Related papers: XR-Ed Framework: Designing Instruction-driven andL…
Extended Reality (XR), including virtual, augmented, and mixed reality, provides immersive and interactive experiences across diverse applications, from VR-based education to AR-based assistance and MR-based training. However, widespread XR…
Although the use of technologies like multimedia and virtual reality (VR) in training offer the promise of improved learning, these richer and potentially more engaging materials do not consistently produce superior learning outcomes.…
As artificial intelligence (AI) becomes more integrated into educational environments, how can we ensure that these systems are both understandable and trustworthy? The growing demand for explainability in AI systems is a critical area of…
The article discusses the prospects for introducing into educational practice the designer of electronic training courses based on virtual and augmented reality technologies for LMS Moodle. The requirements for the functions, interface,…
The increasing integration of AI tools in education has led prior research to explore their impact on learning processes. Nevertheless, most existing studies focus on higher education and conventional instructional contexts, leaving open…
The information provided to a person's visual system by extended reality (XR) displays is not a veridical match to the information provided by the real world. Due in part to graphical limitations in XR head-mounted displays (HMDs), which…
How might healthcare workers (HCWs) leverage augmented reality head-mounted displays (AR-HMDs) to enhance teamwork? Although AR-HMDs have shown immense promise in supporting teamwork in healthcare settings, design for Emergency Department…
The research is aimed at developing the recommendations for educators on using adaptive technologies and augmented reality in personalized learning implementation. The latest educational technologies related to learning personalization and…
As Extended Reality (XR) devices become increasingly prevalent in everyday settings, they raise significant privacy concerns for bystanders: individuals in the vicinity of an XR device during its use, whom the device sensors may…
This article is based on studies of the existing literature, focusing on the states-of-the-arts on virtual reality (VR) and its potential uses in learning. Different platforms have been used to improve the learning effects of VR that offers…
The rapid advancement of Extended Reality (XR, encompassing AR, MR, and VR) and spatial computing technologies forms a foundational layer for the emerging Metaverse, enabling innovative applications across healthcare, education,…
Generative AI is rapidly reshaping STEM higher education. Not only are our educational practices changing, but how we think about educational transformation must adapt. Existing models of institutional change in STEM, aimed at interactive…
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…
Computer science education has evolved extensively; however, systemic barriers still prevent students with visual impairments from fully participating. While existing research has developed specialized programming tools and assistive…
This paper presents the V-Lab, a VR application development framework for educational scenarios mainly involving scientific processes executed in laboratory environments such as chemistry and biology laboratories. This work is an extension…
The term XR is currently widely used as an expression encompassing Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). However, there is no clear consensus regarding its origin or meaning. XR is sometimes explained as an…
The Metaverse comprises technologies to enable virtual twins of the real world, via mixed reality, internet of things, and others. As it matures unique challenges arise such as a lack of strong connections between virtual and physical…
Rapid development of Internet and information technologies has gifted us with a new and diverse mode of learning known as e-learning. In the current era, e-learning has made rapid, influential, universal, interactive, vibrant, and economic…
A core component of completing tasks efficiently in computer-supported knowledge work is the ability for users to rapidly switch their focus (and interaction) across different applications using various shortcuts and gestures. This feature…
This research project aims to promote ethical principles among designers engaged in adaptive-XR by providing tools for self-assessment. We introduce a Design-Based Research (DBR) methodology to build bRight-XR, a framework including a…