Case Study
University of Kent
When the University of Kent was creating the spec for an integrated Virtual Reality (VR) hardware and software system, it knew that fulfilling the diverse demands ofdifferent psychology research programmes was going to be a tall order. “When I visited a VR lab in the US, I realised the potential of VR for psychological research. VR circumvents many limitations of traditional research because you can create naturalistic environments, yet maintain a high level of control, which is important to establish cause and effect. We opted for a wide area walking system with enhanced tracking capability, integrated eye-tracking, and augmented reality to save on programming costs and engender an even greatersense of presence.”