Report

New frontiers of digital access

This research report explores the development and delivery of Virtual Reading Rooms (VRRs) and Virtual Teaching Spaces (VTSs) amongst archives, special collections and museums.
Report

New realities: activating the potential for the creative industries and tourism in regional South Australia

This report draws on interviews, site visits and international research to examine the potential of augmented, virtual and mixed reality tourism experiences within regional areas of South Australia.
Conference paper

Accelerating the Last Planner System (LPS) uptake using virtual reality and serious games: a sociotechnical conceptual framework

Although recent research has revealed that successful implementation of the Last Planner System (LPS) is highly dependent upon how its social and technical aspects are managed and interrelated, there are still problems with the LPS implementation in the design phase and on-site. This paper finds...
Journal article

How close is the built environment to achieving circularity?

This paper will extrapolate the EMF's ReSOLVE frameworks through the context of three examples in vastly different formats.
Report

Artificial Intelligence and emerging technologies in schools: research report

This report should serve as both a starting point for knowledge acquisition, and as a springboard for the teaching profession to engage in debate about the current state and future of AI and emerging technologies in schools.
Report

Making the most of technology in education

This report draws together lessons from nine international examples of inspiring practice where technology is impacting on large numbers of teachers and students.
Report

3D/VR in the academic library: emerging practices and trends

This volume, comprising eight chapters from experts in a variety of fields, examines the use of three-dimensional (3D) and virtual reality (VR) technologies in research and teaching, and the library’s vital role in supporting this work.
Report

The immersive economy in the UK: the growth of virtual, augmented, and mixed reality technologies

We have used 2-dimensional media for centuries to access content and knowledge – pages in books and newspapers, screens in cinemas, televisions, computers and smartphones. Immersive technologies such as virtual reality, augmented reality and mixed reality take us further by placing us right inside incredible...
Report

Gaming micro-transactions for chance-based items

Gaming micro-transactions for chance-based items, called 'loot boxes' for the purposes of this inquiry, are included in some video games to provide players with away to obtain virtual items for in-game use.
Report

Immersed in the future: a roadmap of existing and emerging technology for career exploration

This roadmap highlights, in an accessible way, some existing and emerging digital technologies and their potential to create deeper and authentic learning opportunities in school and post-school education. Like all useful roadmaps, this report does two things. Firstly, it charts some broad directions in the...