Virtual Reality

Summary

  • 5 000 Companies
  • 1 197 Patents
  • 4 258 Use Cases
  • 549 Case Studies
  • 21 832 Science Papers
  • $1 746 815 920 Total Funding

Companies

#Organisation NameIndustriesHeadquarterDescriptionFounded YearCompany TypeNum of Employees
1
Software
Irvine, California
We’ve been developing Augmented Reality and Virtual Reality Software and knowledge transfer solutions since 1999. Our AVR Platform is a premiere suite of AR & VR products serving enterprise or education. This premiere suite consists of three products - Creator AVR, Virtual Trainer, and AR Assist.
1999
Privately Held
233
2
Software
New York, NY
At TRANSFR, we’re on a mission to make learning more intuitive by helping individuals develop the skills they need for career success. What began as an idea quickly transformed into a movement; TRANSFR is built on the understanding that we must disrupt the status quo to create a more prosperous future. We believe the future starts with innovative workplace training and hands-on skills development. We’re building bridges between schools, workplaces, and governments to make jobs more accessible and create a better tomorrow, today. Join us. We produce job-training simulations in virtual reality (VR) designed by each industry that teaches novices in the same manner that experts master their crafts - through trial and error. Data-driven simulations work like virtual coaches, adapting to every person’s pace and skills while responding to their mistakes. Our immersive Experience Training method helps trainees build confidence in their knowledge, skills and abilities.
2017
Privately Held
179
3
Medical Devices
Zurich
VirtaMed believes medical education is powerfully delivered through data-driven simulation solutions. Since 2007, we have developed the leading solutions for training outside the operating room because we believe healthcare professionals should never have to perform a procedure for the first time on a patient. VirtaMed partners with medical societies and internationally renowned experts to develop standardized curricula and training courses for competency-based medical education. Healthcare professionals benefit from simulators that train cognitive and psychomotor skills in a safe, realistic and repeatable way. VirtaMed simulators use data-driven metrics to provide objective feedback and proficiency-based training. ArthroS™ provides training for diagnostic and therapeutic arthroscopic procedures for the knee, shoulder, hip, and ankle. LaparoS™ contains condensed training modules for general surgery and gynecological laparoscopy. GynoS™ offers practical training in hysteroscopy, obstetric and gynecological ultrasound, IUD placement, and embryo transfer. UroS™ includes patient cases for TURP, TURB, and laser BPH. With life science companies, VirtaMed specializes in developing high-tech training solutions to increase medical device adoption. Combining surgical instruments with photorealistic virtual reality graphics, VirtaMed helps our customers grow their global market share by cost-effectively deploying simulation solutions that create brand preference for their devices.
2007
Privately Held
116
4
Entertainment
Abbotsford, Victoria
Headquartered in Melbourne, Australia, Zero Latency VR is the global leader in free-roam, arena-scale, multiplayer, virtual reality gaming. Start or expand your location-based entertainment business with the only globally tried-and-tested VR entertainment system. for venues
2014
Privately Held
114
5
Information Technology
Zürich, ZH
VR/AR Content Studio. Wir kreieren Inhalte, in die man eintauchen kann. Virtual Reality, Augmented Reality und 360° Videos.
2015
Privately Held
81
6
Information Technology
Dubai
We love what we do and we take great pride in our work. We are honoured to be recognized by one of the most read business magazines “Forbes”. TAKELEAP® is listed at number 30 in “50 UAE Startups to Watch” list by Forbes Middle East in 2016. WHO WE ARE? TAKELEAP® is a Dubai-based futuristic technology agency specializing in artificial intelligence (AI), augmented reality (AR) and virtual reality (VR). We are dedicated to creating sensational experiences and enabling brands to enhance customer engagement in unique ways. Since forming in 2013, we are proud to have worked with some of the world’s most iconic brands and companies, delivering ground-breaking experiences on a global scale. WHAT WE DO? We are in love with our work and you will be too! TAKELEAP® is an Interactive Marketing and Technology Media agency with expertise in Virtual Reality, Artificial Intelligence, Projection Technologies, Hologram, App Development and Augmented Reality. Headquartered in Dubai, we serve clients across the Middle East and Asia.
2013
Privately Held
71
7
Healthcare
Boston, Massachusetts
Oxford Medical Simulation delivers virtual reality medical simulation - training healthcare professionals to provide consistently world-class patient management without risking lives. Medical simulation has become central to medical training and is highly effective. However, it is expensive, low throughput and not widely accessible. Healthcare workers therefore struggle to get the training they need to deliver optimal patient care. We remove these barriers by offering virtual reality training scenarios. These provide a completely safe, controlled-stress learning environment for all healthcare professionals. The focus is on clinical decision-making under pressure, crisis resource management, team interaction and patient engagement. Our fast-paced, repeatable, real-life scenarios can deliver consistently excellent, standardised clinical training to doctors and nurses to improve patient care.
2017
Privately Held
63
8
Medical Devices
Los Angeles, California
Surgical Theater, the market leader in virtual and augmented reality-based healthcare services, is the first to combine cutting-edge fighter jet flight simulation technology with a patient’s own anatomy scans, using medical imaging such as MRI, CT and DTI, to create a 360-degree virtual reality reconstruction of the patient’s own anatomy and pathology. Precision VR revolutionizes patient engagement opportunities in the clinic while providing cutting-edge surgical planning and navigation capabilities in the operating room, as well as powerful tools for medical education and collaboration Surgical Theater 360°XR platform is the only proven XR system in the market. More than 15,000 surgeries supported. Multiple peer reviewed publications for improved surgical plans, improved patient satisfaction and more. Learn more at: http://surgicaltheater.net
2010
Privately Held
61
9
Software
Culver City , CA
Founded in 2014 with the goal of expanding the potential of immersive storytelling, Within creates, acquires, and distributes premium AR & VR experiences across web, mobile, console and headsets including Oculus Quest/Rift/Go, Samsung Gear VR, HTC Vive, Sony Playstation®VR, Google Daydream, and Xiaomi MiVR. With their deep expertise in multi-media narrative, Within creates tools, formats and proprietary software to differentiate its original content and enable future immersive media creators. Investors include Andreessen Horowitz, Temasek, Emerson Collective, 21st Century Fox, Raine Ventures, WME, Live Nation, Vice Media, Tribeca Enterprises, Annapurna Pictures, and Legendary Pictures. For more information go to www.with.in To view the best in virtual reality download the Within app for iOS or Android today.
2014
Privately Held
60
10
Software
San Francisco, CA
Paracosma Inc is Augmented and Virtual Reality design, consulting and systems integration company that provides solutions and skills to both small and large customers. Paracosma services include content creation, application development, and project implementation across a broad range of AR & VR platforms. Additionally, Paracosma creates its own content in the gaming, entertainment, tourism, enterprise and education/training spaces. Paracosma also has proprietary technology for producing, viewing, managing and distributing 360-degree photo and video content. Making Virtual Reality as good as Reality is not enough. Our Mission, to make Reality better through Virtual Reality. Through AR & VR we can experience Realities that are rare (fleeting or remote), impractical (dangerous or expensive), impossible (past or future); or otherwise enable people to experience things (emotion or empathy) from a different perspective (identity or scale). Paracosma is headquartered in San Francisco with offices in Japan and Nepal. Our deeply experienced, global team helps our clients bring their VR & AR products and services to life more quickly and inexpensively than they could realize on their own or with traditional service providers. Please visit our website for more details
2016
Privately Held
59

