D virtual reality (VR) technology across the neurosurgery clinics, operating room, and classroom. We are also the first functional neurosurgery and spine clinics in the world to use patient-specific, 360-degree virtual reality for direct patient engagement. Since its opening, over 400 Stanford neurosurgery patients have had Surgical Th
The ReGameVR lab focuses on promoting the sustainable, evidence-based integration of virtual reality (VR) and active video gaming systems into rehabilitation. We explore how VR-based therapy can improve motor learning, balance, functional mobility and participation in children and adults with neuromotor impairments. We evaluate motor learning paradigms in virtual environments to understand how task practice conditions impact motor learning processes and outcomes. Our mission is to produce clinic
Medical Technnology
Rehabilitation
Video Game
http://www.northeastern.edu/regamevrlab/
VR Lab
Specialized equipment in the Virtual Reality Lab creates virtual reality environments to study variability in human movement. By manipulating these environments researchers examine walking patterns related to reduced stability. The lab also supports pioneering work helping patients who have suffered from a stroke or amputation, those living with Parkinson’s disease, and astronauts recovering from space missions.
Outfitted with 15 DentSim units, the Lab will now enable all incoming Penn Dental Medicine students to develop their preclinical skills using DentSim’s virtual reality technology.
UCLA VR Lab at the Laboratory of Neuromodulation & Neuroimaging
Our new Virtual Reality Motion Capture (VR-MoCap) laboratory combines sub-millimeter full body motion capture with immersive virtual augmented reality technology in participants who have high-density mobile EEG recording of brain activity and implanted neural electrodes for recording and stimulating of brain activity. The overall goal of the laboratory is to investigate brain mechanisms underlying real-world ambulatory behaviors.
Medical Technnology
Brain Mechanism
Behavioral Science
http://lonn.semel.ucla.edu/?page_id=56
Institute for Creative Technologies
At the University of Southern California Institute for Creative Technologies (ICT), leaders in the artificial intelligence, graphics, virtual reality and narrative communities are working to advance immersive techniques and technologies to solve problems facing service members, students and society.
Military Training
Military Training
Health Therapies
Education
http://ict.usc.edu/
Magic Spell Studios
MAGIC Spell Studios is a separate and distinct entity that allows us to engage as both a first party and third party publisher and distributor of games, apps, educational software, digital media, and associated services. It is intended to bridge the gap between academic research and commercial practice. It also serves as a fantastic ‘pre-incubator’ and educational environment for entrepreneurial students who have plans to found their own studios later on. By providing a small business they can b
Gaming
Games
Apps
Educational Software
https://magic.rit.edu/?page_id=396
Chopra Lab
Crowdsource disease-specific targets to identify and verify drugs based on our docking and design program as a 3D virtual reality game. VR Visualization and Manipulation to make chemistry simple to understand.
Gaming
Data Visualization
Chemistry
http://www.chopralab.com/index.html
Clarkson VR Lab
The Virtual Reality lab is a center for students conducting independent research in virtual environments, computer graphics, computer vision, and computer games. As of 2017, the lab has acquired cutting edge hardware including an HTC vive as seen in the picture. members have the opportunity to explore VR development with many tools such as CAD software, modern game engines such as Unity and Unreal, and plenty of other tools.
Gaming
Education
Games
http://cosi.clarkson.edu/vr.html
iVerse (VR) Lab
iVerse lab (immersive virtual environment/reality study and exploration) of Communication Arts and Sciences hopes that you will join its research and creative activity showcase on November 2nd!
Drexel's RePlay Lab is interested in all Game and Simulation research leveraging Digital Media (DIGM) and Computer Science (CS) skills in cooperation with other departments and majors including Mechanical Engineering, Electrical and Computer Engineering, Music Industry, and Screenwriting. Please contact us for sponsored research opportunities. Some such past and continuing projects include:
Gaming
Games
Digital Media
http://replay.drexel.edu/research.html
Play4Real - Center for Health & Learning Games
At the play4REAL Lab, our mission is to create evidence-based learning and behavior change experiences through the use of virtual and augmented reality (VR/AR).
