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This week in XR

Valve’s Steam Frame is the opposite bet to Meta’s

Meta shrinks VR to 100 grams and bets on watching, not worlds

Glasses now outship VR headsets more than five to one

Meta removed the camera, but the glasses are still banned from New York’s courts

When 3D Models Become Rooms We Think Inside: Lessons from Apple’s visionOS Collaboration Demo
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Recent research worth reading
See all publicationsCan you smell the (virtual) roses? The influence of olfactory cues in virtual reality on immersion and positive brand responses
Virtual reality (VR) has grown in popularity and technological ability, offering wider potential for retailers to immerse consumers in branded... Read moreExploring the role of virtual reality in military decision training
Simulation methods, including physical synthetic environments, already play a substantial role in human skills training in many industries. One example... Read morePerceived usefulness of, engagement with, and effectiveness of virtual reality environments in learning industrial operations: the moderating role of openness to experience
The development of virtual reality (VR) in enhancing the effectiveness of the learning process, with its interactive, immersive, and intuitive... Read moreEffects of Collaborative Training Using Virtual Co-embodiment on Motor Skill Learning
Virtual reality (VR) is a promising tool for motor skill learning. Previous studies have indicated that observing and following a... Read moreImmersive procedural training in virtual reality: A systematic literature review
Virtual reality (VR) head-mounted displays (HMDs) offer an immersive learning experience that could replicate real-life training. Our review identifies and... Read moreBreaking presence in Immersive Virtual Reality toward behavioral and emotional engagement
Many recent studies in virtual reality (VR) have managed the sense of Presence to assess the suitability of their designs,... Read moreQuestionnaires for evaluating virtual reality: A systematic scoping review
Virtual reality (VR) is an emerging technology in fields including education and healthcare. A challenge for VR researchers is knowing... Read moreThe Impact of Avatar and Environment Congruence on Plausibility, Embodiment, Presence, and the Proteus Effect in Virtual Reality
Many studies show the significance of the Proteus effect for serious virtual reality applications. The present study extends the existing... Read moreThe sense of embodiment in Virtual Reality and its assessment methods
The sense of embodiment refers to the sensations of being inside, having, and controlling a body. In virtual reality, it... Read moreAssessing virtual reality presence through physiological measures: a comprehensive review
This review analyzes 94 articles in an attempt to define the concept of presence in virtual reality (VR). Two types... Read more
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Datasets in the library
See all datasetsSteam Virtual Reality (VR) Video Games Dataset
This dataset is a collection of information related to Virtual Reality (VR) video games available on the Steam platform. It... Read moreVirtual Reality Experiences
The dataset consists of user experiences in virtual reality (VR) environments. It includes data related to physiological responses, such as... Read more