Virtual reality

Report

27 Feb 2019
158

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

27 Nov 2018
11

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 a way to obtain virtual items for in-game use.

Report

1 Jun 2018
15

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

1 Nov 2016
354

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...

Conference paper

15 Oct 2007
0

The Federal Government has recently relaxed regulations governing the more mature media/information distribution platforms, however rapid advances in distribution technologies may require regulation by the Government. This regulation of media distribution may move into areas previously unknown to traditional media law such as taxation, money...

Conference paper

15 Oct 2007
3

Research indicators point to a 3D Web encompassing online virtual worlds in which users form communities, do business and create and sell virtual products. The current number of participants in such environments is estimated in the tens of millions. This new web environment brings with...

Overview

 

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