Related papers: A Taxonomy for Virtual and Augmented Reality in Ed…
Virtual content in Augmented Reality (AR) applications can be constructed according to the designer's requirements, but real environments, are difficult to be accurate control or completely reproduce. This makes it difficult to prototype AR…
One of the main challenges of advancing task-oriented learning such as visual task planning and reinforcement learning is the lack of realistic and standardized environments for training and testing AI agents. Previously, researchers often…
Architectural Education faces limitations due to its tactile approach to learning in classrooms with only 2-D and 3-D tools. At a higher level, virtual reality provides a potential for delivering more information to individuals undergoing…
In virtual reality, it is widely assumed that increased realism in hand-object interactions enhances user immersion and overall experience. However, recent studies challenge this assumption, suggesting that faithfully replicating real-world…
The core idea in an XR (VR/MR/AR) application is to digitally stimulate one or more sensory systems (e.g. visual, auditory, olfactory) of the human user in an interactive way to achieve an immersive experience. Since the early 2000s…
The rising interest in Virtual Reality (VR) technology has sparked a desire to create immersive learning platforms capable of handling various tasks across environments. Through immersive interfaces, users can engage deeply with virtual…
The recent usage of technical systems in human-centric environments leads to the question, how to teach technical systems, e.g., robots, to understand, learn, and perform tasks desired by the human. Therefore, an accurate representation of…
A common operation performed in Virtual Reality (VR) environments is locomotion. Although real walking can represent a natural and intuitive way to manage displacements in such environments, its use is generally limited by the size of the…
With the rapid progress in virtual reality (VR) technology, the scope of VR applications has greatly expanded across various domains. However, the superiority of VR training over traditional methods and its impact on learning efficacy are…
Abstract Visual Reasoning (AVR) problems are commonly used to approximate human intelligence. They test the ability of applying previously gained knowledge, experience and skills in a completely new setting, which makes them particularly…
Recently, the HCI community has seen an increased interest in applying Virtual Reality (VR), AugmentedReality (AR) and Mixed Reality (MR) into educational settings. Despite many literature reviews, there stilllacks a clear framework that…
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…
Stereoscopic virtual reality (VR) has experienced a resurgence due to flagship products such as the Oculus Rift, HTC Vive and smartphone-based VR solutions like Google Cardboard. This is causing the question to resurface: how can…
Due to technological development, Augmented Reality (AR) can be applied in different domains. However, innovative technologies refer to new interaction paradigms, thus creating a new experience for the user. This so-called User Experience…
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…
Apprenticeship and training programs in advanced manufacturing frequently encounter safety and accessibility concerns due to using heavy machinery. Virtual Reality (VR) training addresses such constraints while maintaining the spatial and…
Learning functional neuroanatomy requires forming mental representations of 3D structure, but forming such representations from 2D textbook diagrams can be challenging. We address this challenge in the UW Virtual Brain Project by developing…
The movies like the Avatar are a good example of the stunning visual effects that the animation could bring into a movie.The 3D wire frame models are converted to 3D photo realistic images using a process called the rendering. This…
Technological advances can bring many benefits to our daily lives, and this includes the education and training sectors. In the last years, online education, teaching and training models are becoming increasingly adopted, in part influenced…
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…