Final Capstone Report I-II-III
Final Capstone Report I-II-III
Course Name
Student Names
Date
10/12/2018
Executive Summary
The prototype platform for UniVResity.org allows users to immerse themselves into a
virtual reality setting by either logging in on the platform's website or visiting as a guest a topic
of their choosing. Currently, most of the underdeveloped countries around the globe do not have
access to the necessary data infrastructure to access education materials through the internet.
Online learning allows students to access information that would not be readily available,
providing knowledge without any physical restrictions. Audio recordings can fall short since
many people are visual learners. While there is an abundance of resources available for most
people, most of these resources are not designed with accessibility for refugees and people living
in developing countries. The application that was created uses the most modern and latest web
technologies that allow for a great user experience due to the great design of the front-end,
back-end, and database design.The project was crucial because for the intended target audience
as there aren’t many alternatives. The application empowers underprivileged people by allowing
them to educate themselves regardless of where they might live. The goal will be to
offer worldwide access to live lectures. Users are able to call and access any lecture that is made
available publicly. The long-term goals aim to seek higher education institutions interests in
using the virtual reality technology in order to be utilized in online classrooms and revolutionize
the way we teach over the internet. The final objective of the project was a working web
infrastructure created by the team members of the project to allow future developers and students
to create new environments in virtual reality settings to engage more users and increase
popularity of the platform. The project aims to eventually change the way teaching is conducted
1. Introduction/Discussion 4
1.1 Project Name and Description 4
1.2 Problem and/or Issue in Technology 4
1.3 Solution to the Problem and/or Issue in Technology 5
1.4 Project Goals and Objectives 6
1.5. Community and Stakeholders 7
1.6 Evidence that the Proposed Project is Needed 8
1.7. Feasibility Discussion 9
2. Design Requirements 10
2.1 Functional decomposition of the project 10
2.2 Selection of design criterion 13
2.3 Final Deliverables 14
2.4 Approach/Methodology 14
2.5 Legal Considerations 15
2.6 Ethical Considerations 16
3. Implementation 17
3.1 Timeline and Budget 17
3.2 Usability Testing and Evaluation 19
3.3 Final Implementation 21
Conclusion 26
Appendix A 27
UniVResity Client Testing and Feedback 27
Appendix B 28
Team Member Roles and the Division of Labor 28
References 30
1. Introduction/Discussion
The VR website is a product made to aid underprivileged people and allow them to
system allowing refugees and people living in developing countries to participate in VR events,
such as lectures, remotely with the potential to becoming a learning environment for students of
all backgrounds. The project was created for KPicture/American University and the intended
main end user for this product are refugees and underprivileged people with a goal to provide a
portal for learning in parts of the world where education is not always readily available.
Ultimately, the technology can be used by anyone who believes that they might benefit from the
experience. The public now has another alternative method to learn any subject of their choice.
This project aims to solve the lack of a real time setting over the internet when it comes
technology provides audio recordings and video lectures. The issue with this type of learning
style is that it may not be the most effective way of teaching for many students and people. The
issue with the current technology is that it does not not allow the users to be able to communicate
with the instructor in an effective way. An example would be a real brick and mortar school,
where an instructor will present material and ask for feedback and questions, the students may
raise their hand and communicate with the instructor. Current technology does not provide such
a feature in an efficient manner. Some alternative options are the use of email or discussion
boards that may or may not be monitored. Another issue that will help aid our main target group
of people in underdeveloped countries is even if the community has online access, it can be
outdated and slow because of the bad infrastructure. They cannot stream videos and access many
websites that may offer a similar service to them.The project allows them to use a low bandwidth
as the project is designed to have the option for users to join a live lesson and use audio through
a regular phone, and the interactive metric data of avatars does not require high bandwidth (just
x,y,z positions of avatars in the VR room). It works on Google cardboard, since high end VR
headsets are not affordable. This project is important because for many of the intended target
audience as there aren’t many alternatives. The application empowers underprivileged people by
allowing them to educate themselves regardless of where they might live. The goal is to
The UniVResity.org project solves this issue because it allows users to either create
accounts and join lectures or join as a guests, but it is also allowing them to engage with the
instructor of the lecture by using virtual reality technology and interact in a VR environment,
which was not done before. The user is able to look through the website and choose a specific
topic. Users are able to call and access any lecture that is made available publicly. There will not
be a charge for this service. The application integrates a virtual reality setting where instructors
can lead a room using customized avatars, providing the feel of a real classroom. Students are
able to interact with both the instructors, as well as other students in a live setting. As a result,
the experience is interactive, rather than just listening to audio or just watching videos. An
The goals of the project were to focus on increasing the accessibility of learning materials
to people who many have difficulty obtaining it or do not have access to it at all, and creating a
user friendly environment that is revolutionary and new which provides the user with a different
approach at learning. Instructors and lecturers now have a new way of reaching their audience
and express their teachings in a different way that can be seen as more effective. With the
learning material, the project’s aim was to create a more effective learning method for the
students to interact with. People living in developing countries now have access to the necessary
data infrastructure to access education materials through the internet. The long-term goals aim to
seek higher education institutions interests in using the virtual reality technology in order to be
utilized in online classrooms and revolutionize the way we teach over the internet. The project
will pave the way we learn and teach online. Ultimately, the technology can be used by anyone
who believes that they might benefit by the experience. The public now has another alternative
environment.
