Related papers: Interdisciplinary Collaboration through Designing …
Rapidly growing virtual reality (VR) technologies and techniques have gained importance over the past few years, and academics and practitioners have been searching for efficient visualizations in VR. To date, emphasis has been on the…
This work-in-progress paper presents the current development of a new collaborative remote laboratory platform. The results are intended to serve as a foundation for future research on collaborative work in remote laboratories. Our…
Given that experience is a pivotal dimension of learning processes in the field of leadership, the ongoing and unresolved issue is how such experiential moments could be provided when developing leadership skills and competencies.…
The research area "Virtual Manufacturing" can be defined as an integrated manufacturing environment which can enhance one or several levels of decision and control in manufacturing process. Several domains can be addressed: Product and…
Virtual reality is widely adopted for applications such as training, education, and collaboration. The construction industry, known for its complex projects and numerous personnel involved, relies heavily on effective collaboration. Setting…
Virtual Reality applications are becoming increasingly mature. The requirements and complexity of such systems is steadily increasing. Realistic and detailed environments are often omitted in order to concentrate on the interaction…
Storyline visualization has emerged as an innovative method for illustrating the development and changes in stories across various domains. Traditional approaches typically represent stories with one line per character, progressing from…
We investigate how to use AI-based analytics to support design education. The analytics at hand measure multiscale design, that is, students' use of space and scale to visually and conceptually organize their design work. With the goal of…
As a Ph.D. student with a diverse background in both public and private sectors, I have encountered numerous challenges in cross-disciplinary and multi-stakeholder team projects. My research on developing team compositions that involve…
In the last decade, crowdsourcing has become a popular method for conducting quantitative empirical studies in human-machine interaction. The remote work on a given task in crowdworking settings suits the character of typical…
This paper provided empirical knowledge of the user experience for using collaborative visualization in a distributed asymmetrical setting through controlled user studies. With the ability to access various computing devices, such as…
During the COVID-19 pandemic, most countries have experienced some form of remote education through video conferencing software platforms. However, these software platforms fail to reduce immersion and replicate the classroom experience.…
Most education and workplace learning takes place in classroom contexts far removed from laboratories or field sites with special arrangements for scientific research. But digital online resources provide a novel opportunity for large scale…
As Artificial Intelligence (AI) increasingly impacts professional practice, there is a growing need to AI-related competencies into higher education curricula. However, research on the implementation of AI education within study programs…
Educational videos are widely used across various instructional models in higher education to support flexible and self-paced learning. However, student engagement with these videos varies significantly depending on how they are designed.…
This paper brings into discussion some of the most relevant technological challenges involving haptic systems in medical education. One of these challenges is choosing the suitable haptic hardware, API or framework for developing a…
Mobile video calls are widely used to share information about real-world objects and environments with remote collaborators. While these calls provide valuable visual context in real time, the experience of interacting with people and…
With the advent of commercially available Mixed-Reality(MR)-headsets in recent years MR-assisted learning started to play a vital role in educational research, especially related to STEM (science, technology, engineering and mathematics)…
Compared to images, videos better reflect real-world acquisition and possess valuable temporal cues. However, existing multi-sensor fusion research predominantly integrates complementary context from multiple images rather than videos due…
Despite the advances and ubiquity of digital communication media such as videoconferencing and virtual reality, they remain oblivious to the rich intentions expressed by users. Beyond transmitting audio, videos, and messages, we envision…