Why we’re hearing more about virtual reality from the BBC News team
It’s a technology that, at its core, is about being able to feel like you’re in a movie or a video game.
And it’s a big reason why virtual reality has been so successful, not just in Hollywood, but in places as diverse as New York, San Francisco and Paris.
The technology was invented in the 1980s by a small team of researchers at Dartmouth College in New Hampshire, and has become a huge influence in video games, films and television.
But in the last decade or so, there has been a surge of interest from companies and universities across the globe to make virtual reality a reality for their students.
A key challenge has been how to bring it to real-world use in classrooms, a challenge that’s now being solved by a team of engineers at Dartmouth and the University of Washington, in Seattle.
“Virtual reality has really taken off in the US,” said Sarah Rehfeldt, an associate professor of engineering and director of the Interactive Media and Entertainment Research Laboratory at Dartmouth.
“In some places, it’s been a huge success.”
One of those countries is the University at Buffalo, where the VR lab, founded in 2014, is developing VR headsets for teachers, administrators and students.
In 2016, the school released the VROBSVR headset for teachers.
The VROBCOVE headset has two cameras that track the position of the students head, and a third that records their facial expressions.
The headset also includes a head-mounted camera that shows a computer generated image of the student’s face.
The students can use the VROSU VR headset for up to 30 minutes a day, while their heads are still in the head-worn camera.
The project is called OculusOSU, and it’s being funded by a $200 million donation from Microsoft.
The OculusOSUs goal is to make VR accessible to the entire US population by the year 2025.
But the researchers have already created headsets for educators and students in 10 countries.
The research team, led by John Bremner, a doctoral student at the University’s Center for VR and Interaction, has been working on VR for the past six months in China, Japan, Singapore, Taiwan and the Philippines.
The team is also working on virtual reality for US universities.
The lab has also built the first VR headset to be made from a polymer.
But even with the latest technology, the researchers still have some hurdles to overcome before they can take their headsets on the market.
One of them is convincing students that VR is not just a tech demo, but also a reality.
Rehfield, the Dartmouth professor, said she wanted to find out how many students were actually interested in virtual reality.
“It’s not just the people who want to be in a video or a game,” she said.
“They want to experience something that’s more real.”
Rehpoint said that the first steps were to find students who were interested in VR.
That meant looking at the student body and finding out if they were interested.
Relying on data from teachers, Rehpoints research team also wanted to see how many were actually willing to participate in the VR experiments.
In the US, the research group also wanted students to see a VR headset on a computer screen.
This way, Rehalpoint said, the team could measure how many times students were moving their heads around and how long they were holding their head in place while the VR headset was on.
The goal was to make the experience a good one for students.
That way, the students could learn the basics and get a sense of how they would interact with VR in the future.
Rehalfield said that she has to be careful when designing the headset for the students.
“We have to make sure that it’s not something that makes them feel claustrophobic,” she explained.
“Because then we can’t tell them that they are not really experiencing virtual reality, they are in a different space.”
The headset can also take some getting used to.
The researchers said that for some students, the experience was too uncomfortable.
“I think it’s just the nature of VR,” Rehstein said.
But she said that students who are able to get used to the experience will probably be happier with it.
And if they do, the VR experience will likely become part of their daily routine.
“The challenge is not so much the headset, it is also the interaction with it,” Rehalstein said, adding that it will take some time to make them comfortable.
But if the research team succeeds, it could mean that VR can be a reality at US colleges and universities.
Rehrstein said that Dartmouth will continue to develop and make VR available to teachers and students, but that she believes that virtual reality is here to stay.
“You don’t need to go to a game store and buy a headset,” she laughed.