Related papers: Using Virtual Reality in Electrostatics Instructio…
Virtual Reality (VR) technology demands real-time data transmission to deliver an immersive and interactive user experience. This study investigates the implementation of UDP Ethernet communication in VR systems, focusing on its impact on…
Background: Visuospatial neglect (VSN) affects spatial awareness, leading to functional and motor challenges. This case study explores virtual reality (VR) as a potential complementary tool for VSN rehabilitation. Objective: Specifically,…
This study aims to better understand the emotional and physiological correlates of being caressed in VR depending on the type of multisensory feedback provided and the animate or inanimate nature of the virtual representation that touches…
The use of computer-aided and web-based educational technologies such as Virtual Learning Environments (VLE) has increased significantly in the recent past. One example of such a VLE is Virtual Interactive Engineering on the Web (VIEW).…
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…
Student performance of virtual introductory physics class (calculus-based mechanics) is analyzed. A fully web-enhanced class was done synchronously. The analysis is done in two categories, averaging all mid-exams (or chapter exams) and…
Watching training videos passively leads to superficial learning. Adding gamification can increase engagement. We study how software engineering students and industry practitioners view gamifying video-based training. We conducted a survey…
Technology has helped to innovate in the teaching-learning process. Today's students are more demanding actors when it comes to the environment, they have at their disposal to learn, experiment and develop critical thinking. The area of…
Video game playing is an extremely structured domain where algorithmic decision-making can be tested without adverse real-world consequences. While prevailing methods rely on image inputs to avoid the problem of hand-crafting state space…
Metaverse learning environments allow for a seamless and intuitive transition between activities compared to Virtual Reality (VR) learning environments, due to their interconnected design. The design of VR scenes is important for creating…
Learning using Computer-Assisted Instruction (CAI) demands a high level of attention given the tendency to be distracted and mind-wander. How does the online STEM instructor know when learners are having attentional problems and the extent…
This study examines the impact of a remote laboratory experiment on Physics learning, using a case study approach. Societal advancements over the past century have spurred discussions regarding restructuring the current educational system,…
Virtual Reality (VR) has been a beneficial training tool in fields such as advanced manufacturing. However, users may experience a high cognitive load due to various factors, such as the use of VR hardware or tasks within the VR…
Research examining older adults interactions with Virtual Reality (VR) and the impact of social VR experiences on outcomes such as social engagement has been limited, especially among older adults. This multi-site pilot study evaluated the…
This paper intends to introduce a game-based 3D Virtual Learning Environment (VLE) to second graders. The impetus arose from the need to make learning in mathematics more effective and interesting through multimedia. Applied in a game, the…
As robotics continues to advance, the need for adaptive and continuously-learning embodied agents increases, particularly in the realm of assistance robotics. Quick adaptability and long-term information retention are essential to operate…
Virtual reality (VR) is an important new technology that is fun-damentally changing the way people experience entertainment and education content. Due to the fact that most currently available VR products are one size fits all, the…
Virtual reality (VR) is rapidly growing, with the potential to change the way we create and consume content. In VR, users integrate multimodal sensory information they receive, to create a unified perception of the virtual world. In this…
In this paper, a taxonomy for VR/AR in education is presented that can help differentiate and categorise education experiences and provide indication as to why some applications of fail whereas others succeed. Examples will be presented to…
This study contributes to the ongoing exploration of methods to enhance the environmental design, cognitive function, and overall wellbeing, primarily focusing on understanding the modulation of human cognitive performance by artificial…