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- 03 JulHyperbody's MSc 2 Robotic Environments projects exhibited at Science Centre and V2_
- 02 Jul Hyperbody's Robotic Building team participates with MSc 2 projects in the D2RP event taking place 2-4 July at V2_
- 27 JunLecture by Prof. Kas Oosterhuis at the Huazhong University of Science and Technology
- 27 JunAchilleas Psyllidis publishes a book chapter in Computer-Aided Architectural Design Futures: The Next City, by Springer
- 16 JunLecture by Prof. Kas Oosterhuis at Leibniz Universität Hannover
- 16 JunAchilleas Psyllidis wins the 1st Prize for his project ROUTE on Linked Open Data for Smart Cities
- 14 JunDr. Nimish Biloria appointed as a member of the OCEAN design research association
- 08 JunSmart Textiles Workshop: Hyperbody and Smart Textiles at the University of Borås
- 29 MayAchilleas Psyllidis's paper accepted for publication and demonstration at the 15th International Conference on Web Engineering (ICWE 2015)
- 29 MayKas Oosterhuis, Henriette Bier, Sina Mostafavi and Jelle Feringa lecture at InDeSem 15
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Presentation of the paper "Immersive, interactive, unconventional virtual environments, enhance creativity" by Alireza Mahdizadeh Hakak and Nimish Biloria at the second iVERG annual conference held on 27th and 28th of June in Middlesbrough, UK.
Paper abstract
iVERG (International virtual environment research group)
iVERG is a group of collaborating academics and professionals from universities worldwide. Research on virtual environments for use in learning and teaching is diverse and complex and draws upon specialisms in education, computing, sociology, psychology and anthropology.iVERG is a group of collaborating academics and professionals from universities worldwide. Research on virtual environments for use in learning and teaching is diverse and complex and draws upon specialisms in education, computing, sociology, psychology and anthropology.
It has an important contribution to make to the effective uses of these environments which are being increasingly taken up by a wide range of educational institutions worldwide. Although they have an intrinsic appeal founded upon their origins within gaming and social networking, immersive virtual environments need research informed practice to ensure their effective educational use.