Virtual Reality PowerPoint Presentation Templates Premium

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Step into a world of immersive experiences with our Virtual Reality PowerPoint Presentation Templates. This unique and cutting-edge template is designed to improve your presentations to a whole new level by incorporating the exciting technology of virtual reality. With this template, you can transport your audience into a virtual environment where they can engage with your content in an interactive and immersive way. From business pitches to educational lectures, this template is perfect for any scenario where you want to captivate and engage your audience like never before. Whether you're presenting to clients, colleagues, or students, this template will leave a lasting impression as it combines the power of storytelling with the engaging nature of virtual reality technology. Download our presentations today and unlock the potential of virtual reality!

Product Features:

  • 35+ Clean, Creative & Modern Slides.
  • 16:9 Widescreen (No more broken slides)
  • 1920 x 1080 px (Full HD & retina ready)
  • Based on Master Slides
  • PPTX and PPT Files (For both the latest and old versions of PowerPoint)
  • Editable Google Slides Theme
  • 1500+ Icons (750+ vector icons & 750+ font icons)
  • Image Placeholders (Just drag-and-drop your photo)
  • All Elements are fully Editable & Resizable in PowerPoint
  • Device mockups Included
  • Data Charts Editable via Excel
  • Interactive and Easily Editable Maps
  • Easy Editable Colors
  • Fast & Friendly Support

If you have any questions or need any support regarding this product, please feel free to contact us through our profile page! We'll gladly help you out!

Product Specs

  • Release: Dec 25, 2022
  • Last Update: Jan 18, 2024
  • Aspect Ratio: Widescreen (16:9)
  • Compatibility: Google Slides, PPT, PPTX

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Virtual Reality PowerPoint Template

Slide of VR Man with Headset

The Virtual Reality PowerPoint Template is a deck of cool illustrations for VR technology presentations. The multi-color vibrant color theme of the presentation with blue background makes slides attractive for the audience. The template contains a range of graphic elements that visualize various use of virtual reality technology. These vector-based graphics let you resize and reuse illustrations in several other technical presentations. The vectors include VR technology and devices like VR headsets, gaming, virtual reality in training, architectural design, and work gadgets.

There are 7 slides with an idea of how VR is used and text placeholders to add relevant information. Additional two slides present 4 steps process diagram and product feature template with six labels. These slides are suitable for explaining features of new technology in the field of virtual and augmented reality.

IT companies introduce innovative ideas of using mixed reality with the help of a virtual Reality PowerPoint template. You can use slides of VR headsets and gaming equipment to explain the idea of metaverse with an example. Metaverse goes far beyond the 3D virtual environment of video games. It lets people socialize, learn, and collaborate in the mixed reality. Meta has introduced the metaverse idea of a shared virtual platform that people can access through different devices. The slides of VR headsets and bike can be used to discuss opinions about the technology. Furthermore, presentation designs can use this template and combine it with other tech slides for PowerPoint and Google Slides.

Virtual reality slides are a good way of teaching individuals and organizations about challenges that come with future VR tech development. VR technology has its pros and cons and these slides provide the professional-looking layout to present them. Many industries are already using virtual reality. The VR PowerPoint Template can present their implementation of virtual reality. Alternatively, you can download other VR and Virtual Reality slides for presentations with editable placeholders, visual slides and useful diagrams.

For advanced automotive technology, engineers use VR for designing prototypes. Healthcare has an important application for professionals to use virtual models before working on a real body. Several other applications such as retail, tourism, real estate, and architecture give an immersive experience before purchase. The entertainment industry has benefited from implementing VR technology. The template of virtual reality can describe these applications and much more.

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virtual reality presentation ideas

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VR Presentation Template

VR presentation template

Virtual Reality is simply VR technology! Its influence can be seen in every aspect of human life, from entertainment to healthcare. Virtual Reality is a system-generated network where users get the best possible real-time experience with the scenes and objects they see in a video. In simple words, VR technology can give us the feeling of getting placed in an environment of a video and experiencing the same objects and surroundings. The whole experience is perceived with the help of VR boxes.

So what if you want to present the concept of VR technology through a remarkable presentation? Start from scratch or simply download SlideKit’s exclusive VR presentation template for google slides? Yes, you can easily download our virtual reality templates for google slides with just a click and restyle them to match your content and brand. SlideKit’s virtual reality google slides theme is well packed to save you time thinking of an eye-catchy design and content.

You can simply download this deck of VR templates for google slides, put your content, make any modifications with a few clicks, and there you are, good to go with a trendy and informative presentation.

This VR presentation template for google slides is not only for presenting the concept of virtual reality, but it is also flexible to explain Augmented Reality(AR). The only difference between AR and VR is that AR uses a real-world setup and can be controlled by its users, while VR is purely a virtual concept, and the computer system controls its users.

These virtual reality presentation templates are rich in high-quality photographs of people experiencing VR boxes, VR headsets, games and the whole VR computer network setup.

Moreover, unique infographics make it easy for you to explain certain aspects of VR, such as extended and mixed Reality, VR history, device mock-ups etc. A highly researched graph and world map mark the shipment and market share of AR and VR, respectively.

So whether you are a techie who wants to show off your knowledge of VR and AR or an organization providing services related to AR and VR, this virtual reality google slides theme is enough to wow your audience.

This deck of 20 VR presentation google slides templates is 100% customizable with easy to edit features. So within a few minutes, you can restyle these dark background slides to match your brand theme and colour.

Download these VR presentation templates on your google slides today to create your next presentation striking!

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Beyond the Real World: Exploring Virtual Reality with Virtual Reality PPT

Beyond the Real World: Exploring Virtual Reality with Virtual Reality PPT

Sheikha Tickoo

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OK! Tell me one thing that comes to your mind when you hear virtual reality. Gloomy Eyes, Battlescar, Wolves in the Walls, or such movies that require you to wear a set of gadgets to enjoy them. Well, if your answer is the same, you are somewhere aware of the concept of virtual reality or digital environment. In this blog, you will learn everything about virtual reality, its main categories, how VR videos work, and get some of the best virtual reality ppts. So, keep reading!

What is Virtual Reality?

Step into the realm that is a complete blend of high-end technology and the physical world. Set yourself free from boundaries and experience the thrilling interactive journey that knows no boundaries. Yes, this is nothing but virtual reality technology. Virtual means "replica of something real" in the computing world. Now, Virtual reality means creating a simulated environment using cutting-edge technologies.

Let's make you understand this with a simple example. You are sitting at home, and just wearing a pair of magical glasses takes you to the world you longed to experience. As you wear these glasses, the natural world seems to fade, and you enjoy the world that your eyes can see. Imagine you are a cricket fan, and these glasses transport you into the middle of a cricket field. What would you do next? You will look for a real bat to start batting. This is virtual reality, where you are not just observing the changed world but actively participating in it. Everything in that virtual world seems natural.

What are the Types of Virtual Reality?

1. Non-Immersive Virtual Reality

Non-immersive is a type of virtual reality where humans cannot directly interact with virtual world activities. The most common example is video game consoles where you control the game with another device in your hand ( no direct interaction). Here in the non-immersive world, you control the characters with the help of some input devices. (for example, video game remote controller, mouse)

2. Semi-Immersive Virtual Reality

Semi-immersive experience lies between entire virtual and non-immersive virtual worlds. You can feel this virtual world using VR gadgets like VR glasses. Using these glasses, you can experience the virtual world in reality without any physical sensation. It is similar to the cricket field example I gave at the beginning. It uses high-end technology to impart realism. This is used to teach students and provide training to give students some real experience. Virtual reality in education is booming and making learning more interactive.

3. Fully-Immersive Virtual Reality

Now, comes fully-immersive virtual reality where users experience the world in real life. It is completed with light and sound, and to allow yourself to experience it, you need to have proper VR glasses and a head mount display ( HMD ). These high-tech gadgets help you with a wide-field view and create a stereoscopic 3D effect. Usually, high-end gamers use these gadgets to immerse themselves in the gaming and entertainment world.