As one of the labs at the Center for Health & Learning Games, the play4REAL Lab utilizes processes we developed to build and evaluate video games that aim to prevent adverse outcomes and promote healthy lives in youth and young adults, using the most rigorous scientific methods available.
Gaming
Health
Games
http://play4rlab.org/
VR for the Social Good
The VR for the Social Good Initiative connects students who are seeking knowledge about virtual, augmented, and mixed reality with researchers and entrepreneurs who want to solve social good problems.
Social Good
Social Good
http://www.vrforthesocialgood.com/
by Games for Change (Non-Profit)
Discover how virtual technologies are advancing critical real-world causes in a day of talks, workshops, and demos. Meet developers, storytellers, educators, and researchers using VR, AR and other immersive technologies in radical new ways.
Located in the heart of the School of Architecture, the Virtual Reality Design Lab (VRDL) is focused on engagement with students and professionals across all design disciplines. We explore ways to enhance design processes, collaboration and communication by developing immersive virtual environments.
Design
Design
Architecture
http://vr.design.umn.edu/
Oklahoma Virtual Academic Laboratory
The University of Oklahoma Libraries has pioneered the use of virtual reality in academic settings. We currently offer eight OVAL (Oklahoma Virtual Academic Laboratory) workstations across campus, including publicly accessible stations at Innovation @ the EDGE and the Innovation Hub. Each supports the remote uploading and networked analysis of 3D assets to virtual reality. Our Architecture Library has a customized Vive workstation for quickly deploying larger architectural models into VR, and is
Design
Education
Workshops
Architecture
https://libraries.ou.edu/content/virtual-reality
The Multimedia Project Studio (MPS)
The Multimedia Project Studio (MPS) offers resources for developers to begin their VR project. All MPS machines have Unity installed in addition to numerous 3D modeling applications that pair well with virtual design. The lab also features a dedicated VR suite loaded with the latest in 3D performance computing, an Oculus Rift and a demonstration display. All user data in the MPS is stored on a network system and immediately available to all other machines. Perhaps the best feature of the lab is
The VR Usability Lab on the fourth floor is equipped with an Alienware PC workstation for using virtual reality software and equipment. The HTC Vive is available to use. There is also software and hardware for capturing and analyzing human-computer interaction to assess software, interfaces, and other technology products. Morae software is available for screen capture and remote viewing. Video capture is made possible by point/tilt/zoom cameras located on two walls. Use of this space is limited
Design
Human-Computer Interaction
Research
https://www.lib.ncsu.edu/spaces/vr-usability-lab
VEMI Lab (Virtual Environment and Multimodal Interaction)
The VEMI lab is an educational, research, and development facility based on a collaborative model where faculty, undergraduate, and graduate students across more than a dozen disciplines learn about scientific research, creative design, and technical skills using the latest virtual and augmented reality technologies.
Design
Research
Design
https://umaine.edu/vemi/
VR Applications Center
Iowa State University’s Virtual Reality Applications Center (VRAC) is an interdisciplinary research center focused at the intersection of humans and technology, aimed broadly at enhancing the productivity and creativity of people. The VRAC’s world-class research infrastructure supports the research of faculty and students representing all seven of ISU’s colleges, as well as the interests of collaborators from several federal agencies and numerous industry partners.
Design
Education
Research
Human Centered Design
UX
http://www.vrac.iastate.edu/
VR/AR MIT
The idea for the VR @ MIT series was spurred by the explosion of interest in VR at MIT's annual Hacking Arts festival, which explores the intersection of the creative industries, entrepreneurship, and innovation. VR has been a fan favorite since it's inclusion in the festival in 2014. The VR @ MIT series aims to build upon that interest and help spur more startups in this quickly growing industry.
Design
Creative
Entrepreneurship
Innovation
http://vratmit.com/
D.U.E.T (design. user experience. technology) - Department of Design & Environmental Analysis, College of Human Ecology
The D.U.E.T. (Design for User Experience with Technology) Research Lab is devoted to
the empirical and interdisciplinary study of emerging technology and design variables affecting
the way people feel, think, and act in designed environments.
Research areas of emphasis include but not limited to:
virtual reality simulation for design and visual communication
emerging technology for creativity, human-computer interaction and design computing.
