Related papers: Student experiences of virtual reality - a case st…
Virtual Reality (VR) is increasingly being recognized for its educational potential and as an effective way to convey new knowledge to people, it supports interactive and collaborative activities. Affordable VR powered by mobile…
This study examines the impact of a remote laboratory experiment on Physics learning, using a case study approach. Societal advancements over the past century have spurred discussions regarding restructuring the current educational system,…
We report on the initial phase of an ongoing, multi-stage investigation of how to incorporate Virtual Reality (VR) technology in teaching introductory astronomy concepts. Our goal was to compare the efficacy of VR vs. conventional teaching…
Objectives: This paper presents an up-to-date overview of research performed in the Virtual Reality (VR) environment ranging from definitions, its presence in the various fields, and existing market players and their projects in the VR…
This work-in-progress paper discusses the use of student-centered pedagogy to teach clinical oculomotor examination via Virtual Reality (VR). Traditional methods, such as PowerPoint slides and lab activities, are often insufficient for…
The primary aim of this study intends the perception of students towards online learning in the covid-19 pandemic period. The pandemic has changed the traditional concepts of the education system and broken the functions of the educational…
This study explores the virtualization of classical reality and aims to establish a clear framework to determine the limits and possibilities of virtual reality. It addresses two primary questions: whether an observer's senses can perceive…
We present an approach to evaluate the efficacy of annotations in augmenting learning environments in the context of Virtual Reality. Our study extends previous work highlighting the benefits of learning based in virtual reality and…
Due to the corona pandemic, numerous courses were held using digital solutions in order to be able to continue teaching. Conventional collaboration tools (Zoom, Big Blue Button, etc.) were used in particular to digitally map a synchronous…
With rapid developments in consumer-level head-mounted displays and computer graphics, immersive VR has the potential to take online and remote learning closer to real-world settings. However, the effects of such digital transformations on…
Significant research work has been undertaken related to the game-based learning approach over the last years. However, a closer look at this work reveals that further research is needed to examine some types of game-based learning…
Background: Spatial reasoning has been identified as a critical skill for success in STEM. Unfortunately, under-represented groups often have lower incoming spatial ability. Courses that improve spatial skills exist but are not widely used.…
This paper focuses on the educational journey of a computer engineering undergraduate student venturing into the domain of computer vision and robotics. It explores how optical flow and its applications can be used to detect moving objects…
Navigating spaces is an embodied experience. Examples can vary from rescue workers trying to save people from natural disasters; a tourist finding their way to the nearest coffee shop, or a gamer solving a maze. Virtual reality allows these…
Physics Playground is an immersive Virtual Reality (VR) application designed for educational purposes, featuring a virtual laboratory where users interact with various physics phenomena through guided experiments. This study aims to…
Virtual reality is expected to play a significant role in the transformation of education and psychological studies. The possibilities for its application as a visual research method can be enhanced as established frameworks and toolkits…
The study aims to develop an application that will serve as an alternative learning tool for learning Asian Studies. The delivery of lessons into a virtual reality game depends on the pace of students. The developed application comprises…
There is a need for remote learning and virtual learning applications such as virtual reality (VR) and tablet-based solutions which the current pandemic has demonstrated. Creating complex learning scenarios by developers is highly…
Augmented Reality (AR) learning games, on average, have been shown to have a positive impact on student learning. However, the exploration of AR learning games in special education settings, where accessibility is a concern, has not been…
Real Time Relativity is a computer program that allows the user to fly through a virtual world governed by relativistic physics. The user controls a 'rocket' carrying a 'camera'. The rocket may be accelerated and steered, and the camera may…