Here is the list of virtual device examples that can intensify your VR world experience.

  • Oculus Quest 2 Controllers Gun Stock Pistol and Rifle.
  • VR tracker straps
  • Strap 2 wearable keyboard
  • Virtual reality gaming mat
  • VR headset lens cleaning pen, and many more

Uses of Virtual Reality

VR uses

Understanding Virtual Reality With the help of Virtual Reality Technology PPT

Template1: virtual and augmented reality.

Introducing a state-of-the-art PowerPoint template that covers the transformative topics of VR and AR. Dive into the business imperative and gain an overview of these immersive technologies. Explore augmented reality types, key components, and technologies driving AR. Uncover the skills needed for AR app development and explore real-world applications. Utilize the AR application checklist for success. Captivate your audience and ignite innovation with this comprehensive presentation tool.

Virtual reality ppt

Template 2: Business Pitch Deck 

Embark on a data-driven journey with an engaging PowerPoint template that explores the AR and VR landscape. Uncover growth contributions and market fragmentation within this transformative industry. Gain strategic insights through a SWOT analysis, understanding the strengths, weaknesses, opportunities, and threats. This virtual reality ppt provides a comprehensive understanding of the AR and VR realm, connecting each slide seamlessly. Don't miss opportunity and get these virtual reality powerpoint presentation templates today.

virtual reality presentation ideas

Template 3: Virtual Reality Technology Bundles

Demonstrate the power of possibilities with an immersive PowerPoint template that explores groundbreaking applications of VR. Experience the revolution in medical training, education, surgery, pain management, and physical therapy. Discover the impact of VR in sports, retail, healthcare, automotive, and education. Unlock the potential of interactive experiences, digital transformation, and extended reality. Propel your audience into a new dimension of innovation with this captivating VR template.

virtual reality ppt

Template 4: Virtual Reality in Retail Training

Illuminate the extraordinary potential of VR in the retail industry with this PowerPoint template. Experience the seamless integration of technology, revolutionizing customer engagement and driving digital transformation. Delve into 3D technology, computer modeling, and extended reality. Discover how visionary retailers are reshaping the future of shopping. This template showcases the captivating points of VR in retail, engaging your audience effectively.

virtual reality ppt

Template 5: Virtual reality Technology Development Software

Immerse yourself in a dynamic PowerPoint template that takes you on a virtual journey through leading VR technology development software. Explore Unity, Amazon Sumerian, Google VR, Unreal Engine, CryEngine, and Blender. Showcase the capabilities, features, and applications of each platform. This template becomes your gateway to the exciting realm of VR technology development.

virtual reality presentation ideas

Template 6: Virtual Reality Technology in Energy Markets

Get captivated by this virtual reality ppt that explores the electrifying potential of VR technology in energy markets. Discover how VR enhances equipment maintenance and revolutionizes safety training through an interactive HSE platform. In addition, experience how it improves operational efficiency and discover various applications, such as remote inspections and immersive simulations. Showcase your points engagingly with this template. Don't wait! Download now.

virtual reality ppt

Template 7: Virtual Reality Product Pitch Template

Demonstrate the power of possibilities with an immersive PowerPoint template that explores groundbreaking applications of VR. Experience the revolution in medical training, education, surgery, pain management, and physical therapy. Discover the impact of VR in sports, retail, healthcare, automotive, and education. Unlock the potential of interactive experiences, digital transformation, and extended reality. Propel your audience into a new dimension of innovation with this captivating template.

Virtual reality ppt

Also Read: How to pitch a virtual reality business with a phenomenal investor presentation

Some VR statistics

1. By the year 2030, 23 million jobs will use augmented and virtual reality

2. The biggest drivers of AR and VR technology are gaming and entertainment sectors.

3. In gaming market, value of VR is forecasted to reach $ 92.31 billion by 2027.

4. Giants of AR and VR technology are Meta, HTC, Sony, NVIDIA, and Samsung

Also read our blog VR is Future 

What are the elements of virtual reality?

  • Virtual World
  • Sensory feedback
  • Interactivity

How will VR be used in the future?

The future of VR is bright because this is just the start of digital transformation, and it will go a long way. Today, everyone demands technologically advanced systems, more features, and entertainment. VR has already covered almost every sector. Thus, there is no chance of it staying back.

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How you can Improve your Presentation Skills with VR

April 9, 2021 - Dom Barnard

In today’s business environment, you must have good presentation skills to be successful. We live in a world of meetings, presentations and conferences, in which a clear and assertive presentation can get you a promotion, fund your idea or secure a contract.

Presenting information clearly and concisely is the key to getting your message across. However, most  people feel terrified  when asked to speak in public. Through practice and preparation, you’ll become more confident in your presentation skills, and you’ll find yourself being less nervous when public speaking.

We’ll explain why virtual reality is the perfect tool to  increase your confidence  and improve your presentation skills.

What is virtual reality?

Virtual reality  is the term used to describe a three-dimensional, computer generated environment which can be explored and interacted with by a person. That person is immersed within this environment, giving the impression that the person is really there, and can perform a series of actions within this virtual world.

We’re using virtual reality (VR) to immerse people in different realistic presentation styled environments, where they can practice and perfect their skills.

  • Read our  complete guide to virtual reality .

Practice in the safety of your own home

Practice your presentation from the safety of your own home

Give a TED talk in front of hundreds of people, deliver a speech at a wedding, teach a room full of students – all from the safety of your own home. By practicing your presentation skills in virtual reality, you’ll build up a positive visualization in your mind of you delivering a great presentation.

Plenty of studies have proven the effectiveness of  positive visualization . When we imagine a positive outcome to a scenario in our mind, it’s more likely to play out the way we envision. Instead of thinking “I’m going to completely forget what to say on stage”, use VR to visualise yourself delivering an inspiring speech with great enthusiasm.

Practice with your own slides

With the  VirtualSpeech app , you can add your own  presentation slides  into the virtual room with you, so that you can practice for an upcoming event. Simply save your presentation as a PDF document and add it to the app – you can change the slides in the virtual world by pressing your VR headset trigger.

Add presentation slides to the virtual meeting or conference room.

Add your own slides to the virtual meeting or conference room to practice with.

Poor delivery and timing are the most common problems people have when they make a presentation. Being able to time what you say, at the correct point in your speech, with the right presentation slide, are important skills and require you to know your content well.

Practicing your timing in the virtual world will make you much more confident when delivering the speech for real. You can even try out several different ways of delivering the same material and decide which sounds better.

Speakers that practice  come across as confident , and avoid the “umms” and uncomfortable silences that detract from the message. Knowing your slides and practicing your delivery with them, will help keep the presentation within a reasonable timeframe. Audiences appreciate presentations that make the point clear and concise.

Video showing how you can  practice presentation skills in VR .

Listen back to presentations

One of the best ways to improve your presentation skills is to listen back to your own speeches. Once you’ve delivered a speech with the VirtualSpeech app, you have the option to save your speech and listen back to it at any time in the future. When listening back to it:

  • Listen for timing of deep breaths  – when we’re nervous, our muscles tighten and we take  shallow breaths  – you may even hold your breath as you try and get all the information out at once. Instead, take deep breaths to relax your body and expand your vocal range.
  • Listen for timing of pauses  – When you’re nervous, you might speed up your presentation and end up talking too fast, which in turn causes you to run out of breath. Don’t be afraid to slow down and use pauses in your speech. Pausing can be used to  emphasise certain points  and give you time to think about what to say next. This is particularly useful when answering questions after a presentation. If you feel yourself losing control of your pacing, just take a nice pause and keep cool.

Practice deep breaths and pauses using VR to get you ready for the real event.