Patents

#NumberTitleAbstractDateKindAssigneeInventor
1
11 049 319
Method for implementing virtual reality roaming path control
A method for implementing virtual reality roaming path control includes steps that a tag of a passing grid cell is detected from a start point of the roaming path when a roamer roams in the virtual passage, if the passing grid cell is tagged as an impassable cell, then it is determined to be impassable and another grid cell is selected for re-detection; if the passing grid cell is tagged as a passable cell, then whether the roamer is the preset roaming object is further detected, according to the roaming control label for the passable cell, if not, then it is determined to be impassable and another grid cell is selected for re-detection, if yes, then it is determined to be passable and continued to select the next passing grid cell for detection; and a passable roaming path is generated according to a detection result.
B2
LESOFT TECHNOLOGY (BEIJING) CO., LTD.
Wei Zheng
2
11 050 996
Systems and method for GPU based virtual reality video streaming server
Systems and methods of processing and streaming a virtual reality video using a graphics processing unit (GPU) are provided. A video server is configured to cause a processor to read, from a video data source, source video data including multiple spherical image frame data and store the source video data in a first memory. The video server is further configured to cause the GPU to convert, in response to storing first spherical image frame data in a first frame buffer of a second memory, the first spherical image frame data to first equirectangular image frame data that correspond to a portion of spherical image represented by the first spherical image frame data, encode the converted first equirectangular image frame data and store the encoded first equirectangular image frame data in an encoded frame buffer of the second memory.
B2
AlcaCruz Inc.
Salomon Lee, SangYoo Ha
3
11 045 733
Virtual reality
A virtual reality apparatus includes a head mountable display (HMD) to display video content; an orientation detector to detect a current orientation of the HMD; and a display generator to generate video content for display by the HMD, the video content representing a portion of a virtual environment, the display generator selecting the portion for display by the HMD in dependence upon: a current orientation of the HMD; and a location within the virtual environment of a feature of interest.
B2
Sony Interactive Entertainment Inc.
Ian Henry Bickerstaff
4
11 051 005
Virtual reality device and operation method of virtual reality device
A virtual reality device and the operation method of virtual reality device, and the method includes: the virtual reality device displays an image content according to a corresponding viewing angle of a user; and when the time of virtual reality device detects that the viewing elevation angle is greater than a predetermined angle for a time period which exceeds a predetermined time period, the virtual reality device enters a locking mode; in the locking mode, the virtual reality device displays the image content with a fixed main field, and the virtual reality device constrains the viewing angle of the image content from the movement or rotation of the user. The present invention can determine whether to enter the locking mode according to a preset condition, and provide the main image content of the fixed field of view in the locking mode in order to achieve user convenience and save power.
B2
SUZHOU RAKEN TECHNOLOGY LIMITED
Chia-Wei Lin, Che-Chia Ho
5
11 048 088
Virtual reality display device, lens barrel, and system
Embodiments of this application relate to a virtual reality display device. The virtual reality display device includes a left lens barrel and a right lens barrel; the left lens barrel includes: a left lens barrel housing, a left display screen, and a left lens; the right lens barrel includes: a right lens barrel housing, a right display screen, and a right lens; an inner side of an opening portion of the left lens barrel housing includes a left lens holder; an inner side of an opening portion of the right lens barrel housing includes a right lens holder; a left fill layer is provided between the left lens holder and the left lens; and a right fill layer is provided between the right lens holder and the right lens.
B2
TENCENT TECHNOLOGY (SHENZHEN) COMPANY LIMITED
Chihwei Tsai, Mingtian Lin, Zhixiong Yu
6
11 050 994
Virtual reality parallax correction
Virtual reality parallax correction techniques and systems are described that are configured to correct parallax for VR digital content captured from a single point of origin. In one example, a parallax correction module is employed to correct artifacts caused in a change from a point of origin that corresponds to the VR digital content to a new viewpoint with respect to an output of the VR digital content. A variety of techniques may be employed by the parallax correction module to correct parallax. Examples of these techniques include depth filtering, boundary identification, smear detection, mesh cutting, confidence estimation, blurring, and error diffusion as further described in the following sections.
B2
Adobe Inc.
Stephen Joseph DiVerdi, Aaron Phillip Hertzmann, Ana Belén Serrano Pacheu
7
11 051 081
Virtual reality resource scheduling of processes in a cloud-based virtual reality processing system
Systems and methods are disclosed to receive a request for a virtual reality render project that includes information specifying virtual reality video data to be used to create a virtual reality render; determine a plurality of virtual reality jobs required to create the virtual reality render from the virtual reality video data; determine the availability of a plurality of virtual reality nodes across the network; create a virtual reality render map that specifies a processing sequence of the plurality of virtual reality jobs across the one or more virtual reality nodes to create the virtual reality render, the virtual reality render map being created based on at least the availability of the plurality of virtual reality nodes; and process the plurality of virtual reality jobs at the plurality of virtual reality nodes to create the virtual reality.
B2
Verizon Patent and Licensing Inc.
Aleksandr O. Ryzhov, Anatoly D. Adamov, Arthur Van Hoff, Christopher P. Redmann
8
11 051 206
Wi-fi optimization for untethered multi-user virtual reality
Example method includes receiving, at an access point (AP), a plurality of virtual reality (VR) data from each of a plurality untethered mobile devices associated with a multi-user VR environment, receiving, at the AP, an indication of an atomic data block size for data to be transmitted to one or more of the plurality of untethered mobile devices, reducing, by the AP and based on the indication, a transmission duration of a VR data block to be transmitted to one or more of the plurality of untethered mobile devices.
B2
Hewlett Packard Enterprise Development LP
Kyu-Han Kim, Christina Vlachou
9
11 042 622
Authenticating users and improving virtual reality experiences via ocular scans and pupillometry
Embodiments of the present invention are directed to a method, computer system, and computer program product for biometric-enhanced virtual reality experience modification. One or more ocular scans of a user are conducted using a sensor, wherein at least one scan within the one or more conducted ocular scans is a pupil scan. A plurality of pupillometry data is associated with the user based on the one or more conducted ocular scans. A plurality of user information is inferred by the plurality of gathered pupillometry data. The virtual environment is modified based on the plurality of inferred information.
B2
International Business Machines Corporation
Nixon Cheaz, Anthony M. Diaz, Michael E. Head, Jordana H. Kerr
10
11 042 226
Constellation-based augmentation of mouse form-factor for virtual reality applications
Techniques that modify traditional input devices (e.g., traditional computer mouse form factor) to interact with the virtual reality (VR) devices are described. Such modification allows the VR devices the ability to track the position and orientation of the mouse in the 3 dimensional (3D) VR without requiring extensive complex hardware typically included in VR motion controllers. Specifically, the traditional mouse form factor may be merged with 3D constellation based tracking elements (e.g., LEDs) with minimal form-factor modifications. The constellation tracking elements may include a plurality of fiducial markers on the mouse that may be detected by an imaging sensor, and thus allow tracking with a single imaging sensor (e.g., either head-mounted or fixed position).
B2
MICROSOFT TECHNOLOGY LICENSING, LLC
Erik Alan Holverson, Alexandru Octavian Balan, Yijie Wang

