Related papers: Developing Augmented Reality based Gaming Model to…
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…
The study examines the problem of using augmented and virtual reality in the process of blended learning in general secondary education. The study analyzes the meaning of the concept of "blended learning". The conceptual principles of…
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…
The rapid uptake of generative artificial intelligence (AI) in higher education is reshaping assessment practices and intensifying concerns around academic integrity, fairness, and learning quality. While institutional responses…
Emerging extended reality technologies are reshaping how children play, learn, and socialize. Yet, they also present serious safety risks. Gaming, a primary form of entertainment for children, is also one of the key applications of XR.…
The potential of using video games as well as gaming engines for educational and research purposes is promising, especially with the current progress of Industry 4.0 technologies such as augmented and virtual reality devices. However, it is…
We introduce Augmented Math, a machine learning-based approach to authoring AR explorable explanations by augmenting static math textbooks without programming. To augment a static document, our system first extracts mathematical formulas…
Wearable Augmented Reality (AR) is increasingly deployed in on-the-move contexts such as automated driving, cycling, and pedestrian navigation. To date, most systems rely on additive overlays that highlight hazards, intentions, or…
Traditional 3D modeling requires technical expertise, specialized software, and time-intensive processes, making it inaccessible for many users. Our research aims to lower these barriers by combining generative AI and augmented reality (AR)…
The rise of consumer augmented reality (AR) technology has opened up new possibilities for interventions intended to disrupt and subvert cultural conventions. From defacing corporate logos to erecting geofenced digital monuments, more and…
The research field of augmented reality (AR) is of increasing popularity, as seen, among others, in several recently published surveys. To produce further advancements in AR, it is not only necessary to create new systems or applications,…
Augmented reality (AR), virtual reality (VR) and mixed reality (MR) are technologies of great potential due to the engaging and enriching experiences they are capable of providing. Their use is rapidly increasing in diverse fields such as…
This paper presents a dynamic gamification architecture for an Extended Reality Artificial Intelligence virtual training environment designed to enhance STEM education through immersive adaptive, and kinesthetic learning. The proposed…
We present Ball-AR, an augmented reality (AR) game where two players in the same physical space attempt to hit each other with virtual dodgeballs overlaid on the physical world. Researchers have studied AR's potential for fostering…
Extended Reality (XR) combines dense sensing, real-time rendering, and close-range interaction, making its use in early childhood education both promising and high risk. To investigate this, we conduct a Systematization of Knowledge (SoK)…
In the rapidly evolving landscape of manufacturing and material forming, innovative strategies are imperative for maintaining a competitive edge. Augmented Reality (AR) has emerged as a groundbreaking technology, offering new dimensions in…
Naturally, university courses should be designed to attract students, engaging them to achieve learning goals. Toward this end, the use of Serious Games has been proposed in the literature. To address positive effects, such as content…
Educators often seek ways to introduce gaming in the classroom in order to break the usual teaching routine, expand the usual course curriculum with additional knowledge, but mostly as a means to motivate students and increase their…
Mixed reality (MR) ethics occupies a space that intersects with web ethics, emerging tech ethics, healthcare ethics and product ethics (among others). This paper focuses on how we can build an immersive web that encourages ethical…
We present Project IRL (In Real Life), a suite of five mobile apps we created to explore novel ways of supporting in-person social interactions with augmented reality. In recent years, the tone of public discourse surrounding digital…