Instant feedback on your presentation

Using our speech-to-text technology, you can receive instant feedback on the pace of your voice, any hesitation words used, eye-contact and more.

Feedback on your speech using speech-to-text technology

Feedback includes:

  • Hesitation words : gives the number of hesitation words used out of the total number of words in your speech
  • Eye contact : gives you a score out of 10, related to how long you were giving eye contact to the virtual avatars
  • Pace of voice : gives you a rating and words per minute you can use to improve your next speech

Track your progress

Track eye contact, hesitation words, speech length and more – you’ll be able to analyse how you’re improving these metrics over time.

Track your presentation progress in our stats room

Variety of presentation rooms

Need to prepare for a team meeting? Presenting at a conference? Giving a TED talk? VR can immerse you in a variety of rooms to suit your needs and improve your skills for the correct type of event. The more adjusted to your environment you are, the more comfortable you’ll feel.

With VR, you can spend time in a similar room to where you’ll be delivering your presentation. You’ll be able to practice with a realistic audience, sound (audience and environmental), lighting distractions and even audio feedback like you’d get with a microphone.

Our presentation rooms include:

  • TED styled theatre
  • Meeting rooms
  • Conference room
  • Press and media styled room
  • Wedding / occasions room
  • Networking room

Gamification

Eye contact, distractions and impromptu speeches can all be improved in a fun and engaging way. We’ve build mini-courses to help you learn the essentials of presentation skills, including:

Gamification of presentation skills - eye contact example

  • Eye contact training  – Ace your eye contact skills and connect with the audience more than ever before. Our VR training will show you a heatmap of where you’re looking in the audience and where you should shift your focus to, so that your speech has a greater impact.
  • Sound and visual distractions  – Successful speeches require focus and it’s easy to get distracted. Learn how to deal with various sound and visual distractions, including mobiles phones ringing, audio feedback from speakers and flare lighting, so that you’ll look like an expert in no time!
  • Impromptu speaking  – Didn’t have time to prepare for your speech? No problem! Our fun game lets you  practice quick-thinking  by talking about a series of random slides for 30 seconds each. You’ll be able to give speeches at short notice and answer questions more easily with this brain training.
  • Speech insight  – Use cutting-edge technology to receive feedback on 15 different areas of your speech such as persuasiveness, aggression, and openness. You’ll be a lot more prepared for the real thing knowing how your audience are likely to perceive you.

Practice as often as you like

You’ll want to rehearse your presentation multiple times – it’s essential if you want to deliver a great presentation. However, it’s hard to improve without actually presenting to an audience. With VR, you can practice in a realistic way as often as you like – whether it be ten or a hundred times. This is a great way to build confidence in your presentation abilities.

Some leading public speakers suggest rehearsing lines in various positions and in different orders – this will ensure you don’t just memorise the speech line for line and can handle unforeseen distractions.

The more you mix up your presentation and setting, the more comfortable you’ll feel with your speech.

Start improving your presentation skills today with our  public speaking course  integrated with VR.

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How to Use VR to Improve Your Company Presentations

virtual reality presentation ideas

How to Use VR for a Company Presentation

This past week, the UK Department for Digital, Culture, Media and Sport released their long-awaited “ Culture is Digital ” report. They did something unique to promote their findings — they created a 360 WebVR presentation using InstaVR.

Check out that 360 VR Presentation here .

This innovative use of InstaVR and the VR medium reminded us how the technology can be used to add visual and auditory flair to what used to be fairly standard presentations.

Let’s be honest: PowerPoint is starting to get a little boring. So we’re seeing more and more companies turning to VR. It helps presentations come alive, incorporating video and CGI, and makes for a unique and memorable viewer experience.

So this week we’re doing a deep dive on how to incorporate InstaVR-created apps into your internal and external presentations.

Jump to Section

  • Why Use VR for Company Presentations?
  • Begin With a Goal in Mind
  • How to Distribute Your VR Presentation
  • Authoring Your VR Presentation
  • Using Hotspots to Augment Your VR Presentation
  • Publishing Your VR Presentation

Virtual Reality (VR) has a number of unique advantages over printed or PowerPoint materials:

  • It’s exciting , incorporating  the visual (images & videos) and auditory senses. A picture is worth 1,000 words. But a 360 image or video — particularly a stereoscopic one — is worth way more than 1,000 words.
  • It’s immersive , capturing the full attention of the user if they’re in a VR headset. This leads to greater recall and a stronger impression on the viewer of the experience.
  • It’s interactive , if you add Navigation or Hotspot overlays to your presentation. This allows your audience to Navigate to the info or media they want, as well as enabling you to augment it with informative or entertaining image/video-based hotspots.
  • It’s easily accessible , both for you in terms of making the experience using InstaVR, but also to your employees, partners, and clients. You can create an iOS/Android app that the user can pull up easily on their phone anytime they want.

VR isn’t just the future of presentations — it’s the present. In fact, a VR company late last year did their entire pitch to Venture Capitalists in virtual reality. And it worked! Don’t underestimate the power of VR to leave a good impression on your audience.

culture is digital vr

(Image from “ Culture is Digital ” 360 VR Presentation)

The first step in creating a compelling VR presentation is deciding what the goal is. Once you have the goal, it will inform other questions like how to author the application and how to distribute it. It will even help determine which type of 360 media you want to use — images, video or CGI.

Do you want your presentation to educate the user?

This is the main goal of the UK Department for Digital, Culture, Media and Sport. They wanted to take the information found in the “Culture is Digital” report, and have it come alive with an interesting visual presentation. They mainly did this through Hotspots they overlaid in the 360 space, that users could interact with to get more facts.

You can also see this done excellently in client Mimacom’s VR application . Their office tour is augmented throughout with informational Hotspots informing you about facts concerning the company. So in the presentation, you not only get to see the office and the workers, you get to learn something.

Do you want your presentation to transport the user?

One of the huge benefits of VR is the ability to transport users immersively to a new location. So when we spoke with Charles Jordan of Nestle , it wasn’t surprising to hear they’re planning to use VR to get employees excited for a move to a new office in St. Louis. A company can use 360 videos to transport users immersively across the country, or across the world.

Do you want your presentation to energize the user?

VR is a great way to energize others — be it clients, partners, or employees. For instance, for their annual sales meeting, our client Premise LED put together a compelling before & after VR experience to showcase how their lighting has improved car dealerships. This type of application will later be used by the sales associates themselves. But the introduction of the new technology as part of their presentation at the sales event was a nice departure from the typical PowerPoint that you might see at these types of meetings.

Once you’ve determined what your goal is, you can start creating the media to author in the InstaVR platform. If you’re trying to educate, you may have to spend a bit more time in Photoshop creating innovate Hotspots. If you want to transport users, you may have to fly to a different location to take 360 video (or you can do like TUI Group, and mail Nikon KeyMissions to your other offices ). But the first step is always determining what you want your users to feel once they take off their VR headset.

virtual reality presentation ideas

(Image courtesy of Premise LED )

3. How to Distribute Your VR Presentation

It may seem odd to start with distribution… this is usually the last step in your VR creation process. But which headset — or mobile device, tablet, or web screen — your audieence plans on using to access your VR presentation will affect your approach to creating it. So it’s best to go in knowing exactly how you plan to distribute. We’ll discuss the Pro/Cons of each of the major platforms for Presentation distribution.

WebVR — Either on Mobile Phone or Laptop

Pros — Widest distribution possible. All you have to do is either link to your VR hosted on our InstaVR CDN or embed your experience into your web page. Thus, you could theoretically easily send to all your employees through email, Slack, Intranet, etc. Also, you can utilize our Call-to-Action functionality to allow users to click through to relevant non-VR web pages.

Cons — Not as immersive. Also, WebVR is not as good for 360 video, something we’ve discussed more in depth here . But if you’re just going to be doing an image-based VR experience, and are not as concerned about the user experience, the positives of easy distribution (like with the “Culture is Digital” project ) is important.

