Opportunities and Challenges in Virtual Reality for Remote and Virtual Laboratories

MJ Callaghan, A Gomez, Gavin McLaughlin, Niall McShane

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

10 Citations (Scopus)
51 Downloads (Pure)


Recent technological advances and consumer level pricing for virtual reality hardware and related peripherals has led to renewed interest in its use for education and training. The design of compelling, effective and practical applications in virtual reality for education is challenging. It adds additional levels of complexity and overheads to the creation of teaching material and to ensuring a positive student experience. This paper (work in progress) explores some of the issues in the use of virtual reality in the context of remote and virtual laboratories and discusses some of the challenges and opportunities of porting existing practical labs and simulations into a virtual reality environment.
Original languageEnglish
Title of host publicationUnknown Host Publication
Number of pages3
ISBN (Print)978-1-4799-7839-7
Publication statusE-pub ahead of print - 16 Apr 2015
Event12th International Conference on Remote Engineering and Virtual Instrumentation - Bangkok, Thailand
Duration: 16 Apr 2015 → …


Conference12th International Conference on Remote Engineering and Virtual Instrumentation
Period16/04/15 → …

Bibliographical note

Reference text: Oculus Rift: Virtual Reality Headset for 3D Gaming [Online]
Available from: http://www.oculus.com/
[Accessed: 19th November 2014]
Sony Project Morpheus: [Online] Available from:
[Accessed: 19th November 2014]
Samsung Gear VR: [Online] Available from:
[Accessed: 19th November 2014]
Chen, W., Chen, J.Z: Visually Induced Motion Sickness: Effects of
Translational Visual Motion along Different Axes, Contemporary
Ergonomics and Human Factors, CRC Press, 2011, p.281-287
M.J. Callaghan, K. McCusker, J.L. Losada, J.Harkin, S. Wilson.:
Using Game-Based Learning in Virtual Worlds to Teach Electronic
and Electrical Engineering, IEEE Trans. on Industrial Informatics,
vol. 9, no. 1, pp. 575-584, Feb 2013.
Callaghan, MJ, Gómez Eguíluz, A. and McShane, Niall. Using
Game Analytics to Measure Student Engagement/Retention for
Engineering Education.11th International Conference on Remote
Engineering and Virtual Instrumentation REV 2014
Game Design in VR: Pushing Off from a New Frontier [Online]
Available from: http://gamasutra.com/blogs/KimberlyVoll
[Accessed: 19th November 2014]
Developing Virtual Reality Experiences with Oculus Rift [Online]
Available from: http://www.roadtovr.com
[Accessed: 19th November 2014]
Leap motion VR system [Online]
Available from: https://www.leapmotion.com/
[Accessed: 19th November 2014]
Virtuix Onmi treadmill [Online]
Available from: http://www.techspot.com/news/
[Accessed: 19th November 2014]
STEM System | Sixense [Online]
Available from: http://sixense.com/wireless


  • Virtual Reality
  • Engineering Education
  • Remote and Virtual Laboratories
  • Game Based Learning.


Dive into the research topics of 'Opportunities and Challenges in Virtual Reality for Remote and Virtual Laboratories'. Together they form a unique fingerprint.

Cite this