The completion of this project was important because for many of the intended target
audience, there aren’t many alternatives. The application empowers underprivileged people by
allowing them to educate themselves regardless of where they might live. The goal was to
offer worldwide access to live lectures. Users are able to call and access any lecture that is made
available publicly. The application will pave for future developers to integrate a virtual reality
setting where instructors can lead a room using customized avatars, providing the feel of a real
classroom. Students are able to interact with both the instructors, as well as other students in a
live setting. As a result, the experience is interactive rather than just listening to audio or just
watching videos. An interactive learning experience is far more effective than the alternative.
Each room has a custom live URL that can be shared and accessed amongst students. Once the
lecture is concluded, users are able to save the session and watch as needed. Other students may
also search, save and watch concluded sessions. Users may both teach or learn on any subject of
their expertise. Users can create a room with an automatically generated custom URL that can be
shared to give access to anyone who wishes to watch the session even if they are not registered
The Stakeholders in the project are companies and organizations that would like to use
the service to make a topic public. This is not limited to organizations only, individual users are
able to take the opportunity and share content online themselves. Users whom are part of the
learning process and enter the virtual classrooms as students are both stakeholders and part of the
community. They are stakeholders because they are investing time in taking the lectures online
and money because they will need to invest in VR hardware to attend the meetings. The future
goals of the project is to add education organizations such as high schools, universities, etc to
join as stakeholders and use the virtual reality technology and UniVResitys’ website to reach
their audience in a new and immersive way. The investment of time is of most value to the users
who will create the material as well as the viewers. Because of the limited history of virtual
reality success in a teaching setting, there is a risk for the public to become stakeholders. The
platform will continue to evolve with new implementations guided from the feedback that will be
It has been shown that many people in developing countries do not finish school for
many reasons that may not allow them. There are numerous reasons, including the difficulty of
getting to school and the cost of schooling. Even when tuition is free, there are often expenses
for lunch, uniforms, and examination fees. And because the quality of education is often poor,
parents are forced to pay for additional tutoring to enable their children to pass tests. (Mark J.
Epstein & Kristi Yuthas) The VR technology will aim to help all those that have difficulty
The virtual reality technology is a new concept that will be applied to the learning field.
Currently no other company or organization has been able to successfully create a product to
reach out to people in developing countries in an effective way using VR. The only alternative at
the moment is the Open Learning Campus that provides access to a few courses and podcasts to
Currently, there is an organization called the Open Learning Campus that has a similar
way of presenting material to students.(OLC WBG 2016) Open Learning Campus allows users to
be non-registered and access lectures and courses in a similar fashion that UniVResity does.
OLC allows users to look through different sections and topics and select ways to view the
material such as webcasts, podcasts, videos, reading material etc. UniVResity aims to give users
and the public an alternate method of viewing the same material with the integration and
utilization of virtual reality technology. Many private companies also offer MOOCs (Massive
Open Online Course) to the public as an alternate way of teaching subjects but no company
offers a way of doing it in an immersive virtual reality classroom setting. Zoom is a web
conferencing applications that some teaching institutions use in order to reach their students by
the way of voice, audio, and screen sharing features.The UniVResity prototype application
handles the same features with the added virtual reality classroom and meeting room setting.