Patents by Year

Inventors

Assignees

Assignees

Science

Data limited by 2021

Top 10 cited papers

#Paper TitlePaper AbstractAuthorsFields of StudyYearCitation Count
1
Defining virtual reality: dimensions determining telepresence
Virtual reality (VR) is typically defined in terms of technological hardware. This paper attempts to cast a new, variable-based definition of virtual reality that can be used to classify virtual reality in relation to other media. The defintion of virtual reality is based on concepts of “presence” and “telepresence,” which refer to the sense of being in an environment, generated by natural or mediated means, respectively. Two technological dimensions that contribute to telepresence, vividness and interactivity, are discussed. A variety of media are classified according to these dimensions. Suggestions are made for the application of the new definition of virtual reality within the field of communication research.
Computer Science
1992
4 441
2
Surround-screen projection-based virtual reality: the design and implementation of the CAVE
Several common systems satisfy some but not all of the VR definition above. Flight simulators provide vehicle tracking, not head tracking, and do not generally operate in binocular stereo. Omnimax theaters give a large angle of view [8], occasionally in stereo, but are not interactive. Head-tracked monitors [4][6] provide all but a large angle of view. Head-mounted displays (HMD) [7][13] and BOOMs [9] use motion of the actual display screens to achieve VR by our definition. Correct projection of the imagery on large screens can also create a VR experience, this being the subject of this paper. This paper describes the CAVE (CAVE Automatic Virtual Environment) virtual reality/scientific visualization system in detail and demonstrates that projection technology applied to virtual-reality goals achieves a system that matches the quality of workstation screens in terms of resolution, color, and flicker-free stereo. In addition, this format helps reduce the effect of common tracking and system latency errors. The off-axis perspective projection techniques we use are shown to be simple and straightforward. Our techniques for doing multi-screen stereo vision are enumerated, and design barriers, past and current, are described. Advantages and disadvantages of the projection paradigm are discussed, with an analysis of the effect of tracking noise and delay on the user. Successive refinement, a necessary tool for scientific visualization, is developed in the virtual reality context. The use of the CAVE as a one-to-many presentation device at SIGGRAPH '92 and Supercomputing '92 for computational science data is also mentioned. Previous work in the VR area dates back to Sutherland [12], who in 1965 wrote about the “Ultimate Display.” Later in the decade at the University of Utah, Jim Clark developed a system that allowed wireframe graphics VR to be seen through a headmounted, BOOM-type display for his dissertation. The common VR devices today are the HMD and the BOOM. Lipscomb [4] showed a monitor-based system in the IBM booth at SIGGRAPH '91 and Deering [6] demonstrated the Virtual Portal, a closets ized three-wal l project ion-based system, in the Sun Microsystems' booth at SIGGRAPH '92. The CAVE, our projection-based VR display [3], also premiered at SIGGRAPH '92. The Virtual Portal and CAVE have similar intent, but different implementation schemes.
Computer Science
1993
2 798
3
Virtual Reality Training Improves Operating Room Performance: Results of a Randomized, Double-Blinded Study
ObjectiveTo demonstrate that virtual reality (VR) training transfers technical skills to the operating room (OR) environment. Summary Background DataThe use of VR surgical simulation to train skills and reduce error risk in the OR has never been demonstrated in a prospective, randomized, blinded study. MethodsSixteen surgical residents (PGY 1–4) had baseline psychomotor abilities assessed, then were randomized to either VR training (MIST VR simulator diathermy task) until expert criterion levels established by experienced laparoscopists were achieved (n = 8), or control non-VR-trained (n = 8). All subjects performed laparoscopic cholecystectomy with an attending surgeon blinded to training status. Videotapes of gallbladder dissection were reviewed independently by two investigators blinded to subject identity and training, and scored for eight predefined errors for each procedure minute (interrater reliability of error assessment r > 0.80). ResultsNo differences in baseline assessments were found between groups. Gallbladder dissection was 29% faster for VR-trained residents. Non-VR-trained residents were nine times more likely to transiently fail to make progress (P < .007, Mann-Whitney test) and five times more likely to injure the gallbladder or burn nontarget tissue (chi-square = 4.27, P < .04). Mean errors were six times less likely to occur in the VR-trained group (1.19 vs. 7.38 errors per case;P < .008, Mann-Whitney test). ConclusionsThe use of VR surgical simulation to reach specific target criteria significantly improved the OR performance of residents during laparoscopic cholecystectomy. This validation of transfer of training skills from VR to OR sets the stage for more sophisticated uses of VR in assessment, training, error reduction, and certification of surgeons.
Medicine
2002
2 485
4
Virtual Reality Technology
From the Publisher: This in-depth review of current virtual reality technology and its applications provides a detailed analysis of the engineering, scientific and functional aspects of virtual reality systems and the fundamentals of VR modeling and programming. It also contains an exhaustive list of present and future VR applications in a number of diverse fields. Virtual Reality Technology is the first book to include a full chapter on force and tactile feedback and to discuss newer interface tools such as 3-D probes and cyberscopes. Supplemented with 23 color plates and more than 200 drawings and tables which illustrate the concepts described.
Computer Science, Art
2003
1 663
5
From visual simulation to virtual reality to games
