Virtual Reality is fast becoming a reality, with estimates that over 200m headsets will have been sold by 2020, and the market value for VR hardware and software reaching well over $20bn by then. Key players in the market currently include PlayStation with PSVR, Facebook with Oculus Rift, Google Cardboard and Daydream, Mattel with Viewmaster, and many other brands investing in content production for various audiences. One of those audiences is young people and children. “Children and Virtual Reality” is a collaboration between Dubit, Turner, WEARVR and the COST (European Cooperation in Science and Technology) Action DigiLitEY. Dubit, Turner and WEARVR are companies that specialise in digital, TV and VR content, with an interest in developi...
Dewey’s (1916) early acknowledgment of the importance of active real experience is fundamental to al...
2015 marked the release of the Samsung Gear VR, a new and innovative VR headset which used a Samsung...
International audienceVirtual Reality (VR) has the potential of becoming a game changer in education...
This paper reports on the German part of the MakEY project that considered how makerspaces can provi...
In response to the pandemic, many countries have had multiple lockdowns punctuated by partial freedo...
Purpose Virtual reality (VR) can be useful in explaining diseases and complications that affect chi...
It is not always easy to predict which emerging technologies will also be ephemeral; which will real...
It is estimated that by 2021, revenue from virtual reality systems could reach two hundred and fifte...
This study aims to investigate the potential role of virtual reality (VR) in the early childhood dev...
This article reports on one stage of a project that considered twenty 8–12-years-olds use of Virtual...
Virtual Reality (VR) is often associated with the gaming business, the advancement isn't just about ...
This article seeks to place children on the autism spectrum at the centre of a study examining the p...
The purpose of this paper is to analyze how virtual reality technology has been blossoming and apply...
Virtual Reality (VR) is a growth area; with a worldwide market revenue of 3.89 billion US dollars in...
Dewey’s (1916) early acknowledgment of the importance of active real experience is fundamental to al...
2015 marked the release of the Samsung Gear VR, a new and innovative VR headset which used a Samsung...
International audienceVirtual Reality (VR) has the potential of becoming a game changer in education...
This paper reports on the German part of the MakEY project that considered how makerspaces can provi...
In response to the pandemic, many countries have had multiple lockdowns punctuated by partial freedo...
Purpose Virtual reality (VR) can be useful in explaining diseases and complications that affect chi...
It is not always easy to predict which emerging technologies will also be ephemeral; which will real...
It is estimated that by 2021, revenue from virtual reality systems could reach two hundred and fifte...
This study aims to investigate the potential role of virtual reality (VR) in the early childhood dev...
This article reports on one stage of a project that considered twenty 8–12-years-olds use of Virtual...
Virtual Reality (VR) is often associated with the gaming business, the advancement isn't just about ...
This article seeks to place children on the autism spectrum at the centre of a study examining the p...
The purpose of this paper is to analyze how virtual reality technology has been blossoming and apply...
Virtual Reality (VR) is a growth area; with a worldwide market revenue of 3.89 billion US dollars in...
Dewey’s (1916) early acknowledgment of the importance of active real experience is fundamental to al...
2015 marked the release of the Samsung Gear VR, a new and innovative VR headset which used a Samsung...
International audienceVirtual Reality (VR) has the potential of becoming a game changer in education...