Currently in developing countries, the resources needed to access the materials available online
are scarce or often seen as not a priority, because of the price of some of the equipment and the
technology growing, we are seeing a decrease in price and a great area of opportunity for the
The goal of the UniVResity project is to create an interactive Virtual Reality educational
platform, particularly for the underprivileged people in developing countries. The application for
the UniVResity project is a website that will integrate a virtual reality setting, and provide the
necessary web infrastructure that allows users to participate as instructors or students. The major
functions required by the design of the UniVResity website for a user are to register an account
using name, email address and password, sign in, search available VR events (live or recorded),
and join them. Besides this, authenticated users can also start live streaming lectures that can be
either public or private, save the audio recording, or add lectures to a favorite personal list,
For an unauthenticated user the website must display the homepage with a navigation bar,
and a searchable card list of available VR events. The user can join any of the available VR
events in the public list, or search a specific event/lecture by typing in the search bar the
available events/lectures which are filtered in real time. The Navigation bar includes the
following options: Register, and Sign in. The sign in form requires a valid email and password
entry of a registered user to log in. The register form allows a user to sign up using full name,
email address, an optional short bio, and a password. The form validates the input before it
allows the user to click the submit button. When a user clicks 'Join' the website submits the
information to the Node.js server. The back-end server encrypts the password and submits the
data using the knex query builder to the PostgreSQL database. If the email doesn't exist already
Once a user has signed in, the Navigation bar must also display a button to create a new
VR stream, and a dropdown menu with the following options: Dashboard, Settings and Sign out.
The 'Create Stream' page allows an authenticated user to create a new VR stream and it requires
a title, a subject, a brief overview, a description of the VR event, and an image. The user can
create a private stream or a public stream. The stream data is saved in the 'streams' table. All
streams have an unique URL address composed of 10 characters: numbers, uppercase and
lowercase letters. This allows for 62^10 (839 quadrillion) unique URLs. The private streams can
only be accessed by users that have the unique URL, while the public URL's can be found on the
homepage and viewed by any users. The Dashboard page allows a user to manage his Favorite
streams, and Created Streams allows to launch, delete, or edit the stream information. The
In order to create an efficient and fast website, the amount of backend requests needs to
be minimized, as well as the size of the files, the amount of events, and DOM (Document Object
Model) manipulation. Based on the performance goals, the React JavaScript library was chosen
to develop The UniVResity front-end application, because it creates a Virtual DOM that
re-renders only the changed components of a page, rather than the whole document. React is
reliable, was developed by Facebook, and it is the most popular library in 2018 used to build user
interfaces. It is declarative, reusable, and it has stateful components. The UniVResity website is
built on components with a tree like structure in which the data flows from top to bottom, which
helps to create reliable bug free code. The back-end server which communicates with the
PostgreSQL database is also developed with JavaScript using Node.js (an open-source,
browser) and Express (a minimal and flexible Node.js web application framework) .This allows
to unify a web application using a single programming language, rather than using different
languages for each side of the web application. In order to save, favorite, create content, and
enforce accountability, users need to register a user account. The users and streams data it is
stored in a PostgreSQL database, the passwords are encrypted using the ' bcrypt-nodejs' library.
The parameters and query strings are passed separately to database, using the 'knex.js library to
protecting the query from SQL injection attacks. The private routes of the website are protected
using React Router authentication that redirects unauthenticated users to the login page if they
try to access any pages that are private. The unique URL's for the VR events are randomly
The final deliverables are the website infrastructure (the actual code for front-end and
integrate the VR component using the Amazon Sumerian Software Platform, and a functional
2.4 Approach/Methodology
An Agile software development approach was used for the creation of the UniVResity
website application. Before beginning any programming work on the project, the team met with
the product owner, professor Krzysztof Pietroszek on Google Hangouts to receive additional
details, discuss the specific requirements, tools and technologies required for the project. The
team setup a slack channel for communicating with the professor, and used open communication
using Google Hangouts, three scrum meetings a week to talk about progress or issues,
implementation requirements, delegate responsibilities, kept track of the progress and monitored
The capstone team used the latest and most modern cutting-edge technologies and utilize
them to create the full-stack website and application. For the front-end design, the team used
React to manage the state and view of front-end components including HTML5, CSS3, and JS6
by using the JSX syntax. The back-end was developed with Node.js, Express.js, and Redux to
communicate with the server that was hosted on the Heroku Cloud Application Platform.