During the past decades, the virtual reality community has based its development on a synthesis of earlier work in interactive 3D graphics, user interfaces, and visual simulation. Currently, the VR field is transitioning into work influenced by video games. Because much of the research and development being conducted in the games community parallels the VR community's efforts, it has the potential to affect a greater audience. Given these trends, VR researchers who want their work to remain relevant must realign to focus on game research and development. Leveraging technology from the visual simulation and virtual reality communities, serious games provide a delivery system for organizational video game instruction and training.
Computer Science, Art
2005
1 643
6
Virtual reality
Although the terms cyberspace and virtual reality have been around for years, virtual reality as an industry is in its infancy. The term virtual reality is credited to Jaron Lanier, founder of VPL Research; earlier experimenters, like Myron Krueger in the mid-1970s, used phrases like artificial reality. William Gibson coined cyberspace in his 1984 science fiction novel. Neuromancer. Few technologies in recent years have evoked such fiery discussions in the technical community, and fewer still have sparked such passionate involvement of the humanities and the cultural sector. Maybe the humanities community reacts because the VR interaction is so tightly coupled to the human senses. Perhaps the cultural sector clamours for a role in the evolution of VR because the technology is finally interfacing with the human, rather than the human interfacing with the technology. Whatever the reasons, VR is more a convergence of previously disparate disciplines than a whole new branch of technology. It simply takes a fresh look at human interaction. Evolving from user interface design, flight and visual simulation, and telepresence technologies, VR is unique in its emphasis on the experience of the human participant. VR focuses the user's attention on the experience while suspending disbelief about the method of creating it. We feel that neither the devices used nor the level of interactiveness or fidelity determine whether a system is VR. The quality of the experience is crucial. To stimulate creativity and productivity. the virtual experience must be credible. The reality must both react to the human participants in physically and perceptually appropriate ways, and conform to their personal cognitive representations of the microworld in which they are engrossed. The experience does not necessarily have to be realistic/spl minus/just consistent.<>
Computer Science, Art
1994
1 363
7
Randomized clinical trial of virtual reality simulation for laparoscopic skills training
This study examined the impact of virtual reality (VR) surgical simulation on improvement of psychomotor skills relevant to the performance of laparoscopic cholecystectomy.
Psychology, Medicine
2004
1 170
8
Virtual Reality Simulation for the Operating Room: Proficiency-Based Training as a Paradigm Shift in Surgical Skills Training
Summary Background Data:To inform surgeons about the practical issues to be considered for successful integration of virtual reality simulation into a surgical training program. The learning and practice of minimally invasive surgery (MIS) makes unique demands on surgical training programs. A decade ago Satava proposed virtual reality (VR) surgical simulation as a solution for this problem. Only recently have robust scientific studies supported that vision Methods:A review of the surgical education, human-factor, and psychology literature to identify important factors which will impinge on the successful integration of VR training into a surgical training program. Results:VR is more likely to be successful if it is systematically integrated into a well-thought-out education and training program which objectively assesses technical skills improvement proximate to the learning experience. Validated performance metrics should be relevant to the surgical task being trained but in general will require trainees to reach an objectively determined proficiency criterion, based on tightly defined metrics and perform at this level consistently. VR training is more likely to be successful if the training schedule takes place on an interval basis rather than massed into a short period of extensive practice. High-fidelity VR simulations will confer the greatest skills transfer to the in vivo surgical situation, but less expensive VR trainers will also lead to considerably improved skills generalizations. Conclusions:VR for improved performance of MIS is now a reality. However, VR is only a training tool that must be thoughtfully introduced into a surgical training curriculum for it to successfully improve surgical technical skills.
Medicine
2005
893
9
Quaternions and Rotation Sequences: A Primer with Applications to Orbits, Aerospace and Virtual Reality
Ever since the Irish mathematician William Rowan Hamilton introduced quaternions in the 19th century - a feat he celebrated by carving the founding equations into a stone bridge - mathematicians and engineers have been fascinated by these mathematical objects. They are used in applications as various as describing the geometry of space-time, guiding the Space Shuttle, and developing computer applications in virtual reality. In this book, J.B. Kuipers introduces quaternions for scientists and engineers who have not encountered them before and shows how they can be used in a variety of practical situations.
Mathematics, Engineering
2002
882
10
Virtual Reality: How Much Immersion Is Enough?
Solid evidence of virtual reality's benefits has graduated from impressive visual demonstrations to producing results in practical applications. Further, a realistic experience is no longer immersion's sole asset. Empirical studies show that various components of immersion provide other benefits - full immersion is not always necessary. The goal of immersive virtual environments (VEs) was to let the user experience a computer-generated world as if it were real - producing a sense of presence, or "being there," in the user's mind.
Computer Science, Art
2007
864

