The CAVE: audio visual experience automatic virtual environment
Communications of the ACM
ACM SIGCSE Bulletin
When worlds collide!: an interdisciplinary course in virtual-reality art
Proceedings of the thirty-second SIGCSE technical symposium on Computer Science Education
VRPN: a device-independent, network-transparent VR peripheral system
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
Immersive visual modeling: potential use of virtual reality in teaching software design
Journal of Computing Sciences in Colleges
Evaluating the effectiveness of a new instructional approach
Proceedings of the 35th SIGCSE technical symposium on Computer science education
Simple, low-cost stereographics: VR for everyone
Proceedings of the 35th SIGCSE technical symposium on Computer science education
An introductory VR course for undergraduates incorporating foundation, experience and capstone
Proceedings of the 36th SIGCSE technical symposium on Computer science education
The HIVE: Hanover immersive virtual environment
Journal of Computing Sciences in Colleges
Teaching objects first using Lego Robots: a Tri-P-LETS initiative
Journal of Computing Sciences in Colleges
A games first approach to teaching introductory programming
Proceedings of the 38th SIGCSE technical symposium on Computer science education
Freedom of choice as motivational factor for active learning
ITiCSE '09 Proceedings of the 14th annual ACM SIGCSE conference on Innovation and technology in computer science education
Evaluating presence in low-cost Virtual Reality display systems for undergraduate education
Journal of Computing Sciences in Colleges
Effects of virtual environment platforms on emotional responses
Computer Methods and Programs in Biomedicine
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As an immersive, interactive 3D environment, virtual reality (VR) is a way to capture students' imaginations and unleash their creativity. Such a system might be used in Computer Graphics, Gaming, Simulation, and with a suitable API, introductory courses. As such, it offers an excellent means of attracting CS students in a time of dwindling enrollments. However, the cost and complexity of building a VR system has been prohibitive until recently. This paper presents a fully immersive, 2-sensor, six degrees of freedom VR system we built for less than $4000.