Safe Use of Immersive Technologies: Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR) Guidelines for Higher Education
Abstract
These guidelines apply to staff, students, visitors, and contractors within higher education institutions who are involved in the planning, development, delivery, or participation in immersive technology experiences. The purpose of these guidelines is to support the safe, ethical, and responsible use of immersive technologies by helping institutions identify, assess, and manage potential risks. Immersive technologies—including Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR)—are rapidly evolving and increasingly used for teaching, learning, research, and public engagement. While they offer significant educational benefits, they also present physical, psychological, and organisational risks that must be proactively addressed.
Fields of Study & Subjects
Virtual Reality Applications and Impacts
Augmented Reality Applications
Digital Education and Society
Publication details
- Journal / source
- Zenodo (CERN European Organization for Nuclear Research)
- Publication date
- 5 February 2026