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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…
Virtual Reality (VR) is rapidly increasing in popularity as a teaching tool. It allows for the creation of a highly immersive, three-dimensional virtual environment intended to simulate real-life environments. With more robots saturating…
Deep learning is ubiquitous, but its lack of transparency limits its impact on several potential application areas. We demonstrate a virtual reality tool for automating the process of assigning data inputs to different categories. A dataset…
Jupyter notebooks are increasingly being adopted by teachers to deliver interactive practical sessions to their students. Notebooks come with many attractive features, such as the ability to combine textual explanations, multimedia content,…
School visits to research laboratories or facilities represent a unique way to bring students closer to science and STEM (Science, Technology, Engineering and Mathematics) careers. However, such visits can be very expensive for students and…
Functional upper-limb prosthetic training can improve users performance in controlling prostheses and has been incorporated into occupational therapy for individuals in need. In recent years, virtual reality (VR) and augmented reality (AR)…
In the field of Virtual Reality (VR) and Augmented Reality (AR) technologies have made huge progress during the last years and also reached the field of education. The virtuality continuum, ranging from pure virtuality on one side to the…
Virtual reality (VR) is not a new technology but has been in development for decades, driven by advances in computer technology. Currently, VR technology is increasingly being used in applications to enable immersive, yet controlled…
Revived interest in lunar exploration is heralding a new generation of design solutions in support of human operations on the Moon. While space system design has traditionally been guided by prototype deployments in analogue studies, the…
The ability to focus one's attention underlies success in many everyday tasks, but voluntary attention cannot be sustained for a long period of time. Several studies indicate that attention training using computer-based exercises can lead…
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…
Virtual Reality (VR) is increasingly used for training and demonstration purposes including a variety of applications ranging from robot learning to rehabilitation. However, the choice of input device and its visualization might influence…
Modern medicine demands innovations in medical education, particularly in the learning of human anatomy, traditionally taught through textbooks, dissections, and lectures. Virtual Reality (VR) has emerged as a promising tool to address the…
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…
Virtual laboratories are the new online educational trend for communicating to students practical skills of science. In this paper we report on a comparison of techniques for familiarizing distance learning students with a 3D virtual…
Virtual reality (VR) is known to cause a "time compression" effect, where the time spent in VR feels to pass faster than the effective elapsed time. Our goal with this research is to investigate if the physical realism of a VR experience…
In the evolving landscape of education, robotics has emerged as a powerful tool for fostering creativity, critical thinking, and problem-solving skills among students of all ages. This innovative approach to learning seamlessly integrates…
Virtual reality (VR) systems have the potential to be an innovation in the field of e-learning. Starting with fully functional e-classes, VR technologies can be used to build entire e-campuses. The power of VR is that it allows for stronger…
Virtual Learning Environments (VLEs) are spaces designed to educate students remotely via online platforms. Although traditional VLEs such as iSocial have shown promise in educating students, they offer limited immersion that diminishes…
We describe an example of learning with multiple representations in an A-level revision lesson on mechanics. The context of the problem involved the motion of a ball thrown vertically upwards in air and studying how the associated physical…