Design
Design
Visual Communication
http://duetlab.human.cornell.edu/
Virtual Reality Clinical Research Laboratory
The VRCRL was originally established in 2002 under the direction of Dr. Patrick Bordnick to serve as a testing ground for the development of Virtual Reality applications for addictions and mental health disorders. Beginning with the first grant in 2002 to develop an assessment system for nicotine smoking cue assessment, the VRCRL has continued to grow with grant funding to develop VR environments for smoking, alcohol, and marijuana dependence.
Mental Health
Mental Health
Addiction
http://www.uh.edu/socialwork/New_research/VRCRL/
VR Lab
As virtual reality products and software become more available, the need for understanding these 3D spaces also increases. At Murrow College, students are conducting cutting edge research on how communicators most effectively use both augmented and virtual reality platforms.
In particular, two research areas that are being focused on include environmental issues and political persuasion. Subjects may interact and engage with virtual animals and environments as part of the environmental VR rese
Journalism
Environmental
Political
Journalism
https://murrow.wsu.edu/posts/virtual-reality-lab/
Mobile VIrtual Reality Lab
This lab will help students and citizens express their knowledge in ways that include interacting with virtual reality technologies in trade and professional publications, as well as in faculty-led, refereed articles. Questions for both practice and scholarship that students will explore include:
Virtual Reality uses immersive displays and tracking systems to put the user bodily inside interactive three dimensional worlds. At the Virtual Reality Studio, Dept. of Media Study, UB, we use our systems to explore the design issues, aesthetics, and social ramifications of building responsive simulations for art, architecture, gaming, interactive fiction and education.
We are interested in working with graduate and undergraduate students who want to experiment with simulations, responsive inst
Journalism
Games
Journalism
http://vrstudio.buffalo.edu/
VR Journalism Workshop
The event is open to journalists, designers and technologists from The New School as well as other universities.
The New York Film Academy Virtual Reality (VR) workshops present a totally new way of thinking about storytelling. Our VR workshops offer students the thrilling opportunity to go beyond the usual two or three dimensions, experience virtual reality, and explore immersive technology while learning the nuts and bolts of this emerging field. Step into a new world as you learn concept development, design, and production on your own interactive VR experiences, games and 360 degree films.
Journalism
Storytelling
Games
VR Experiences
https://www.nyfa.edu/vr/
VR Journalism
A publication on VR Journalism
Journalism
Journalism
Publication
http://www.vrjournalism.io/
Knight Lab
We’re probably best known for our innovative suite of open-source, adaptable, and lightweight tools for media makers. The most popular, TimelineJS, has been used by more than 250,000 people to tell stories seen hundreds of millions of times, and is available in more than sixty languages. We also develop prototypes of tools for reporting, data management, research, and storytelling, often in connection with Northwestern classes. Students from our community have gone on to work at the New York Tim
Journalism
Journalism
Open-Source Tools
https://knightlab.northwestern.edu/vr/
AR/VR Studio
The AR/VR Studio is a resource for any full-time, degree-seeking Harvard students working on projects and developing ventures in the augmented, virtual, and mixed reality spaces. The AR/VR Studio is equipped with technologies that include various software and design platforms, multiple headset configurations, workstations, and filming resources to help students experiment and create innovations in a wide range of industries.
Applied Labs
Education
Resources
https://i-lab.harvard.edu/ar-vr/
Armory Innovation Spaces at the Center for Innovation in Teaching & Learning
The Virtual Reality Lab in the Armory in now open and offering 30-minute reservable timeslots for anyone interested in experiencing virtual reality using the HTC Vive. This 20 x 20 lab will feature a full-room configuration including the Vive headset, sensors and interactive controllers that allow you to move through virtual environments and take control of your virtual experience.
In addition the VR Lab will serve as a research and testing grounds for faculty interested in exploring the educat
Applied Labs
Education
Resources
http://vr.design.umn.edu/
VR Lab
“The VR Lab was created to explore how we can use VR to enhance the learning experience for students,” Foy said. “Technology, such as augmented reality and virtual reality, is rapidly advancing, and the Geospatial Science department wants to be a leader in introducing these news ways of teaching and learning to the campus community.”
