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Virtual Reality (journal)

Virtual Reality (journal) is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Virtual Reality (journal) rather than just read about it. In short: Virtual Reality is a peer-reviewed open access scientific journal published by Springer Science+Business Media covering research on virtual reality, augmented reality, and mixed reality applications. The editors-in-chief are Daniel Ballin (Ideas Crucible) and Robert D.

Virtual Reality (journal) — main illustration
Virtual Reality (journal) — illustration

Key takeaways

  • Virtual Reality (journal) belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Virtual Reality (journal) to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Virtual Reality (journal) from memory before moving on to harder problems.

Reference excerpt

Virtual Reality is a peer-reviewed open access scientific journal published by Springer Science+Business Media covering research on virtual reality, augmented reality, and mixed reality applications. The editors-in-chief are Daniel Ballin (Ideas Crucible) and Robert D. Macredie (Brunel University London). The founding editors were Rae E. Earnshaw (University of Bradford and Glyndwr University) and John A. Vince (Bournemouth University) who established the journal in 1995.

Abstracting and indexing The journal is abstracted and indexed in:

Current Contents/Engineering, Computing & Technology EBSCO databases Ei Compendex Inspec ProQuest databases Science Citation Index Expanded Scopus According to the Journal Citation Reports, the journal has a 2025 impact factor of 5.4.

References

External links Official website

Worked examples

Example 1 — a first encounter with Virtual Reality (journal)

Start with the simplest possible case. Write down what Virtual Reality (journal) claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Virtual Reality (journal) before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Virtual Reality (journal) ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Virtual Reality (journal)

In research
Virtual Reality (journal) appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Virtual Reality (journal) in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Virtual Reality (journal) is common in secondary-school and first-year university syllabi. It links to neighbouring topics Academic journals established in 1995, Computer science journals, Continuous journals, so understanding it makes those chapters shorter.
In everyday life
Look for Virtual Reality (journal) outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study Virtual Reality (journal) in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Virtual Reality (journal) means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Virtual Reality (journal) out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Virtual Reality (journal) in simple terms?

Virtual Reality is a peer-reviewed open access scientific journal published by Springer Science+Business Media covering research on virtual reality, augmented reality, and mixed reality applications. The editors-in-chief are Daniel Ballin (Ideas Crucible) and Robert D.

Why does Virtual Reality (journal) matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Virtual Reality (journal)?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Virtual Reality (journal).

Tags

  • Academic journals established in 1995
  • Computer science journals
  • Continuous journals
  • Creative Commons Attribution-licensed journals
  • English-language journals
  • Springer Science+Business Media academic journals

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