Low-Cost Mobile VR Headset — Google Cardboard or a Generic Plastic iOS or Android Headset

Pros — Low cost, so you can purchase many of them if you need it for a company event. You can also brand Google Cardboards, making the VR presentation even more memorable. User will have your app on their phone until they delete it.

Cons — Not nearly as immersive as the other headsets. So if your presentation is for say an important client, it’s probably best to invest in a more heavy-duty, larger Field of View VR headset such as Gear VR or Google Daydream.

Higher-End Mobile VR Headset — Samsung Gear VR, Google Daydream, or (soon) Oculus Go

Pros — Easy to carry or ship for presentations at other offices, including clients and partners. Nicely immersive and can also be enabled for long-form VR, if necessary.

Cons — Can be fairly expensive (each phone + Gear VR will cost you about $800 USD) or lack phone compatibility (Daydream still limited to only a handful of phones).

Higher-End Tethered VR Headset — HTC Vive or Oculus Rift

Pros — Can do very detailed, high-resolution, long-form VR. No chance of overheating (as sometimes happens with Gear VR, if used for too long).

Cons — Can be expensive, as you need a higher-end computer and graphics cards to run these. Because most companies will purchase only one or two of these, only 1-2 people can experience your VR presentation at a time.

Picking the right distribution model is important. It also informs what kind of VR you create — image vs. video, short-form vs. long-form, passive vs. interactive. Definitely consider distribution model on your VR presentation before you actually even start the 360 filming or CGI creation process. 

virtual reality presentation ideas

We already have a couple of tools for helping you to author your VR application, including:

  • Our “ Comprehensive Guide on How to Author a VR App Using InstaVR “
  • The Interactive Tutorial, which you can access directly in your Console (or watch on video)
  • Live training every Thursday at 10am EDT at https://join.me/instavrandrew

So we’ll use this section to discuss some of the questions you’ll have to answer while Authoring your VR presentation.

How long should I make the VR experience?

Those new to VR might be tempted to make a fairly long VR presentation. When using standard video, it’s not uncommon to have 4, 5 or more minutes of video. But VR is a little different. Being immersed in a VR headset is pretty intense, and for some headsets (ie HTC Vive), can get uncomfortable if worn for too long.

There’s no perfect length for a VR presentation. But you can make a strong impact, with lasting memories, with 2 minutes or less of 360 video. If you overshoot and overproduce, you get diminishing returns.

Should I Make the VR Passive or Interactive?

Passive VR is when a user can sit back and just watch a 360 video. Interactive VR is when the user can engage with the material they’re watching — either by choosing the next scene, engaging with Hotspots, opening web pages from the VR, etc.

Generally, if you’re presenting to a large group or those completely new to 360 media, passive VR might be easier. It requires less activity by the watcher. Whereas in a smaller group — like if you’re doing a sales presentation or showing your VR on a Vive or Rift — making it interactive makes more sense. Interactive VR is by nature more memorable, as the user’s brain has to be engaged, so it’s definitely advantageous if used with the proper audience.

Should I Use 360 Images or Videos (or CGI)?

The CGI question is easy if that is your primary use case for VR, as is often the case for companies in the architecture or engineering space. But even if you’re planning to use a 360 camera, you can augment your application with “computer enhanced” imagery using a program like Photoshop or Adobe Premiere Pro . The UK Government Department for Digital, Culture, Media and Sport clearly spent some time and effort to make their 360 experience pop , using exclusively CGI graphics.

The question of 360 images or video really depends on the use case. Images are static and not as engaging, but you can enhance the overall experience using InstaVR by adding mp3 voiceover or music. Videos have a greater recall, but will take you longer to film and are best experienced in a VR headset. If you’re presenting information, 360 images might be better. If you’re trying to evoke a feeling through your presentation, you may be better off using video.

Authoring a VR experience is relatively simple with InstaVR’s drag-and-drop interface. If you haven’t read it already, our intro guide on app authoring can help you get started. You’ll have to answer some important questions though before starting — such as length of VR experience, passive or interactive, and image or video.

virtual reality presentation ideas

5. Using Hotspots to Augment Your VR Presentation

We’ll talk a little more in-depth about one particular part of using InstaVR to make your experience interactive: Hotspots . These are 2D images (png/jpg) or videos (mp4) that can overlaid directly on top of the 360 media. For non-WebVR apps, we also enable clients to customize the Hotspot appearance, via time-based Hotspots and auto-playing Hotspots. (Without utilizing those advanced features, the Hotspots can be triggered by users while immersed in a scene by gazing/clicking/using a hand controller).

For presentations, Hotspots can be used for:

Giving A Close-Up View or Video of an Object in the Scene

For presentations, you’re often virtually transporting a user to a new location. Within the scene, a user may have an interest in learning more about a particular object within the 360 scene. That’s where a Hotspot can be particularly valuable — a user can initiate a Hotspot and get a more close-up view or video of the particular item.

Providing Additional Information

Though Hotspot images have to be .jpg or .png, it doesn’t mean they have to be traditional camera images. Using a program like Photoshop, you can use Hotspots as an information delivery method to your users. For instance, if I’m looking at a presentation of a proposed building from a construction firm, the Hotspot could convey information on building materials, expected completion date, square feet, etc.

Entertaining

Not all presentations are meant exclusively for conveying information. In some presentations, you’re just looking to entertain or energize the viewer. If you’re showcasing your company in VR for a recruiting presentation, you can add Hotspots to showcase employees having fun outside of the office, for instance.

Hotspots in InstaVR allow you to augment your VR presentation. If you’ve decided to go the interactive route with your VR app, there’s no reason to not utilize Hotspots. Use them for practical purposes (close-ups), informational purposes (adding text information), or entertainment purposes (to add additional 2D video to your scene)

virtual reality presentation ideas

6. Publishing Your VR Presentation

We discussed a bit earlier in this post the potential VR outputs. Hopefully after reading that, you’ve selected your distribution method for your presentation. Below, we’ll get into the specific mechanics of distribution.

iOS/Android/Google Cardboard

InstaVR Pro offers the ability to publish to iTunes or Google Play. But since most presentations are for in-house or client/partner purposes, we’ll focus exclusively on in-house here.

Android is a very open platform, with Google allowing you to freely distribute the white-labelled InstaVR-generated .apk file. That means you could host the .apk on your company website, in a file sharing program like Google Drive or Dropbox, accessible via download through the InstaVR website, or through an InstaVR-created QR code. It’s simple!

Apple wants a little more control over in-house app distribution. So the main way to currently download this type of file, outside of the iTunes Store, is by sending an email invite for your users to download the application. That being said, you can create a generic username and password on InstaVR for the invite, and distribute that along with the link. So it’s not quite as easy as Android, but not too difficult either.

Samsung Gear VR / Google Daydream

Samsung Gear VR is a very popular headset for presentations, as it’s mobile and immersive. We cover the distribution methods towards the bottom of this article on publishing Gear VR apps . Using the InstaVR DeviceID app , you can easily collect phone IDs, create Oculus Signature Files, and publish a single app that will run on all the intended Samsung phones.

Google Daydream publishing is actually even a little simpler than Gear VR, as the DeviceIDs are not needed. Like with Android, you simply create an .apk file specific to Daydream-compatible phones, and sideload them to run in conjunction with the headset.

HTC Vive / Oculus Rift

The output file here is a .exe. So you just need to get that .exe loaded on the computer that is tethered to the Vive or Rift headset. Super easy!

You have two options with WebVR: utilize our CDN or embed on your web site using the InstaVR files. With the UK Government Department for Digital, Culture, Media and Sport, they use our CDN. They simply link to the presentation on their public web site and in press releases touting the presentation. Other companies would rather host it on internal-only sites, in which case the Zip File (self-host) approach makes sense. Self-hosting also allows you to provide additional context to the WebVR, meaning your VR could be incorporated as part of a larger presentation page.