The University Library Virtual and Augmented Reality Lab (VR/AR Lab) has been provided through a generous federal grant from the Library Technology Services Act. The VR/AR lab includes two HTC Vive HMD’s, an MSI VR One backpack PC, and one META 2 developer kit. The lab is available to all students, faculty and staff of IU to experience and gain a better understanding of this emerging technology. To experience this exciting new technology for yourself, click on the “Get Started” tab above.
Applied Labs
Education
Resources
https://ulib.iupui.edu/node/22972
AR/VR Lab at the Wondry
Ever tried virtual reality? Students from across Vanderbilt have access to this technology right here at the Wond’ry! Every Tuesday and Thursday from 3-6pm, Ambassador Noah Robinson provides open office hours with guided tours of the metaverse. After a brief intro to the controls, Noah will guide you through virtual reality and the different types of environments available. While VR is certainly entertaining, the practical uses of it have the potential to revolutionize the way we learn, create,
Applied Labs
Education
https://www.vanderbilt.edu/thewondry/arvr-lab/
The Interactive Computing Experiences Virtual Reality Lab
The first of its kind in Florida, this new lab is a space where your UCF projects can come to life with cutting-edge virtual and augmented-reality technology.
The MIDEN (Michigan Immersive Digital Experience Nexus), formerly known as the CAVE, is currently our most advanced audio-visual system for virtual reality. It provides its users with the convincing illusion of being fully immersed in a computer-generated three-dimensional world. This world is presented in life-size stereoscopic projections on four surfaces that together fill the visual field, as well as 4.1 surround sound with attenuation and Doppler effects. The immersive experience is enhance
Applied Labs
Design
Architecture
Training
Human Modelling
Medical and Biological Visualization
Education
http://um3d.dc.umich.edu/learning/m-i-d-e-n/
VR Studio
We are the University of Arizona’s first public virtual reality studio. We use the HTC Vive and Oculus Rift, two of the most advanced VR headsets available today. We invite you to put on a comfortable headset, grab your hand controllers and interact with the most immersive virtual spaces and environments, unlike anything you’ve ever seen.
Applied Labs
Education
Resources
https://new.library.arizona.edu/ispace/vr-studio
RaDLab
Virtual Reality, or VR, and Augmented Reality, or AR, are emerging technologies offering substantial academic and research benefits. The Creighton University RaD Lab is continuously exploring and testing VR and AR technologies. Based on our experiences, the content below showcases a curated collection of applications and experiences.
Applied Labs
Education
Resources
http://www.creighton.edu/radlab/vr/
Lab 246
To conduct research in Virtual Reality, Augmented Reality, or Computer Vision.
To develop new applications within the realm of Virtual Reality, Augmented Reality, or Computer Vision.
Applied Labs
Education
Research
Resources
https://www.sjsuvrlab.org/
VR Lab
Admittedly, learning looks a lot like playing in the lab, which holds 13 new VR-ready, high-performance laptop computers and 13 sets of Oculus Rift viewers with touch-control bundles.
Applied Labs
Education
Resources
http://www.upb.pitt.edu/VR/
NY VR/AR Lab at Tandon
NYU Tandon School of Engineering was selected to operate a new virtual reality and augmented reality lab by the New York City Economic Development Corporation (NYCEDC) and the Mayor’s Office of Media and Entertainment (MOME).
Research group at the iLab has a two-fold mission. We seek to advance theoretical understanding of immersive experience, spatial understanding, visual cognition and data analytics as a function of technology affordances. We use this knowledge to explore innovative 3D visualization techniques to address a variety of applied problems that span disciplinary boundaries. The iLab aims to achieve its mission through diverse educational opportunities for undergraduate students and research opportunitie
Applied Labs
Education
Research
Resources
http://arch.missouri.edu/ilab/about.html
VR Room
Our Virtual Reality Room (room 114 on level one) is a pilot project for our campus community to explore ideas, data, content and places in new and astonishing ways. The room is designed to provide access to an immersive, real-time virtual experience for users with no prior experience or training using this technology. Virtual reality can be used to play games, view films in 360°, visualize data, interact with 3D models of objects that may be too microscopic or fragile to handle in real life, and
Applied Labs
Education
Resources
https://www.lib.umt.edu/tech-spaces/vr.php
Duke Immersive Virtual Environent
The Duke immersive Virtual Environment (DiVE) came on-line in 2006 representing the fourth 6-sided CAVE-like system in the United States. The DiVE is a 3m x 3m x 3m stereoscopic rear projected room with head and hand tracking and real time computer graphics. All six surfaces – the four walls, the ceiling and the floor – are used as screens onto which computer graphics are displayed. The DiVE offers a fully immersive experience to the user, who literally walks into the virtual world. The user — t
Applied Labs
Education
Research
Resources
http://virtualreality.duke.edu/
VIrtual Reality Workstation
Caltech Library now has a Virtual Reality Workstation that is available to the Caltech Community. The Workstation includes a HTC Vive goggles, 2 Vive controllers, and a computer with a Nvidia GeForce GTX 1070 graphics card.
