Related papers: A Taxonomy for Virtual and Augmented Reality in Ed…
Augmented Reality (AR) enriches a user's real environment by adding spatially aligned virtual objects (3D models, 2D textures, textual annotations, etc) by means of special display technologies. These are either worn on the body or placed…
With the rapid advance of computer graphics and artificial intelligence technologies, the ways we interact with the world have undergone a transformative shift. Virtual Reality (VR) technology, aided by artificial intelligence (AI), has…
The use of augmented reality (AR) allows for the integration of digital information onto our perception of the physical world. In this article, we present a comprehensive review of previously published literature on the implementation of…
On a journey, a backpack is a perfect place to store and organize the necessary provisions and tools. Similarly, carrying and managing items is a central part of most digital games, providing significant prospects for the player experience.…
This chapter explores the practice of conducting user research studies and design assessments in virtual reality (VR). An overview of key VR hardware and software tools is provided, including game engines, such as Unity and Unreal Engine.…
Virtual Reality has become an important educational tool, due to the pandemic and increasing globalization of education. This paper presents a framework for teaching Virtual Anatomy at the university level. Virtual classes have become a…
With the worldwide ravaging of the covid-19 epidemic, the traditional face-to-face education systems have been interrupted frequently. It is demanded to develop high-quality online education modalities. The webcasting based online classroom…
Imitation learning aims to extract knowledge from human experts' demonstrations or artificially created agents in order to replicate their behaviors. Its success has been demonstrated in areas such as video games, autonomous driving,…
Operationalizing AI ethics and safety principles and frameworks is essential to realizing the potential benefits and mitigating potential harms caused by AI systems. To that end, actors across industry, academia, and regulatory bodies have…
Augmented reality (AR) has the potential to fundamentally change how people engage with increasingly interactive urban environments. However, many challenges exist in designing and evaluating these new urban AR experiences, such as…
Virtual reality (VR) offers immersive visualization and intuitive interaction. We leverage VR to enable any biomedical professional to deploy a deep learning (DL) model for image classification. While DL models can be powerful tools for…
Due to the increase of interest in Augmented Reality (AR), the potential uses of AR are increasing also. It can benefit the user in various fields such as education, business, medicine, and other. Augmented Reality supports the real…
This paper argues that the true potential of virtual classrooms in education is not fully exploited yet. The features available in most environments that have been incorporated as virtual classrooms are classified into two groups. The first…
The application and implementation of collaborative embodiment in virtual reality (VR) are a critical aspect of the computer science landscape, aiming to enhance multi-user interaction and teamwork in immersive environments. A notable and…
Using augmented reality in education is already a common concept, as it has the potential to turn learning into a motivational learning experience. However, current research only covers the students site of learning. Almost no research…
Extended reality (XR), encompassing Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), is emerging as a transformative platform for medical education. Traditional methods such as textbooks, physical models, and cadaveric…
Despite the value of VR (Virtual Reality) for educational purposes, the instructional power of VR in Biology Laboratory education remains under-explored. Laboratory lectures can be challenging due to students' low motivation to learn…
The contributions of this paper are: (1) a taxonomy of the "Realities" (Virtual, Augmented, Mixed, Mediated, etc.), and (2) some new kinds of "reality" that come from nature itself, i.e. that expand our notion beyond synthetic realities to…
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)…
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…