Distributing your VR is made simple using InstaVR. Obviously publishing to the right VR headset, tablet or web is important. But distributing the VR is also important, to make sure your intended audience sees the VR presentation you spent time making.

6. Conclusion

Presentations are no longer boring. PowerPoint and paper handouts are a thing of the past. With 360/VR technology available to everyone, companies have to up their presentation game if they want to stand out.

Creating immersive, interactive, memorable VR is as simple as buying a 360 camera, a VR headset, and InstaVR Pro.

There are many things to consider when crafting a VR presentation. We’ve covered much of that above. But we look forward to helping you as you author your VR application. Don’t hesitate to reach out to us via email, Live Chat (business hours GMT on weekdays), or attend our live weekly training at 10am EDT on Thursdays.

Make your VR apps in minutes ! – InstaVR

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Using VR for Company Presentations – Benefits & Considerations

As virtual reality (VR) grows in popularity, businesses are starting to recognise its potential for businesses. Compared to static slide decks, presentations in virtual reality can be a more engaging way to jot through the agendas of meetings. 

Though unique and niche, these types of presentations have their uses for many reasons.  They can provide more opportunities for engagement than traditional methods of sharing information, as a clear way to deliver info that leaves a lasting impression. PowerPoint and two-dimensional pieces of paper just can’t compete with it. Because of this, VR is useful in training , sales, marketing , and internal communication, among many other areas. It presents ideas and designs clearly, making it a brilliant presentation tool that leads to a lasting impact. 

Not Another Boring Presentation

But first, let’s touch on the flaws of presentations nowadays. At best, they can be static and sprawling behemoths of information which help communicate vital information, with a set journey and purpose. At worst, the slow presentations are distilled at a snail’s pace, as a slide show of banality that viewers watch as their eyes glaze over in boredom. 

The fundamental issue is that there is a lack of engagement with traditional presentations. Viewers are expected to sit back and absorb, but the content itself may not be engaging or interesting enough to land in the way that may be desired. User participation is important for maintaining interest across the length of any presentation, as it keeps them on their toes and makes them feel that they have a stake in its presentation. Some companies added the option for users to ‘vote’ on polls during a presentation, which serves the same purpose; but the number of times the tool can be used are few and far in between.

To avoid the banality of corporate presentations, companies need to consider the following questions: 

  • How can I make the presentation as interesting as possible?
  • How can I keep the viewers engaged over a longer period of time? 
  • How can I make the purpose of the presentation clear, so that I can build towards the goal throughout the process? 

With all three questions, VR presentations offer a natural solution. 

Why use VR for company presentations?

VR has many unique advantages over its printed or PowerPoint counterparts. For one, VR presentations are more interactive, leading to a greater level of engagement from viewers. No presentation can match the immersive nature of standing in a virtual world that reacts to your actions, while a narrator explains the significance during the session. That impact has an effect that no piece of paper can match. 

A presentation outlining images of the product – like a car, for example – can seem boring and dull, as the static images cannot convey the full spectrum of qualities that a product may convey. But showing the same product in VR – where users can roam around and go inside the car – can let users fully grasp why it can service their business needs. The approach can help to convert sales or reel people further into the brand’s world, which makes them understand the significance of a product or service. 

The range of potential applications are widespread. VR can create a virtual tour of the company’s facilities or show off its products and services in action, which can be deployed on tour or at events like MWC. Companies can also use VR for internal communication presentations, such as town hall meetings, where employees can better understand their business and where it is heading. 

Additionally, VR presentations can be viewed on a wide variety of devices, making them more accessible to a broader audience. The most common headsets are the Quest 2, created by Meta. Standalone and cheap, the headsets can be deployed at a larger scale, and then be used over and over again where necessary. Further, if one breaks for any reason, they are cheaper to replace than an expensive counterpart. 

What to consider when presenting in VR

Yet with all the promise of VR presentations, they must be applied properly. Like all other tools, it must be backed by sound reasonings and plans in order for it to land with the impact it warrants, while straying away from gimmicky territory. For that reason, companies need to keep a variety of items in mind when planning their approach. 

Many companies could gain from using VR and augmented reality . The technology is helpful for product demos, business presentations, internal communication events, and more. Despite being new technologies, VR and AR are good tools for displaying any message for any brand. You can use VR to gain a much more in-depth understanding of a topic, place, or product.

  • Start with a goal in mind

When designing VR presentations, you first need to determine how to achieve the intended outcome, which kind of images you want to use, and the plan for your VR content. If the point is to convert potential customers, then the VR presentation should outline its positive attributes with no blemishes to the user experience. If the point is to engage people in a meeting , then it must find ways to bring people in while educating them on the company’s core endeavours. With a clear goal, the path to success can be built more clearly. 

  • Explore how to make a presentation more interactive 

Engagement is one of the most important elements to consider, as it keeps them focusing on the presentation at hand. Companies can make their presentations interactive by adding more features to the display, including clickable links and hotspots to provide even more information. If you want to take things a step further and involve the audience, you could include quizzes and other activities within your VR presentation. Find ways to make your users move, and it will keep them on their toes in the long-run. 

  • How long should I make the VR experience?

A VR headset can be intense, and some headsets can even be uncomfortable a little longer. Don’t worry about increasing the length of your VR integration. You can have lasting memories with just 2 minutes of video. Prioritise making a short but impactful experience over a long and drawn-out one, which can help to land the full piece when necessary. 

Taken together, VR content offers a whole new immersive experience for company presentations. They can be used in sales, marketing, or internal communications to create an exciting and engaging meeting that your team will remember long afterwards, bringing them together into (literally) your own world. 

For VR presentations to succeed, teams must consider the full breadth of qualities needed for it to land with the impact it deserves. They must align closely with the intention and contents of the meeting, rather than languish as a gimmick, and recyclable so that they can be used many times over. With these aspects in mind, businesses can use them to help convert sales and land a positive impression with prospective clients. 

Get in touch with our team and we’ll help you make something extraordinary!

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How virtual reality could transform architecture

April 17, 2024

Stantec’s Jon Matalucci spoke with TIME about the firm’s partnership with Autodesk and the unique value virtual reality brings to healthcare projects

For decades, architects have designed buildings starting with 2D blueprints, which require technical knowledge to fully comprehend. When it comes to design, working in two dimensions is “not a natural experience,” says Jon Matalucci, a virtual design and construction manager at Stantec, a global design and engineering firm. “We experience things in 3D, and there’s a loss in translation.”

Prior to a few years ago, using VR was prohibitively expensive for many architects, and it took far too long for design programs to render 3D spaces. But upgrades in both hardware and software mean that many architecture firms now own VR headsets, whether it be the Meta Quest or the Google Cardboard. Design tools like Revit and Rhino turn blueprints into 3D digital models. And in programs like Enscape and Twinmotion, architects can walk into spaces they’ve designed within minutes of creating them.

Read the full article in TIME .

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Design hive: daryl fonslow on adaptive reuse to net zero, design quarterly issue 16 | climate risk.

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Design Hive: Dr. Rick Huijbregts on smart cities

7 approaches to building reuse to help existing properties reach net zero, [with video] 4 reasons we’re excited about our new automated design tool, design quarterly issue 15 | reuse and revitalization, reinventing the thompson center: a research project into a modular, mixed-use destination, climate solutions webinar series: climate solutions that work.

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Design quarterly issue 14 | tools and data, supporting equity with an inclusive neighborhood—it’s urban planning for all, exploring the possibilities with 3d printing, how virtual design changes the way we work, [with video] why vr matters in healthcare design, did covid-19 finally push us to completely paperless projects, scanning smarter: using reality capture on renovations, how remote vr meetings help design teams overcome the challenges of covid-19, from the design quarterly: looking back on the first large-scale net zero energy building, from stantec era: the era of virtual and augmented reality in the energy industry, published in architect: integrating vr and ar into design workflows, from the design quarterly: embracing modular and prefab for future-ready design, how virtual reality can improve client and end-user relationships.