Applied Labs
Education
Resources
https://www.library.caltech.edu/VR
Vanderbilt University Virtual Reality (VUVR)
Vanderbilt University Virtual Reality (VUVR) is a new organization at Vanderbilt founded in 2017 focused on engaging in and learning about the forefront of virtual and augmented reality.
The CIS Center for Computation and Visualization (CCV) provides several virtual reality facilities on the Brown campus for general faculty and student use. This includes the following resources:
The YURT Ultimate Reality Theatre (YURT) is a state of the art projection based VR theatre, with over 69 HD stereo projectors, full 360° surround view, floor and ceiling, and camera based tracking system with submillimeter accuracy. The system is approximately 12x8x9 feet in size, and can accommodate g
VR has infinite uses in entertainment, education, medicine, military, and more. People can play immersive video games, practice dangerous military maneuvers, and simulate extremely complex surgeries by simply putting on a headset and entering a virtual reality. Users can go on a roller coaster, and even fly through space without leaving a room. VR provides the ability to be in places you aren't or even places that do not exist. This allows us to do research that might have been otherwise dangero
Applied Labs
Education
Resources
Content Creator
https://www.library.georgetown.edu/gelardin/vr
Virtual Reality Room
The Virtual Reality (VR) Room allows users to immerse themselves in a virtual world of their choosing to experience a real life technology like no other. The VR room includes HTC Vive and Oculus Rift headset technologies along with corresponding touch controllers. With the VR headsets, a user can select a multitude of digital realities available through SILS to experience an engaging and captivating environment. The intuitive and natural touch controllers enhance this experience for users and ad
The mission of the Virtual Human Interaction Lab is to understand the dynamics and implications of interactions among people in immersive virtual reality simulations (VR), and other forms of human digital representations in media, communication systems, and games. Our work is centered on using empirical, behavioral science methodologies to explore people as they interact in these digital worlds. However, oftentimes it is necessary to develop new gesture tracking systems, three-dimensional modeli
Research
Behavioral Science
Interactions
https://vhil.stanford.edu/
Immerex Virtual Reality Lab
Applications for this research range from AR/VR content that trains doctors in life-saving techniques to performances that bring artists and audiences together in vivid, immersive virtual space.
Columbia Engineering Professor Steven K. Feiner and Ajoy Fernandes MS’16 have developed a method of combating virtual reality (VR) sickness that can be applied to consumer head-worn VR displays, such as the Oculus Rift, HTC Vive, Sony PlayStation VR, and Google Cardboard. Their approach dynamically, yet subtly, changes the user’s field of view (FOV) in response to visually perceived motion, as the user virtually traverses an environment while remaining physically stationary. The study showed tha
Our lab examines two scientific problems: human vision and motor control. The vision research attempts to understand the function of vision in the context of daily tasks. This is particularly interesting because the eye is a finite resource that has to be shared between different cognitive tasks. The second direction of research that we are pursuing involves studying the characteristics of human motion. By understanding statistical properties of motion we can define a simpler space upon which le
Research
Human Vision
Motor Control
http://www.cs.utexas.edu/~dana/vrlab/
IVR Lab
The IVR Lab offers applied and creative research opportunities for students that reflect NAU’s commitment to student success. We develop virtual reality and augmented reality technologies that contribute to the education and research mission of the university.
