Related papers: Math world: A game-based 3D Virtual Learning Envir…
This paper presents results from the design and testing of an educational version of Quantum Moves, a Scientific Discovery Game that allows players to help solve authentic scientific challenges in the effort to develop a quantum computer.…
Virtual Worlds (VWs) are an emerging technology used by a growing number of educational institutions around the world. It is an environment, a way of learning and an educational tool that allows different levels of online interaction. In…
Recent vision-language-action (VLA) models rely on 2D inputs, lacking integration with the broader realm of the 3D physical world. Furthermore, they perform action prediction by learning a direct mapping from perception to action,…
With increasing popularity in online learning, a surge of E-learning platforms have emerged to facilitate education opportunities for k-12 (from kindergarten to 12th grade) students and with this, a wealth of information on their learning…
We present a study of student learning through the use of virtual reality. A software package is used to introduce concepts of special relativity to students in a game-like environment where users experience the effects of travelling at…
A virtual learning environment can engage university students in the learning process in ways that the traditional lectures and lab formats can not. We present our virtual learning environment \emph{StudentResearcher} which incorporates…
Virtual companions that interact with users in a socially complex environment require a wide range of social skills. Displaying curiosity is simultaneously a factor to improve a companion's believability and to unobtrusively affect the…
In this article, we have proposed an educational learning material model using 360-degree environment on web-based platform by personalizing the learning environment as per user surf the web. Virtual Machinery Workshop allow an illusionary…
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…
Metaverse has evolved as one of the popular research agendas that let the users learn, socialize, and collaborate in a networked 3D immersive virtual world. Due to the rich multimedia streaming capability and immersive user experience with…
To enable automated software testing, the ability to automatically navigate to a state of interest and to explore all, or at least sufficient number of, instances of such a state is fundamental. When testing a computer game the problem has…
3D Gaussian Splatting (3DGS) has recently emerged as an innovative and efficient 3D representation technique. While its potential for extended reality (XR) applications is frequently highlighted, its practical effectiveness remains…
The virtual reality (VR) provides us a three-dimensional, immersive, and fully interactive visualization environment. To make the best use of the VR's potential in scientific visualization, a VR visualization software named VFIVE has been…
Visualization and virtual environments (VEs) have been two interconnected parallel strands in visual computing for decades. Some VEs have been purposely developed for visualization applications, while many visualization applications are…
Math Anxiety is experienced by students. This is caused mainly by poor academic performance specifically in Calculus and Precalculus in Mathematics. From 2014 to 2016, an average rating of 70.33 percent for secondary education and 71.1…
A new generation of educational mathematics software is being shaped in ThEdu and other academic communities on the side of computer mathematics. Respective concepts and technologies have been clarified to an extent, which calls for…
Real-world reinforcement learning (RL) environments, whether in robotics or industrial settings, often involve non-visual observations and require not only efficient but also reliable and thus interpretable and flexible RL approaches. To…
Implementation of a STEAM Makerspace to dynamize the teaching and learning processes of mathematics (with emphasis on geometry) of second-year students in the upper secondary level.
Exploration is essential for general-purpose robotic learning, especially in open-ended environments where dense rewards, explicit goals, or task-specific supervision are scarce. Vision-language models (VLMs), with their semantic reasoning…
Building on game design and education research, this paper introduces narrative-focused role-playing games as a way to promote visualization literacy in young children. Visualization literacy skills are vital in understanding the world…