@Reality

Discover the world of Virtual and Augmented Reality. 

Reserve @Reality

Equipment

Equipped with four dedicated virtual reality stations, @Reality also features a Meta2 Augmented Reality headset designed to bridge the gap between the virtual and real world with the most immersive Augmented Reality experience available on the market today. @Reality also provides users with access to four VR computers, two Leap Motion finger and hand trackers, and more.

Oculus Rift S Virtual Reality Systems
Oculus Rift with headpiece and visor, and hand grabs
Valve Index Headsets
Valve Index headpiece and visor with hand grabs
Leap Motion Finger and Hand Trackers
Leap motion headset
Meta2 Augmented Reality Headset
Meta2 Headset with clear visor

Walking With Reality

Evan W. Gadda is a student at the University of Nevada, Reno studying Musical Theatre. The team at @One Digital Media within the Mathewson-IGT Knowledge Center was able to bring a virtual reality experience to him with the hopes to bring this to more people.

The primary reason in establishing @Reality was based on the fact that no centralized space for this type of work exists on campus. Many faculty are using the technology in their classes and for research, but faculty were working in silos without the awareness of what others on campus were doing. @Reality is to serve as a pollinator of sorts - a place where everyone can come together, share resources, and help cross-pollinate ideas to help develop the University's VR culture.

Daniel Fergus

Interim Director of @One

Daniel Fergus

Research

VR is an emergent technology that seeks to simulate reality by providing the user with an immersive visual, aural, and haptic experience. VR has moved from limited uses in military simulation and training to a commercially available mainstream technology.

Within the context of higher education, the New Media Consortium postulates a wide range of possible scholarly applications for VR. Possibilities include using VR for teaching empathy and other soft skills, to exploring environments that are too dangerous or unreachable. Furthermore, the New Media Consortium observes that "VR may one day be able to compete with Real Reality, and once it does, the possibilities are endless."

The University of Nevada, Reno School of Medicine motor development program, psychiatry and political science departments have all made inquiries as to the efficacies of applying this technology to their disciplines.

My research focuses on understanding the neural bases of how people visually experience the world...@Reality represents a foundational resource for my research program, and is an extremely valuable platform to be used for the training of undergraduate and graduate students. This space is sure to become a true University treasure.

Gideon Caplovitz

Associate Professor and Director of the Cognitive and Brain Sciences Graduate Program

Student using a VR headset on a blue background
An instructor teaching a student wearing a VR visor in the At Reality lab

VR/AR Meetup

The VR/AR meet-up provides an opportunity to University faculty using this technology to showcase their work, share experiences, ask questions, mingle, and get a sneak peek at of the new @Reality studio.

Professors scheduled to present at the VR/AR Meet-up include, but aren't limited to: Eelke Folmer and Fred Harris from Computer Science and Engineering; Jacqueline Snow from Psychology (clinical neuropsychology); Paul Macneilage from Psychology (vision science); and Gi Yun, Laura Croswell, Howard Goldbaum from the Reynolds School of Journalism.

Students using AtReality including one looking at a monitor, one sitting on a couch, and one riding a stationary bike while wearing a VR headset

@Reality in the News

@Reality, a virtual reality + augmented reality studio, to open at Mathewson-IGT Knowledge Center - @Reality will provide the University community with a dedicated space, equipment, software and expertise to properly support experimentation, exploration of virtual reality and augmented reality mediums.