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Self-supervised learning has emerged as a promising approach for acquiring transferable 3D representations from unlabeled 3D point clouds. Unlike 2D images, which are widely accessible, acquiring 3D assets requires specialized expertise or…
Most medical multimodal benchmarks focus on static tasks such as image question answering, report generation, and plain-language rewriting. Patient education is more demanding: systems must identify relevant evidence across images, show…
Virtual Reality has become a significant element of education throughout the years. To understand the quality and advantages of these techniques, it is important to understand how they were developed and evaluated. Since COVID-19, the…
Recently, the academic community has been giving much attention to Cooperative Learning System, a group learning method combined with pedagogy and social psychology. It allows group members to gain knowledge through collaborations and…
Kinematics is a core topic in early physics courses, yet students often struggle to interpret motion and its graphical representations. To tackle these difficulties, we developed MissionMotion, a physical-computational videogame where…
This paper outlines the feasibility of replacing a midterm assessment with a student-created digital media project. We examine the benefits of a peer review process for student-created pedagogy, the effectiveness of the student-generated…
Time plays an integral role in the realm of e-learning modules. plaimi previously described a canvas for composing e-learning modules. By transitivity, time needs to play an integral role in this canvas. This paper investigates some of the…
The rapid evolution of intelligent electronic devices makes information technology, computer science and electronics strongly related to the teaching of natural sciences. Today almost everybody has a smart phone that can convert light,…
Recently, 3D understanding has become popular to facilitate autonomous agents to perform further decisionmaking. However, existing 3D datasets and methods are often limited to specific tasks. On the other hand, recent progress in Large…
Traditional sign language teaching methods face challenges such as limited feedback and diverse learning scenarios. Although 2D resources lack real-time feedback, classroom teaching is constrained by a scarcity of teacher. Methods based on…
Many calls to improve science education in college and university settings have focused on improving instructor pedagogy. Meanwhile, science education at the K-12 level is undergoing significant changes as a result of the emphasis on…
Training students in basic concepts of physics, such as the ones related to mass, volume, or density, is much more complicated than just stating the underlying definitions and laws. One of the reasons for this is that most students have…
Technology offers great potential to overcome physical barriers of human race. This paper presents the methods of enhanced learning applicable to children having special needs using better human-computer interaction. The Audio-Visual (AV)…
The study examines the problem of using augmented and virtual reality in the process of blended learning in general secondary education. The study analyzes the meaning of the concept of "blended learning". The conceptual principles of…
True video understanding requires making sense of non-lambertian scenes where the color of light arriving at the camera sensor encodes information about not just the last object it collided with, but about multiple mediums -- colored…
Despite being used in many engineering and scientific areas such as physics and mathematics and often taught in high school, graphical vector addition turns out to be a topic prone to misconceptions in understanding even at university-level…
We tackle the problem of learning complex, general behaviors directly in the real world. We propose an approach for robots to efficiently learn manipulation skills using only a handful of real-world interaction trajectories from many…
This is the era of Information and Communication Technology (ICT). Nowadays, there is no limit to learn, people can learn anywhere and anytime with the enhancement of technology. Electronic Learning (E-learning) and Mobile Learning…
Education sector is adopting new technologies for both teaching and learning pedagogy. Augmented Reality (AR) is a new technology that can be used in the educational pedagogy to enhance the engagement with students. Students interact with…
While advancements in Text-to-Video (T2V) generative AI offer a promising path toward democratizing content creation, current models are often optimized for visual fidelity rather than instructional efficacy. This study introduces…