You are invited to three events in January here at Duke that will explore the use of virtual reality in teaching. Be sure to register ahead of time if requested.
  • Explore data visualizations created by Bin Software that use the HTC Vive room-scale virtual reality (VR) system on Monday, January 25 in conjunction with the Duke research computing symposium in 3051 Trent Semans Center for Health Education. Register to be able to put on a VR headset and walk (literally!) through a visual representation of data and see how that data can be manipulated in 3D. There are other ways to participate, too! See the link for more information below. Refreshments will be available.
  • Stop by the RENCI Conference Room, OIT Telecommunications Bldg. on Tuesday, January 26 any time between 10:00 a.m. – 4:00 p.m. to check out VR tools like the Oculus Rift, Google Cardboard, the Samsung Gear VR, and more. Discuss how VR can be used for teaching and learning at Duke.  No registration required. Refreshments will be available.
  • Join David Hemly, Sr. Manager World Wide Technical Field Team Pro Video at Adobe on Wednesday, January 27 from 9:30-11:30 in 119 Telecommunications Bldg. for a discussion of tools and initiatives Adobe is working on for VR. Registration is limited.  Register online at:

For more information about this series and to register, visit These events are sponsored by the Duke Digital Initiative (DDI), a collaboration between OIT and CIT to explore new and emerging technologies to support teaching & learning.


Elise Mueller, Ph.D.

Elise Mueller is the consultant for the language departments at Duke. Her goal is to help instructors explore the best ways to support language acquisition through technology. As a member of Sakai group, Elise leads training sessions, troubleshoots technical issues, and develops documentation of the support site. More recently, she has assisted faculty with the planning and development of Coursera courses. Her interests include using multimedia in the classroom, emerging models of higher education and e-learning,  and experiential learning.

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4 Responses to Explore Virtual Reality for Higher Education

  1. Bruce Hopkins says:

    I totally agree that Oculus Rift could very well become a very effective device for delivering instructional content through. There are quite a few trends that could make a major difference in VR.

  2. Hey I read your post. What apps can I download on my smart phone that are virtual reality related? Very interested! Thanks.

  3. […] Duke is one school paving the way, and recently held events to help train students and faculty in VR tools like Oculus Rift, Google Cardboard and Samsung Gear VR. VR can currently also be seen teaching future healthcare providers. For instance, combining VR and the Internet of Things (IoT), George Washington University has developed a simulation lab where med students operate on dummy patients with lifelike features and responses. The technology can also be used to help athletes gain an advantage in college sports. The Stanford football team recently used VR in training and improved its quarterback’s pass completion rate by 12 percent. […]

  4. […] reach $408 million by 2018, and it already has a strong foothold in the higher education market. Duke is one school paving the way, and recently held events to help train students and faculty in VR […]