Database design was made with PostgreSQL. Version control was practiced with services and
technologies such as Git and Github. A Bootstrap theme was used to keep the backend work
productive as visual design components were created beforehand, and the team manipulated
them with React. The approach for design included creating rooms with auto-generated URLs to
be shared to give access to users who wish to join sessions that can be made public or private.
Users are able to create an account for added functionality and privileges. A login system was
created in the database with tables added to save streams and lectures which is a feature that
allows users to view and listen the content at a later time. Each student was involved in the full
life cycle of software development. This included gathering requirements, design, testing and
implementation. Tests were done using unit testing software for JSX testing, and requirement
gathering took into consideration the hardware that is easily accessible to the potential
The software and tools that were used to create the UniVResity.org web infrastructure are
open source, therefore no special licensing was required. Before using the UniVResity.org the
VR experience, users have to read and agree to a list of "terms and conditions" of the website and
they are responsible for the content they create and share without infringing on the copyright of
other creators.
2.6 Ethical Considerations
The virtual reality technology has many advantages, as it offers a better immersion than
any other medium. Virtual classrooms have the potential to be the very next best thing where
brick and mortar classrooms are not available. However, as it is often the case with new products
and technologies, there are unidentified issues that are likely to raise ethical concerns. Since the
long term effects on using VR headsets are still unknown, creating an educational software
platform that requires the use of VR devices might have negative effects on user's health. The
major ethical concerns of this project world rise from the actual usage of a VR headset,
especially by teenagers. VR headsets are not suitable for children under thirteen because it might
affect their visual development, and because they are more prone to virtual reality sickness, also
known as cyber sickness. It is similar to motion sickness, and it is caused by a sensory input
conflict perceived by the brain, that can cause nausea, disorientation, headaches, or vomiting.
However, recent improvements in screen resolution and faster refresh rates had a positive impact
on reducing these side effects, and will continue to do so as technology improves. More studies
need to be done on the psychological effects, visual and brain development of teenagers that use
VR headsets, but even conducting these studies raises ethical concerns. According to a group of
neuroscientists researchers at the UCLA led by Mayank Mehta that studied the VR effects on rat
brains, "the neural pattern in virtual reality is substantially different from the activity pattern in
the real world," about half the neurons that are firing in a real environment shut down when the
rat is experiencing a similar VR environment (Wolpert 2014). The studies are ongoing and more
information will be available as they develop, but at least we know that researchers and the
A potential social injustice effect is that users from low income families could not benefit
from the use of the VR educational software as they could not afford them. VR headsets could be
made more accessible by having them available at libraries, or be offered for free with the
To eliminate or mitigate the negative effects of using a VR headset for too long, such as
addiction or health issues, the software limits the duration of use, displays a warning message
that the user has been using the VR headset for too long, and recommend the user to take a
break. The VR educational software also asks the user to select their age before starting the
application, and display a warning message to make sure they understand the risk of using it.
3. Implementation
The project did not require any significant budget. The technologies that were utilized
were open source resources. The timeline had a few tweaks but all required and assigned tasks
were completed in a timely manner. Initially, there were three major milestones established for
the project:
The goal was to complete this section as quickly as possible since frequent changes were
expected based on client feedback and functionality. The first phase was completed as
planned. All essential components and subcomponents of the site were designed and
implemented within the first two weeks. Changes were necessary throughout the
implementation phase, but having the general layout provided a blueprint for the team.
Completing the first phase quickly allowed additional time for the other, more
complicated phases.
During this phase, the functionality of the site began taking shape. The team was
able to ensure that the site performed as planned by building a back-end server. All
authorized and non-authorized users was established. By doing so, the site was properly
The second phase was completed on time and as planned. There were no setbacks
as all planned features were implemented correctly with full functionality. This allowed
time for quality control as the team noticed a few routing issues that were fixed quickly.
3. Database completion:
In this phase, the website received final touches as so much of the site’s
functionality required data retrieval and data edits. The initial plan was to use
PostgreSQL but a shift to MongoDB seemed like a better fit for the project. The team
was not familiar with the new technology. Therefore, implementation was jeopardized.
After experiencing several issues, it was decided to shift back to PostgreSQL. All lost
time was quickly made up since the team was knowledgeable with relational databases.
The issues did not create delays since the project was ahead of schedule after phases 1
and 2.
