Location-based entertainment (LBE) is one of the most promising areas in the segment of Virtual Reality. The hallmark is that a group of participants can interact with each other in a virtual environment in the prepared area. Just imagine yourself and your friends exploring an abandoned castle and looking for the answers to the prepared quest and fighting with hordes of zombies in an infected city, while visually and physically feeling your partner next to you in a virtual sphere. All these are plots of various LBE games. The first arenas of this type appeared in 2015 for major players such as Zero Latency, The Void, Sandbox VR, Hologate, IMAX, etc. They created the products based on HTC VIVE headsets and portable PC with a body tracking system via attachable sensors.
The University Paris-Saclay is looking for two Professors (full position) in Computer Science.
Professor (full position) IUT d’Orsay
One open position for teaching at IUT d’Orsay, and whose research profile is: Interaction with Human or Written and Signed Language Information.
The Imperial College London is looking for a Research Fellow position on Immersive Audio Research, to work on the project SONICOM.
The Glasgow School of Art and the Scottish Social Services Council are looking for a Research Assistant, with a Fixed Term Contract (2.5 Months), for the project “Be Me: Virtual Reality immersive experience native smartphone application (iOS and Android)” to implement a user-friendly Virtual Reality Application.
Is it possible to develop rehabilitation training to be practiced in the comfort of your home? How to provide a motivating environment to make the train more fun for the patient?
We often ask ourselves these questions, especially during this period when a greater social distancing is imposed on us. The VR4REHAB Project demonstrates how using VR technologies can improve the rehabilitation process.
Focus Europe Magazine – Special Edition: VRinSight Green Paper: Boosting Virtual Reality in Learning
The special edition, just been published, features a general presentation of the VRinSight project, flashlights on the current state of VR used in different educational settings, keynote articles from experts across Europe on VR and education, and recommendations to policymakers how to improve the situation, and 24 best practice examples of EU projects in VR presented by their coordinators (Erasmus+, Interreg, Horizon 2020, etc.).
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