Top 10 cited authors

#AuthorPapers countCitation Count
1
103
9 501
2
128
8 388
3
83
7 260
4
197
6 768
5
29
5 950
6
72
5 813
7
34
4 753
8
50
4 695
9
34
4 559
10
67
4 488

Science papers by Year

Clinical Trials

  • Researches Count 876
  • Ongoing Studies 264
  • Total Enrollment 71 889

Clinical Trials by Year

Countries

Phases

Clinical Trials

#TitleConditionsInterventionsEnrollmentYearLocations
1
Virtual Reality and Action-Observation Therapy: An Integrated Approach Supported by Novel Technologies for Upper Limb Impairment in Subacute Stroke
Stroke
Action Observation Therapy, Landscape video, Standard treatment, Virtual Reality
22
2023
Fondazione Don Carlo Gnocchi Onlus
2
Virtual Reality Epley Maneuver System (VREMS) for Treatment of Benign Paroxysmal Positional Vertigo
BPPV, Vertigo, Peripheral
Instructional Handout (IH), Virtual Reality Epley Maneuver System (VREMS)
20
2022
University of Calgary
3
Effectiveness of Virtual Reality on Functional Mobility During Treadmill Training in Children With Cerebral Palsy: a Randomized Clinical Trial (VirtWalkCP Project)
Cerebral Palsy, Spastic
Treadmill training, Treadmill training with virtual reality
30
2022
University of Vic - Central University of Catalonia
4
Virtual Reality Place in the Management of Body Dysmorphia Disorders in Anorexia Nervosa : Comparison of the Recommended Management and Virtual Reality Care Programs With or Without Multisensory Remedy
Anorexia Nervosa, Dysmorphophobia
Experimental group 1 : Virtual Reality, Experimental group 2 : Virtual Reality + Multi Sensorial Remediation
150
2022
Lille Catholic University
5
Comparative Evaluation of The Effect of Virtual Reality and Screen Programs on Children's Dental Anxiety, Pain and Behavior: A Randomized Cross-Over Clinical Trial
Dental Anxiety
screen programs, virtual reality device
60
2022
Cairo University
6
Concurrent Dual Task and Virtual Reality Innovation to Improve Balance, Posture and Gait in Patients With Parkinson Disease
Parkinson Disease
Conventional physiotherapy, Dual task intervention, Virtual reality intervention
64
2022
Maharishi Markendeswar University (Deemed to be University)
7
Effect of Virtual Reality Distraction Compared to Audio Distraction on Anxiety and Pain Reduction in Children Undergoing Dental Treatment (A Randomized Clinical Trial)
Dental Anxiety
music, virtual reality glasses
44
2022
Cairo University
8
Immersive Virtual Reality and Noninvasive Spinal Stimulation to Promote Arm Function in Individuals With Tetraplegia
Tetraplegia
Active (Virtual reality and spinal stimulation)
40
2022
Virginia Commonwealth University
9
Can Distraction Substitute for Procedural Sedation and Improve Tolerance in Patients Receiving Epidural Steroid Injection for Pain? A Randomized Controlled Trial
Lower Back Pain, Lumbar Radiculopathy
Intravenous sedation, Standard care, Virtual reality
126
2022
Johns Hopkins University
10
Efficacy of Virtual Reality in Stroke Rehabilitation
Ischemic Stroke
Standard of care, Virtual Reality (VR) System
30
2022
Wake Forest University Health Sciences

Trends

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Use Cases

#TopicPaper TitleYearFields of studyCitationsUse CaseAuthors
1
Virtual Reality
"A Pilot Project in Primary Care- Using Virtual Reality Guided Meditation Sessions to Reduce the Burnout of Health Workers"
2022
0
"a pilot project in primary care-
2
Virtual Reality
[Use of immersive virtual reality for cognitive rehabilitation of patients with brain injury].
2022
Psychology, Medicine
0
cognitive rehabilitation of patients with brain injury].
3
Virtual Reality
102 Virtual reality for pain management during home burn care: protocol and preliminary findings
2022
0
pain management during home burn care: protocol and preliminary findings
4
Virtual Reality
3D Modeling in Virtual Reality for Resection of a Pineal Region Falcotentorial Meningioma.
2022
Medicine
0
resection of a pineal region falcotentorial meningioma.
5
Virtual Reality