Initially, the project’s target audience was geared towards people who reside in
developing countries. In particular, refugees was seen as a group of people who would benefit
the most from this application. While this group is still seen as a target audience, after testing the
client proposed that in its current state, the application should focus on students K6-12. After
conducting client testing on October 10, 2018 (see Appendix A), it was concluded that the
infrastructure of areas where refugees would use web platform will not be able to support the VR
components at the moment. It is now deemed a long-term goal for the organization. Teachers
and instructors will be welcomed to showcase any educational format and subject. Long-term
goals of the web platform would be to integrate a similar format that Udemy and Coursera offer
with large recorded courses with the ability to enter lectures/seminars through a VR experience.
The testing focused on the functionality of the website. In particular, several tasks were
● Testing of Logging in, signing up, and logging out with evaluation of the
functional database.
● Navigating through pages from home screen “/”, dashboard, settings, creating a
● Creating a new stream and verifying random URL generation functionality when
● Client was unaware that an anonymous user was able to join streams but
● Random URL was generated for every created stream. This URL gives a unique
experience. Additionally, the client requested to add a demo of the long-term goal of VR
One of the main goals was to make the user interface of the website to be very friendly.
Easy to use and easy to navigate. Based on the initial target audience, it was unclear how
technically advance the users would be. So, the intent was to make the user experience as simple
as possible.
The homepage can be accessed without registering or logging in. Anonymous users can
view any public stream of their choice. There are no limitations on the number of streams or
number of times the streams can be viewed. On the homepage, users have access to a large
search box where they can directly search for desired streams by title. The search button does
not need to clicked as search results update in real time without having to reload the page.
Code:
return stream.title.toLowerCase().includes(this.state.searchfield.toLowerCase())
})
Added functionality is granted for users who register. Authorized users have the option of
both creating streams, and saving their favorite streams in their dashboard. Doing so, avoids
having to search for the desired stream in future inquiries. By filling out a simple form, the user
can create a stream and have an unique URL automatically generated and assigned to the specific
stream.
Code:
YZabcdefghijklmnopqrstuvwxyz0123456789';
return url;
Similar to the saved streams, created streams can also be accessed, viewed and deleted in
the user’s dashboard. For increased accessibility, the user’s settings can be accessed both from
the navigation bar and the dashboard page. From there, users can update their passwords, change
their email addresses, add or change profile pictures, edit biographies and delete accounts.
The main challenge was that team members had not previously worked on a real-world
project with the technologies that were selected. Certain security functionalities created delays
since it was brand new material with limited resources. An issue that was present was authorized
routes. It was evident that the user can enter authorized routes in the URL and be granted access
even if the user was not logged in. Authorized routes were created but there were difficulties
with functions and properties. The team was able to work past these issues and finalized routing
on the website.
Code:
Function
loadStream={loadStream} />
: <Redirect to='/login'/>
)} />
);
Route
component={Dashboard} />
Another issue that arose was storing images in the database. Initially, the plan was to
store the images directly in the user table with data type “bytea”. After extensive research, it was
concluded that changing the data type to “varchar” and storing the filename would allow easier
access and retrieval of the images as needed. The VR streaming and photo images were the
reasons that the team debated using relational databases versus cloud. The database selection
was the biggest issue as it delayed correctly setting up the server back-end of the project as well
as testing some of the functionalities of our front-end components. Although a cloud database
would serve the project better in the long-term, using a relational database was sufficient for the
short-term goals. PostgreSQL allowed the team to complete registration, login, streams, user
created stream and user favorite streams functionalities. MongoDb will be used to store the VR
Tables:
CREATE TABLE users( id serial PRIMARY KEY, name varchar(100) NOT NULL, email
text UNIQUE NOT NULL, hash varchar(100), joined TIMESTAMP NOT NULL, bio
varchar(280) );
CREATE TABLE streams (urlID serial PRIMARY KEY,url varchar(10) UNIQUE NOT
NULL, title varchar(128) NOT NULL, subject varchar(32) NOT NULL, headline
CREATE TABLE favorites (userid int NOT NULL, url varchar(10) NOT NULL, PRIMARY
KEY (userid, url), FOREIGN KEY (userid) REFERENCES users(id), FOREIGN KEY (url)
REFERENCES streams(url));
Conclusion
This project aimed to solve the lack of a real time setting over the internet when it comes
to providing a learning environment for people living in developing countries. The methods that
are currently available are audio and video recordings. These methods lack the interaction that
can be gained through a virtual interactive learning setting that serves as a real classroom.
