@Reality

Discover the world of virtual and augmented reality

Reserve @Reality

Equipment

@Reality is a state-of-the-art virtual reality hub with four dedicated VR stations where visitors can experience a wide range of local and commercially produced experiences.

Vive Pro (Eye Tracking)
Vive Pro (Eye Tracking)
Valve Index headsets
Valve Index headpiece and visor with hand grabs
Driving Sim Station
Driving simulation station.
Metaquest
Metaquest.

Getting help

For general reservations, bookings can be made online or in person during lendable technology office hours. If you are interested in a VR consultation or using a station for development, please email the team in @One.

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

Explore our virtual reality projects

Discover and download immersive virtual reality experiences.

View the projects
A desert landscape from the Hidden Cave experience.
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 who have presented at past VR/AR Meet-ups 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.