3D Virtual Reality to Help Patients Better Understand Their Disease
2022
0
help patients better understand their disease
6
Virtual Reality
A Dataset for Emotion Recognition Using Virtual Reality and EEG (DER-VREEG): Emotional State Classification Using Low-Cost Wearable VR-EEG Headsets
2022
Computer Science
0
a dataset for emotion recognition
7
Virtual Reality
A digital intervention using virtual reality helmets to reduce dental anxiety of children under local anesthesia and primary teeth extraction: A randomized clinical trial.
2022
Medicine
0
a digital intervention
8
Virtual Reality
A lower limb rehabilitation platform with mirror therapy, electrical stimulation and virtual reality for people with limited dorsiflexion movement
2022
Psychology, Medicine
0
people with limited dorsiflexion movement
9
Virtual Reality
A methodological framework to integrate motion capture system and virtual reality for assembly system 4.0 workplace design
2022
4
assembly system 4.0 workplace design
10
Virtual Reality
A Study on the simulation of dog breeding using Virtual Reality
2022
0
a study on the simulation of dog breeding

Case Studies

#TitleDescriptionPDFYearSource Ranking
1
(PDF) Forgotten Industrial Heritage in Virtual Reality—Case ...
Jan 17, 2022 — For this purpose, the article examines the case study: virtual reality reconstruction of the Old Power Plant in the city of Piešt'any. The ...Karachi Nuclear Power Plant(KANUPP) As ... - ResearchGatehttps://www.researchgate.net › publication › 313624069_...https://www.researchgate.net › publication › 313624069_...
no
2022
6 650
2
[Case Study] Integrating Virtual Reality in Higher Education - e ...
Feb 6, 2022 — ... sociology course at Concordia University. Context. Read the full story by KnowledgeOne. Tags: Articles • learning • Ping Ng • Technology ...
no
2022
10
3
Case Study: Zero Density & TRT2 | Reality Virtual Studio ad ...
Jan 5, 2022 — 3B on 5.5m tall crane. 2 cameras are on Sachtler Vario Ped 2-75 pedestals and 1 on the crane. The studio employs 40 Kino Flo 4ft 4Bank portable ...
no
2022
80
4
Immersive Design—A virtual reality case study - 3D CAD World
Feb 16, 2022 — Of course, each team member was really in separate physical spaces, but with the help of the headsets and the immersive world, ...
no
2022
10
5
Immersive Design—A virtual reality case study - NewsBreak
Mar 8, 2022 — Immersive Design—A virtual reality case study · The 10 most innovative augmented reality and virtual reality companies of 2022 · Comments / 0.
no
2022
210
6
Immersive Design — A Virtual Reality Case Study - Adidas ...
Feb 16, 2022 — The team met regularly in a large footprint-shaped studio that only existed in a virtual world entered via the Oculus. Of course, each member of ...
no
2022
0
7
(PDF) Case Study of Using Virtual and Augmented Reality in ...
Oct 23, 2021 — In this work, we consider a case study of using virtual and augmented reality (VR/AR) for effective analytics delivery to the production ...(PDF) Mobile Augmented Reality for Learning: A Case Studyhttps://www.researchgate.net › ... › Augmented Realityhttps://www.researchgate.net › ... › Augmented Reality
no
2021
6 650
8
(PDF) The Use of Virtual Reality in ... - ResearchGate
Nov 6, 2021 — The current paper reviews some current uses for VR environments in psychological research and discusses some ongoing questions for researchers.
no
2021
6 650
9
A Case Study of Educational Games in Virtual Reality ... - MDPI
by M Krajčovič · 2021 · Cited by 6 — (1) At present, it is important to bring the latest technologies from industrial practice into the teaching process of educational institutions, ...Missing: x ‎| Must include: x
no
2021
1 860
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Augmented Reality Guided Tutorials: Burberry Beauty Virtual ...
May 14, 2021 — Burberry Beauty Virtual Studio is a web-based digital retail experience designed alongside the launch of the brand's Essentials Glow palette, ...
no
2021
0