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Office of Undergraduate Research

Frontiers 2024 virtual.

Welcome to the 2024 Frontiers Online Exhibition! We are pleased to have this opportunity to celebrate students’ ideas, questions, explorations, discoveries, and creations. This year, the exhibition is offered alongside in-person exhibitions at Storrs and Stamford, providing students opportunities to share their projects in different modalities. For the online exhibition, students prepared posters and short video presentations. You will find the project information for individual students listed alphabetically below . We hope you enjoy viewing these virtual projects .   

Acknowledgements  

The Office of Undergraduate Research wishes to thank the deans of represented schools and colleges, the Office of the Provost, the Office of the Vice President for Research, and generous donors to OUR and the Honors Program for their support of undergraduate research through contributions to OUR funding programs. In addition, we thank the following individuals for their support:  

Radenka Maric, President, University of Connecticut Anne D’Alleva, Provost and Executive Vice President for Academic Affairs Jennifer Lease Butts, Associate Vice Provost, Enrichment Programs and Director, Honors Program  

Student Presentations

Aishwarya benzy.

Aishwarya Benzy '25 (Physiology and Neurobiology & Human Rights, CLAS) OUR Conference Presentation Award Recipient

Project Mentor: Dr. Robert Astur, Psychological Sciences

Project Title: Conditioned Place Preferences to Nicotine in a Human Virtual Reality Task

Our research addresses the escalating concern of e-cigarette usage among young adults, which is intricately linked to nicotine addiction and its consequent health risks. We examined whether undergraduate students, across a spectrum of nicotine usage, exhibit a Conditioned Place Preference (CPP) for a virtual environment associated with nicotine lozenges as opposed to a neutral setting paired with a placebo. The findings reveal that participants who use nicotine show a distinct explicit preference for the nicotine-associated virtual space. This study sets a critical foundation for further research and informs public health initiatives aimed at mitigating the rising trend of e-cigarette consumption among young adults.

Project Poster: Aishwarya Benzy Frontiers poster

Anabelle Bergstrom

Anabelle Bergstrom '25 (Political Science and Philosophy, CLAS) SURF Award Recipient - Robert and Elizabeth Subkowsky Award

Project Mentor: Dr. Virginia Hettinger, Political Science

Project Title: Investigating the Influence of Campaign Contributions on State Supreme Court Judicial Decisions

This research seeks to examine if campaign contributions influence subsequent state supreme court decisions. 150 cases were analyzed from six states based on ballot type (partisan, non-partisan, and quasi-partisan). Findings do not show a significant correlation between campaign contributions and state supreme court decisions, though more research is needed to determine the widespread impact of these results.

Project Poster:   Anabelle Bergstrom Frontiers Poster

Clark Bray, Dec. '24 (Mechanical Engineering, ENG) SURF Award Recipient

Project Mentor: Dr. Nora Berrah, Physics

Project Title: Ultrafast Molecular Dynamics using a Femtosecond Laser

This proposal aims to investigate the photo-induced ionization and subsequent molecular dynamics, including photodissociation and ring opening, of 2-bromothiophene using laser-pump-laser-probe spectroscopy and cold target ion momentum spectroscopy (COLTRIMS) techniques. By comparing the behavior of 2-bromothiophene with similar molecules like iodothiophene, this study seeks to enhance understanding of their molecular dynamics and photodissociation processes. This approach allows for a detailed comparison with previous studies, offering new insights into the mechanisms of molecular transformations under light exposure.

Project Poster:   Clark Bray Frontiers Poster

Alyssa Brostek

Alyssa Brostek '25 (Allied Health Sciences, CAHNR) SHARE Virtual Summer Apprenticeship Participant

Project Mentor: Dr. Sam Sommers, English

Project Title: Teaching Reading From the 18th Century

This project was about teaching reading and racism in education in the 18th century. Research was in articles and texts to provide connections and themes to share the history of teaching reading and the effect racism had on education and specifically the way literature was taught.

Project Poster: Alyssa Brostek Frontiers Poster

Katie Coleman

Katie Coleman '24 (Elementary Education, NEAG School of Education) OUR Supply Award Recipient

Project Mentor: Dr. Douglas Kaufman, Elementary Education

Project Title: Multicultural Literature in the Classroom

Multicultural Literature in the Classroom focuses on teacher perspectives on what teachers think and feel about multicultural literature in the classroom. The study interviewed 4 teachers in the state of Connecticut from the same school district.

Project Poster: Katie Coleman Frontiers Poster

Olivia Crawford

Olivia Crawford '24 (Physiology and Neurobiology, CLAS) SURF Award - Treibick Scholar

Project Mentor: Dr. Daniel Mulkey, Physiology and Neurobiology

Project Title: Molecularly Profiling Expiratory Neurons in the Lateral Parafacial Region

Breathing consists of three stages, inspiration, post-inspiration, and expiration, where each component has a proposed neural mechanism that governs it. Active expiration is thought to be governed by glutamatergic neurons in the lateral parafacial (pFL) region, but no unique genetic markers of this area have been identified. This project aimed at verifying single-cell RNAseq data to define unique markers of the pFL against its anatomical neighbor, the retrotrapezoid nucleus (RTN), through in-situ hybridization. Although our results suggest that the single-cell data is verified, problems with the protocol leave us cautionary, and further verification through viral retrograde labeling of the pFL and successive immunohistochemistry analysis of the area will be conducted.

Project Poster: Olivia Crawford Frontiers Poster

Ellen Flemming

Ellen Flemming '24 (Political Science & German, CLAS) SHARE Virtual Summer Apprenticeship Participant

Project Mentor: Dr. Christopher Shay, Human Rights Institute; Dr. Evan Perkoski, Political Science

Project Title: Assessing Fairness and Rigor of Post-Regime Change Trials

The Post Regime-Change Trial project analyzes the prosecution of former members of qualifying countries' regimes in order to determine if the investigations and trials were free and fair or flawed. The codebook written for this research uses clearly defined criteria to determine qualifying cases and prosecutions in order to improve on previous work in this field. Data was collected specifically on the rigor and impartiality of the proceedings, using credible NGOs, government organizations, and credible media organizations as sources.

Project Poster: Ellen Flemming Frontiers Poster

Giuliana Judge

Giuliana Judge '25 (Chemistry & Molecular and Cell Biology, CLAS) SURF Award Recipient

Project Mentor: Dr. Ping Yan, Center for Cell Analysis and Modeling

Project Title: Synthesis of voltage sensitive dyes with donor-π-spacer-acceptor structures

Voltage sensitive dyes (VSDs) allow for fluorescent imaging of action potentials in certain cells that rely on electrical signals such as neurons and cardiomyocytes and are essential in circumstances where it is difficult or impossible to use other methods of measuring electronic changes across the membrane, such as patch-clamp. One way to achieve this is to extend the conjugation of existing dyes (increase their length); however, this must be done without compromising the voltage sensitivity of the dye. We present progress that has been made toward the synthesis of chromene-based voltage sensitive dyes with a phenyl group between the donor and acceptor moieties, as well as a 2H-Naphtho[2,3-b]pyran-based dye.

Project Poster: Giuliana Judge Frontiers Poster

Alaina Karp

Alaina Karp '25 (Political Science and History, CLAS) SHARE Virtual Summer Apprenticeship Participant

Project Mentor: Dr. Heather Wurtz, Anthropology

Project Title: Pandemic Journaling Project: A Look Back at Covid-19 And It's Impact

The Pandemic Journaling Project seeks to make sure history is not forgotten in regards to the Covid-19 pandemic. I specifically researched the affected Covid-19 had on different marginalized groups. Through my research, I was able to discover that marginilized populations such as Indigenous Peoples, POC, and essential employees were affected by Covid-19 differently than other populations.