Through careful planning, appropriate design, ethical consideration, and decisive action, the
project was delivered on schedule with client satisfaction. An Agile software development
methodology was used for the creation of the application. This method worked well in staying
focused in completing the must-have features and functionalities of the application. The team
used a slack channel for communicating with the professor to receive design requirements.
Amongst the team, three scrum meetings were held every week to discuss progress, issues, and
implementation requirements. Doing so, allowed the team to take a proactive approach in
solving issues and bugs. With the anticipated growth of the website, it was crucial to select
technologies that were both efficient and fast. The React Javascript library served the project
well based on its structure and performance abilities. The back-end server which communicates
with the PostgreSQL database was also developed with JavaScript using Node.js and Express.js.
Using JavaScript technologies on both the front and back-ends created an ideal solution to the
project’s needs.
Collaboration amongst team members was well executed. Clear roles were defined and
each team member was accountable for delivering quality and timely work. The team learned
the effectiveness of an agile development in delivering client satisfaction. Communication
played a big role in both delivering the project on time and with completing all the discussed
deliverables.
In the future, the possibilities of the project are endless. With the growing popularity of
virtual reality, the application can be used in a variety of ways. The long-term goals of the web
platform would be to integrate a similar format that Udemy and Coursera with the added
granted to other institutions that conduct learning online. The platform can be specific to the
original intended target audience, the short-term target audience or even a combination of both.
Appendix A
Target Audience has shifted to students in K6-12 school. Client believes internet infrastructure of
areas where refugees would use web platform will not be able to support the VR components at
the moment and is now deemed a long-term goal for the organization. Teachers and instructors
are welcome to showcase any educational format and subject. Long-term goals of the web
platform would be to integrate a similar format that Udemy and Coursera offer in the future with
large recorded courses with the ability to enter lectures/seminars through a VR experience.
The testing session included logging in, signing up, and logging out. Navigating through
pages from home screen “/”, dashboard, settings, create a stream page, and Stream room.
Testing of working deployment fetch code. Creating a new stream and verifying random URL
generation is done when navigating its front-end and database entry. CRUD functionality of user
Results were positive. Client successfully created a user and was able to login and
logout. Client gave feedback to make Course Description optional. Client was unaware that an
anonymous user was able to join streams but functionality was already active. Public vs Private
streams functionality was tested. Random URL was generated when creating stream.
Deployment server code was functional. Navigation of every page was successful. Client gave
Appendix B
The team decided it would serve us best if each team member was involved in every portion of
creating the website (front-end, back-end and database design). We decided to divide the work
based on React.js components. The team took on specific roles but helped in all areas when
necessary.
Josh Jones - Josh created the login, registration and dashboard portion of the website. Doing so
meant creating and designing the look and the experience of the forms, creating the back-end
dependencies, and creating the necessary database tables to retrieve and authenticate user
information. Additionally, Josh was responsible for the displaying and searching functionalities
of the streams that are displayed on the homepage. Josh created the overall style of the website
Oscar Alba - Oscar was responsible for all components dealing with user settings, user details
and user information. This included all front-end, back-end and database requirements to allow
the user to enter and edit their information on the website. Oscar dealt with deployment and
client communication/feedback.
Vasile Danciu - Vasile was responsible for creating the individual room page for the virtual
reality interaction amongst users and instructors. This page creates a unique URL to allow users
to join and share the room. Vasile created the majority of the server endpoints to connect the
back-end to the front-end of the website. He created the “save” functionality of the streams and
the functions that were necessary to display them in the dashboard page.
References
Mark J. Epstein & Kristi Yuthas(2012), Redefining Education in the Developing World,
Retrieved from
https://ssir.org/articles/entry/redefining_education_in_the_developing_world.
OLC WBG. Youtube. “Introduction to the Open Learning Campus” Online Video Clip. Youtube,
https://www.youtube.com/watch?v=WNB89zcgguA
Wolpert S.2014, (November 24). Brain’s reaction to virtual reality should prompt further study.
Retrieved from:
http://newsroom.ucla.edu/releases/brains-reaction-to-virtual-reality-should-prompt-furthe
r-study-suggests-new-research-by-ucla-neuroscientists