Experts

Twitter

#NameDescriptionFollowersFollowingLocation
1
Drumsy
Real reality boy living in a virtual reality world.
136 945
998
San Diego, California
2
VRChat
VRChat makes it easy to create and explore virtual reality together. Any 3D content brought onto our platform is instantly transformed into a social experience.
96 933
1 435
-
3
Victoria VR
MMORPG in Virtual Reality. With Realistic graphics, built on blockchain. Trade NFTs in The Big Market VR. Follow & join us on TG: https://t.co/AHAl7YWWOg
85 603
519
Prague, Czech Republic
4
Lolathon
Twitch Partner and YouTuber with a main focus on Virtual reality https://t.co/2T8kw7kiNo
50 193
421
-
5
Revolusi Online Learning - by Adez Aulia
Membantu proses belajar online anda di masa COVID-19. Online Class, Video production, Virtual Conference, Virtual Reality, Augmented Reality.
36 321
2 755
Jakarta - Indonesia
6
Viveport
Explore, create, and connect a wide range of #VR experiences with VIVEPORT. Enjoy unlimited virtual reality in one #VIVEPORTInfinity subscription.
34 246
181
-
7
Ivanovich Games
Developing and publishing games from Barcelona for more than 10 years with a special focus on Virtual Reality games.
26 149
25
Barcelona
8
Neos
Social Virtual Reality Metaverse
24 634
813
-
9
#SVVR
Silicon Valley Virtual Reality - Experience the Future
24 134
534
Mountain View, CA
10
Climate Research Simulator
The Virtual Reality #climatechange Simulator is a multi-user 3D server application researched and developed by the Climate Change Institute https://t.co/EgcCIahLrw
22 316
19 739
Australia

Quora Profiles

#NameAnswersFollowersLocationViewsTopicTopic LinkAnswers to topic
1
464
1 581
3 832 154
Virtual Reality VR
464
2
280
1 053
2 075 159
Virtual Reality VR
280
3
47
176
Sydney, Australia
1 986 409
Virtual Reality VR
47
4
900
383
Brussels, Belgium
1 040 017
Virtual Reality VR
900
5
7632
221
702 187
Virtual Reality VR
7632
6
192
34
Winchester, England
684 413
Virtual Reality VR
192
7
675
270
Boston, MA
587 731
Virtual Reality VR
675
8
38
340
479 405
Virtual Reality VR
38
9
104
363
San Francisco
470 388
Virtual Reality VR
104
10
186
380
444 051
Virtual Reality VR
186