Project Poster: Alaina Karp Frontiers Poster

Eashwar Krishna

Eashwar Krishna '26 (Physiology and Neurobiology, CLAS) OUR Conference Presentation Award

Project Mentor: Dr. Kristin Guertin, Public Health Sciences

Project Title: A Statistical Analysis of Rural-Urban Mean Emergency Medical Service Response Time Disparities in Connecticut

It is known that ambulance response times are longer in rural regions than in urban regions. Separately, rural regions tend to have a lower median income. This project statistically tests whether the two variables are related in Connecticut.

Project Poster: Eashwar Krishna Frontiers Poster

Miraal Maqsood

Miraal Maqsood '24 (Molecular and Cell Biology, CLAS)

Project Mentor: Dr. Patricia Rossi, Molecular and Cell Biology

Project Title: Investigation of Antibiotic Activity from soil of Dieffenbachia

Antibiotic resistance is a growing public health concern due to the increasing number of highly virulent and resistant bacteria. This issue creates an urgent need to discover new antibiotics that can be used as new treatment options. The Tiny Earth Initiative is a global program that partners researchers and students to search for new antibiotics with the use of bacteria found in soil.

Project Poster: Miraal Maqsood Frontiers Poster

Lauren Miller

Lauren Miller '24 (Cognitive Science, CLAS) OUR Conference Presentation Award

Project Mentor: Dr. Eiling Yee, Psychology

Project Title: Are Objects Oriented Towards Your Dominant Hand Easier to Recognize?

Previous research demonstrated that conceptual knowledge of manipulable objects is partially grounded in the motor system. We tested if motor experience through handedness also influences participants’ abilities to name objects that are commonly grasped with their dominant hand. Preliminary data shows that motor experiences and/or action tendencies influence object identification for manipulable objects, suggesting not only that conceptual knowledge of graspable objects includes activation of motor features, but also that this activation contributes to their recognition.

Presentation Slides: Lauren Miller Frontiers slides

Anushka Molugu

Anushka Molugu'24 (Physiology and Neurobiology & Individualized Major: Computational Neuroscience, CLAS)

Project Mentor: Dr. Heather Read, Psychology

Project Title: Behavioral and EEG metrics for detection of speech repetition varies with memory load and temporal modulations in background natural sounds

Past research suggests that brain activity is heightened when attending to foreground-driven speech in the presence of background noise distractors. This activity correlates with temporal modulations of background sounds that can help us predict and better understand where in the brain humans are able to differentiate between sounds. This research aims to look at these predictions by observing performance and visualizing where higher brain activity is localized.

Project Poster: Anushka Molugu Frontiers Poster

Shiv Patel '25 (Physiology and Neurobiology, CLAS)

Project Mentor: Dr. Steven Kinsey, Nursing

Project Title: Minor Cannabinoid(CBN) has Anti-Inflammatory Effects in a Mice LPS model

The research conducted served to find alternative methods to treat chronic pain and inflammation. The current gold standard uses opioids, however, the high abuse potential limits their overall effectiveness. The endocannabinoid system allows us to target pain and inflammation as cannabinoids such as THC have been shown to reduce inflammation, however, their psychotropic effects limit clinical use. Cannabinol (CBN) is a minor phytocannabinoid which can also be used to reduce inflammation and can be used clinically.

Project Poster: Shiv Patel Frontiers Poster

Vraj Patel '26 (Physiology and Neurobiology, CLAS) Health Research Program and OUR Conference Presentation Award

Project Mentor: Dr. Rajkumar Verma, Neuroscience

Project Title: Modeling Encephalomyosynagiosis After An Ischemic Stroke

I am studying how Encephalomyosyangiosis (EMS) can help patients with an ischemic stroke recover quicker. I do this by conducting an histological assessment by seeing if EMS promotes angiogenesis. We study this in mice and found promising results that help identify EMS as a safe procedure that can promote angiogenesis and help in long term recovery.

Project Poster: Vraj Patel Frontiers Poster

Pranavi Rebala

Pranavi Rebala '25 (Economics & Urban and Community Studies, CLAS) SURF Award Recipient 

Project Mentor: Dr. Phil Birge-Liberman, Urban and Community Studies

Project Title: Examining the Presence of the Growth Machine Model in Small-Mid-Sized U.S. Cities

This is a mixed-methods analysis looking at public-private partnerships and their relation to sociologist Harvey Molotch's "Growth Machine Model." The Growth Machine Model theorizes that urban development is driven by a few key stakeholders, who influence large-scale development projects. While there is much literature examining the Growth Machine Model in large and mid-sized metropolitan regions, there is sparse analysis of its effects in small metropolitan areas. I use Hartford County in Connecticut as a case study to determine how the Model plays a role in urban revitalization.

Project Poster: Pranavi Rebala Frontiers Poster

Trevor Religa

Trevor Religa '25 (Molecular and Cell Biology, CLAS) SURF Award Recipient and UConn IDEA Grant Recipient

Project Mentor: Dr. David Martinelli, Neuroscience

Project Title: C1QL3 Facilitates Cognitively Challenging Behavior

My project is studying C1QL3 which is a synaptic protein thought to be involved in disorders like autism, schizophrenia, and ADHD. Synaptic proteins are important for holding our brain cells together and mediating signaling. When C1QL3 is knocked out from mice we see behaviors reminiscent of these behaviors so I tested if C1QL3 was important for cognitively challenging behaviors like attention and adaptability which some individuals with these disorders struggle with. We accomplished this by knocking out C1QL3 in mice and then having them perform specific behavior tasks related to attention.

Project Poster: Trevor Religa Frontiers Poster

Kurt Rueckl

Kurt Rueckl '24 (Earth Sciences, CLAS) OUR Supply Award Recipient

Project Mentor: Dr. Pieter Visscher, Marine Sciences

Project Title: Modeling the Impact of Cyanobacteria on Calcite Precipitation in an Experimental Setting

This experiment is part of a larger project to analyze the impact of cyanobacteria on calcite precipitation with implications for astrobiology and carbon dioxide drawdown. In order to be able to quantitatively assess this impact, a new model is developed and tested experimentally. The goal of this model is to simplify previous models to get easier to obtain and cheaper measurements.

Project Poster: Kurt Rueckl Frontiers Poster

Ruth Salazar

Ruth Salazar '24 (Psychological Sciences & Human Development and Family Sciences, CLAS) SHARE Virtual Summer Apprenticeship Participant

Project Mentor: Dr. Alaina Brenick, Human Development and Family Sciences

Project Title: The Role of Teachers in how U.S. Youth Evaluate and Respond to Immigrant Bias-Based Bullying

A positive school climate is foundational to the socioemotional and behavioral well-being of students within that educational institution.; when teachers promote inclusive and anti-bullting school climates to stop bias-based bullying (BBB) rates of ethnic bullying and victimization decrease significantlyl (Caravita et al., 2021; Ivaniushina & Alexandrov, 2022; Özdemir et al., 2022). The current study examines the relationship between teachers' responses to and acceptance of BBB with immigrants and non-immigrant students' judgments, justifications, and bystander responses to BBB. Some key findings are 1) non-immigrant boys and girls significantly differ on how they rated the Arab scenarios when teachers had low helpfulness, such that girls were rating the Arab scenario as more acceptable, 2) non-immigrant participants tended to justify social exclusion bullying with group functioning, whereas immigrant participants tended to justify with empathy, and 3) when students perceived the teacher acceptance as moderate-high yet perceived teachers’ responses to bullying as unhelpful, both non-immigrant and immigrant background students selected more passive bystander choices.

