Fourth Reality is a team of educational virtual reality and 3D visualisation specialists. Our immersive and real-time digital media platforms transform brand and product experiences, showcase design, build research concepts and deliver exciting experiential results. With clients and insights across varying sectors, we are used to adapting our expertise to different and unique requirements for educational VR, 3D animations, or visualisation purposes.

DCU Immersive ChemLab - AAS

An immersive virtual reality learning experience created in conjunction with Dublin City University and the Virtual Labs HCI P3 Initiative.

The Immersive Chemistry Lab is designed as a virtual environment for training in analytical techniques for quantitative chemistry experiments. In this module series, students get to perform metal analysis using flame Atomic Absorption Spectrometry (AAS) to get ‘hands on’ experience operating lab instrumentation, optimising conditions and undertaking quantitative analysis.

The lab environment has been designed for training third level chemistry undergraduate students at the School of Chemical Sciences at Dublin City University (DCU) but has great potential as an immersive experience of an analytical chemistry lab for second level and even primary level students.

Students will be guided through multiple modules with detailed and interactive environments, contextual voice overs and a variety of tasks to complete. Incorporated into the standard curriculum, virtual reality education is a powerful tool that will help build students confidence in the use of sensitive laboratory equipment.

SETU Virtual Reality Engineering

This virtual reality training app was developed for SETU engineering department. The goal was to create a modular VR experience to help train students on their costly and sensitive equipment, a fatigue tester.

Students can run through various VR training scenarios to gain the experience they need before moving onto work with the real fatigue tester. With available time on the equipment limited, this also allows a lot more students to get hands on experience in a much shorter space of time.

The app has multiple task driven modules for the student to progress through. The backend user logging allows coordinators to also check students time spent and actions logged within the VR app.

Including realistic environments, detailed and correctly scaled models, all working with comprehensive VR interactions. All of this helps

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