Youtube Channels

#NameDescriptionReg DateViewsCountry
1
i talk to eggplants in virtual reality
Thu, 20 Jul 2017
107 928 527
United States
2
YEAH YOU MADE IT! Welcome to the most versatile 360° Virtual Reality channel on YouTube, with 360 degree videos of traveling and gaming for Google Cardboard, Playstation VR... Our audience is watching from all over the world & enjoying videos for Oculus, HTC Vive & PS VR. New 4K & 8K 360°VR Virtual Reality videos every Wednesday & Saturday. Timetable: 16 pm Europe (CEST Paris, Berlin, Rome, Madrid...) 11 pm Los Angeles (PST Pacific Standard Time) 7 pm New York (EST Eastern Standard Time) 10 am Beijing 11 am Tokyo 12 am Sydney We will you show 360 Gaming and the best & prettiest locations in the world. We want to get you as close as possible to cities around the world. Dive into locations with high quality 360 degrees view options with YouTube look around VR function. We want to give you an online vacation away from stress and work to destinations around the world in 4K & 8K. We are trying to make it feel as authentic it can get with 360 VR Virtual Reality videos
Sun, 31 Jan 2016
92 898 256
Australia
3
360º Virtual Reality Channel | 360 VR Videos | Roller Coaster 360 VR Videos Welcome to Feel Virtual, you will experience an immersion in virtual reality 360º VR videos allow you to have a more realistic immersion within a video, entering a world like Minecraft, experiencing roller coasters, being a superhero and much more, all from the comfort of your home, with the best quality 8k 60fps How to watch 360º Videos? Simply move the screen by pressing the screen with either your finger or the mouse. If you have a VR Head, you can view my videos in VR by clicking on the Virtual Reality youtube button. I don't have nothing more to add, subscribe and enjoy! 😊 Feel virtual
Sun, 2 Apr 2017
76 867 108
Spain
4
Virtual Reality Adventure Studios. VRAS 360 VR VIDEO PRODUCTION. [© All rights reserved.] "Immerse yourself in the adventure, it can be a nightmare or a dream." STAY TUNED, EVERY MONDAY ■ www.YOUTUBE.com/c/360VRADVENTURE?sub_confirmation=1 ■ www.FACEBOOK.com/360vradventure ■ www.TWITTER.com/360VRADVENTURE ■ www.INSTAGRAM.com/360vradventure For the best experience, watch with headphones using your mobile device, Daydream View or Google Cardboard. • SOME VR HEADSET - Samsung Gear VR, Google Cardboard, Google Daydream, Pimax 4K VR, OSVR HDK, VR Box, Oculus Rift, HTC Vive or Playstation VR.Google Daydream View, Google Cardboard, VR Samsung, Gear VR, Oculus Rift, DK1/DK2/CV1, CROSS EYED / PARALLEL EYED VIEW 3D 3D TV / 3D MONITOR / Nintendo 3DS VR Box PC / Phone / Notebook / Tablet Playstation VR HTC Vive Homido VR Shinecon VR Freefly VR Zeiss VR One Noon VR Auvisio VR ColorCross VR Mattel View Master Incredisonic VR Pimax 4K Eimolife .
Sun, 28 Feb 2016
76 149 482
United States
5
1 video a day keeps the doctor away - 360° VR, Traveling, unboxing...and anything else :) I am happy to produce videos in my free time about 360 Virtual Reality, travel, unboxing and other topics for my followers. Thank you so much for your support and your ☕ coffee donations on Patreon and Ko-Fi to keep me awake^^
Tue, 1 Nov 2016
63 141 610
6
Everything about VR, MOOOVR 가상현실(Virtual Reality)이란 사용자가 실제와 유사한 공간적, 시간적 체험을 할 수 있는 기술 또는 환경을 의미합니다. 무버는 이러한 VR을 이용하여 가장 재밌고 쉽게 볼 수 있는 VR 동영상을 제작합니다. 무버와 함께 이제까지 보지 못했던 멋진 신세계를 체험하세요 ! Virtual Reality refers to multimedia or computer simulated environment people (with special Head Mount Displays) get immersed into. Mooovr provides comprehensive service in filming, distributing, and retailing business of virtual reality, and through this service we aim to create the world’s best platform for virtual reality and 360 degree contents.
Tue, 25 Nov 2014
42 098 273
7
Welkom op het YouTube kanaal van de Virtual Reality Company Tour. Wij zijn een creatief Virtual Reality productie bedrijf dat volledig gespecialiseerd is in de productie van corporate VR video's. Van de conceptualisatie tot de complete realisatie van een VR film, bij Virtual Reality Company Tour zijn we in staat het volledige VR traject te verzorgen. Neem eens een kijkje op onze website: http://www.vrcompanytour.com/
Thu, 5 Nov 2015
42 033 348
Netherlands
8
Venus Reality is a Virtual Reality (VR) agency dedicated to creating beautiful, memorable experiences. We offer concept-driven VR video production and create best-in-class VR video for Head-Mounted Displays(HMD). Venus Reality also provides one-stop VR production services for brands and products. From conceptualization through pre-production, shooting, video stitching, app development and deployment. Our team of professionals will help you manage your productions, so that the final product meets your goals and expectations – We are the professional content creation company dedicated to serving your needs. The Virtual Reality (VR) Revolution will make the impossible possible for your brands and products. Let’s contact us for further discussions. Become our Patron ! https://www.patreon.com/venusreality Sponsor our Channel ! https://paypal.me/venusreality Contact : [email protected]
Mon, 17 Apr 2017
40 231 281
Hong Kong
9
A concept Note Jiyo Jhoom Jhar(The art has power to change society.)Channel: Regional/ nationalGenre/Style:Virtual Reality Show (Talent Hunt)Working Title: Jiyo Jhoom JharTime Span: 1 hour for six monthIntroduction: “Virtual reality show will create excitement! Excitement creates belief, and belief built nation.” Every nation in the world is thriving with human and natural material resources; which can be harnessed for the development of nation and society. India is developing Country and it has tremendous human and natural resources enable her into a developed country. Nature is so kind that most human characteristics are normally distributed. It provides opportunities and also poses challenges. Cultural diversity is one of the most valuable results of human existence. It is an inexhaustible source of innovations and advancements. Art and culture are the expression of creation. It creates bridge between nation and its people to live peacefully. We identify themselves
Fri, 20 Mar 2009
35 816 740
India
10
VIrtual Reality Shitposter I make all of my videos in VRChat, and everything I use is publicly available in VRChat. I have many different interests so expect a variety of videos. This account will have VR skits and probably some gameplay of other stuff as I take a break in between videos. I hope you enjoy my shitposting. You can find me at Instagram: @yogurt_cap25 Twitter: @cap_yogurt
Sat, 4 Jan 2020
27 933 577
United States