Project Poster: Ruth Salazar Frontiers Poster

Mikha Shrestha

Mikha Shrestha '24 (Individualized Major: Cognitive Neuroscience, CLAS) OUR Conference Presentation Award Recipient

Project Title: Enhancing Resilience: A Novel Fear Conditioning Intervention for Mitigating Social Anxiety in Undergraduate Students

The phenomenon of fear conditioning can be applied to anxiety disorders, where multiple paired associations of a neutral stimulus with an aversive stimulus can induce fear. However, altering this paradigm can further extinguish the learned fear response. Confrontation of a fear through exposure therapy applies this extinction process, yet, return of the fear response commonly occurs. Hence, a novel addition may improve the duration and strength of extinction. The overall purpose of the current study is to determine the efficacy of the addition of novel tone in mitigating social anxiety in undergraduate students with moderate to severe social anxiety.

Project Poster: Mikha Shrestha Frontiers Poster

Rylee Thomas

Rylee Thomas '24 (English & Communications, CLAS) University Scholar

Project Mentor: Dr. Ellen Litman, English; Dr. Sean Forbes, English

Project Title: " The Ghostly Dynasty”: Victim-Blaming, the Gothic Novel, and the Modern True Crime Drama

Throughout history, a disturbing trend in social perceptions of domestic abuse and violence against women is a tendency to blame the victim. While feminist movements have changed this culture for the better, contemporary society continually criticizes women for behaving in ways that bring tragedy upon themselves. To examine and criticize this dichotomy, I have written a contemporary young adult horror novel that plays upon the conventions of both the gothic novel and the modern true crime drama. My novel, titled “The Ghostly Dynasty,” explores the double standards that society places on women in both literary and criminal justice.

Project Poster: Rylee Thomas Frontiers Poster

Grace Vaidian

Grace Vaidian '24 (Individualized Major: Drugs, Disease, and Illness & Molecular and Cell Biology, CLAS) OUR Research Travel Award Recipient

Project Mentor: Dr. Nathaniel Rickles, Pharmacy

Project Title: Exploratory Study of Factors Affecting Medication Use

Medication non-adherence is when patients do not take their medications as prescribed. Poor medication adherence is associated with worse health outcomes and increased healthcare cost. The purpose of this study is to correlate objective measures of adherence with the results of personality questionnaires to determine if personality items add value in predicting medication non-adherence.

Project Poster: Grace Vaidian Frontiers Poster

Isabella Welch

Isabella Welch, Dec '24 (Physiology and Neurobiology, CLAS; Allied Health Sciences, CAHNR)

Project Mentor: Dr. Stephen Trumbo, Biological Sciences; Dr. John Redden, Physiology and Neurobiology

Project Title: AnimalKind: Evolutionary & Neuroendocrine Perspectives of Animal & Human Prosociality

My senior thesis seeks to evaluate why prosociality and empathy have evolved in modern mammals. Current hypotheses of prosociality evolution include relating brain size and domestication features of modern humans to exhibition of prosocial behaviors. Research has also defined specific brain regions related to different types of empathy, and oxytocin is the primary mediator of empathy and prosociality. I have also investigated how disruption of such empathetic brain circuits, as with some Autism Spectrum Disorders and MDMA drug use, can impact exhibition of prosocial behaviors.

Project Poster: Isabella Welch Frontiers Poster

Madeleine Willett

Madeleine Willett '26 (Nursing, SON) SHARE Virtual Summer Apprenticeship Participant

Project Mentor: Dr. Carrie Eaton, Nursing

Project Title: Examination of Reactions on Social Media to the Overturning of Roe v. Wade and Abortion Bans

This study used nurses’ social media posts to examine reactions to the overturning of Roe v. Wade and abortion bans. The goal was to identify priority nursing interventions that could be enacted to minimize the expansion of the Social Determinants of Health in the patient population impacted from the changing laws. Krippendorf's approach for qualitative content analysis through the categorical distinction of the Healthy People 2030 Social Determinants of Health was used with social media posts from Twitter (now X) and Reddit.

Project Poster: Madeleine Willett Frontiers Poster

About Frontiers in Undergraduate Research  

The Frontiers Poster Exhibition is a multidisciplinary forum showcasing undergraduate research, scholarship, and creative projects at the University of Connecticut. Frontiers 2024 is the twenty-seventh annual Frontiers event sponsored by the Office of Undergraduate Research (OUR). Across modalities, over 240 students are sharing their engagement in experiential learning at Frontiers this year.    

Students’ projects span the disciplines, with some pursued by individuals and others by groups of student collaborators. The projects presented reflect the invaluable contributions of research mentors, including graduate students, postdoctoral scholars, staff, and faculty members. We hope you enjoy learning about our students’ innovative projects by viewing the online exhibition.  

About the Office of Undergraduate Research  

The Office of Undergraduate Research (OUR) is a resource for students interested in enriching their undergraduate experience through participation in research, scholarship, and creative activity. OUR provides information and advising to assist students in identifying relevant opportunities, as well as several funding programs to support the students and their faculty mentors.   

  Many of the Frontiers presenters have received financial support for their projects; OUR awarded over $640,000 in 2022-23 in support of students’ research and creative endeavors. These awards are funded by OUR with generous support from the Office of the Provost, the Office of the Vice President for Research, the deans of the schools and colleges, and donations from alumni, parents, and other friends of UConn and undergraduate research.  

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PI Apparel New York 2024 Banner

Where Fashion Visionaries Meet Technological Mastery

PI Apparel is where the pulse of fashion meets the pace of technology. Since 2015, this event has convened leaders and visionaries from across the world in New York to explore the technological changes revolutionising the industry. For 2 immersive days, join your peers to discuss the transformative power of technology in the heart of Manhattan. Whether you're looking to redefine design, understand AI, or champion green initiatives, this is the event for every forward-thinking fashion maven.

Members of the 3D Commerce Working Group will also be attending the event and would welcome the opportunity meet with the apparel community to discuss the challenges, requirements and opportunities of accelerating ecommerce solutions in the apparel industry through the power of 3D.

Request a Meeting

Khronos Related Sessions

Keynote panel: the state of 3d commerce: the benefits and challenges of producing virtual products at scale.

Date & Time: June 26th at 4:50 p.m. EDT Description: 3D is an incredibly powerful merchandizing tool – but 3D products that look and behave “true to life” require both the eye of an artist and the mind of an engineer, Many brands that have piloted virtual products in the hopes of creating more efficient and dynamic product marketing materials have found themselves caught in endless loops of QA and iteration, a frustrating process that cannot scale.

In the Khronos 3D Commerce Working Group, brands, content creators, platform developers and more, work together to address these problems and lower the barriers to 3D commerce. In this session, experts from the 3D Commerce Working Group will discuss best practices to optimize their current 3D content libraries, and collaboration approaches that lead to greater reusability, less iteration, and faster QA for new virtual products, enabling brands to scale production and realize the full benefits of 3D assets.

Panelists including content creators and brands will discuss the current state of 3D asset creation, including common issues and how guidelines and tools from The Khronos Group can help brands address them proactively. The panel will also take a frank look at current challenges in modeling apparel and soft fabrics, taking attendees’ questions and sharing how they can get involved in steering open standards and specifications that meet their needs.

Khronos videos, presentations, and upcoming events. Skip to the Footer

Presentations and Videos

  • Embedded World 2024
  • WebGL + WebGPU Meetup at GDC
  • SIGGRAPH Asia 2023
  • Standardizing Body Attachment Points for 3D Commerce Virtual Try On
  • WebGL + WebGPU Meetup - November 2023
  • Let's Get Moving: Adding Physics to glTF
  • Blender Conference 2023
  • The State of 3D Asset Interoperability using USD and glTF BOF
  • glTF Complex Scenes & Interactivity

Upcoming Events

Learn more about Vulkan Meetup Japan

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