Research
Education
Journalism
Sciences
https://nau.edu/sbs/communication/ivr-lab/home/
ICT Lab
The Immersive and Creative Technologies Lab conducts fundamental and applied research in the area lying at the intersection of computer vision and computer graphics.
Research
Computer Vision
Computer Graphics
http://theictlab.org/
Virtual Reality Lab
UNLV students are invited to participate in the University Libraries' Virtual Reality Lab Pilot Project.
A new Virtual Reality Lab has been set up on the first floor of Lied Library to offer students studying health sciences the opportunity to test simulations in human anatomy and physiology of the eye.
Princeton’s Nuclear Futures Laboratory is a multidisciplinary initiative of the Department of Mechanical and Aerospace Engineering and the Woodrow Wilson School of Public and International Affairs. The research of our group focuses on the technical aspects of nuclear-fuel-cycle technologies and policy questions related to nuclear energy and nuclear-weapon proliferation. Work on these issues is primarily located in two important contexts that have emerged only recently: Proposals to increase reli
Research
Mechanical
Aerospace
Engineering
http://nuclearfutures.princeton.edu/
Research in Augmented and Virtual Environments (RAVE)
Research in Augmented Virtual Environments
Research
Research
http://rave.rice.edu/
Fossett Laboratory for Virtual Planetary Exploration
The Fossett Laboratory for Virtual Planetary Exploration is an innovative facility for teaching and research managed by the Department of Earth and Planetary Sciences and housed in Rudolph Hall. In the Fossett Lab we collect, visualize, and explore three dimensional data from the atomic to the planetary scale. To do so, we use traditional and aerial photography, remotely-sensed planetary data, photogrammetry, and Microsoft’s HoloLens Augmented Reality (AR) platform.
Research
Teaching
Research
Planetary Exploration
https://virtualplanet.wustl.edu/
Viz Lab
The Viz Lab is a facility designed to help UVA faculty, staff, and students explore the power of visualization in research and education.
By allowing researchers to interactively view data, the Viz Lab helps them find innovative ways of translating data into images and see stacks of images as three-dimensional models. Discoveries can be made and visual results shared with remote collaborators through a Cisco system.
Research
Research
Data Visualization
Education
https://arcs.virginia.edu/viz-lab
Virtual Reality and Augmented Certificate Program
EON Reality Inc., has partnered with Lehman College to offer a Augmented & Virtual Reality Academy and Development Lab. This is the first opportunity for CUNY students and NYC residents to participate in an 11-month applied course of study in this exciting field. Course work includes animation, 3D graphics, and web design with direct links to employment opportunities.
Formal Education
Training
Class
Certificate
http://lehman.edu/vr/#curriculum
B.S. in Simulation and Visualization
Full Sail’s Simulation & Visualization undergraduate degree program equips you with the programming and critical-thinking skills needed to study and design virtual systems. You’ll develop your tech savvy through hands-on experience, in order to keep pace with an ever evolving industry.
In response to a diverse and networked culture, Interactive Arts students at Pratt Institute work to produce experiences that provide audiences agency to explore critical issues. This work takes form as participatory physical installations, interactive objects, augmented and virtual reality simulations and networked-based applications. Recommended electives include courses in sculpture, history of new media, programming, on-line media, and electronic music and sound.
Virtual reality aids artists in bringing their creative worlds, stories and designs into an immersive experience. Artists can create 360º videos, gameplay and narratives that enable the audience, through the use of headsets and hand controllers, to feel like they are inside of the content.
By providing professional virtual reality resources, this residency offers artists the opportunity to explore VR and interactive projects. Participants will be encouraged to explore new technologies while eng
Pioneered by ETC co-founder Randy Pausch, Building Virtual Worlds (BVW) challenges students to work quickly, creatively and collaboratively. Part of the immersion semester, BVW gives small teams of students two weeks to create a virtual world, with new groups and goals for each round. It all culminates in a public festival to hundreds of spectators – and an incredible sense of accomplishment. In fact, many BVW ideas go on to become full-time research projects, student spin-offs and commercial su
Discover how virtual technologies are advancing critical real-world causes in a day of talks, workshops, and demos. Meet developers, storytellers, educators, and researchers using VR, AR and other immersive technologies in radical new ways.