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Retrieved on: 2024-06-20 16:54:56
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Summary
The article explores how students, including Selin Ortaeskinazi, use virtual reality (VR) in diverse projects like a futuristic Foot Locker store to study the effects of store design on customer behavior. These efforts tie into tags like 'Virtual reality', '3D GUIs', 'Augmented reality', and 'Virtual world' as they employ VR and AR technologies for creative and research purposes.
Article found on: penntoday.upenn.edu
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