Related papers: Digital Transformations of Classrooms in Virtual R…
With increasing popularity in online learning, a surge of E-learning platforms have emerged to facilitate education opportunities for k-12 (from kindergarten to 12th grade) students and with this, a wealth of information on their learning…
Cinematic Virtual Reality (CVR) is a narrative-driven VR experience that uses head-mounted displays with a 360-degree field of view. Previous research has explored different viewing modalities to enhance viewers' CVR experience. This study…
The advent of technology-enhanced interventions has significantly transformed mental health services, offering new opportunities for delivering psychotherapy, particularly in remote settings. This paper reports on a pilot study exploring…
Large curved displays have emerged as a powerful platform for collaboration, data visualization, and entertainment. These displays provide highly immersive experiences, a wider field of view, and higher satisfaction levels. Yet, large…
This work proposes, implements and tests an immersive framework upon Virtual Reality (VR) for comprehension, knowledge development and learning process assisting an improved perception of complex spatial arrangements in AEC in comparison to…
Human bodies influence the owners' affect through posture, facial expressions, and movement. It remains unclear whether similar links between virtual bodies and affect exist. Such links could present design opportunities for virtual…
As virtual reality (VR) technology becomes more pervasive, it continues to find multiple new uses beyond research laboratories. One of them is distance adult education -- the potential of VR to provide valuable education experiences is…
VR has recently been promoted as a tool for knowledge workers and studies have shown that it has the potential to improve knowledge work. However, studies on its prolonged use have been scarce. A prior study compared working in VR for one…
Augmented Reality (AR) is transforming the way we interact with virtual information in the physical world. By overlaying digital content in real-world environments, AR enables new forms of immersive and engaging experiences. However,…
The virtual reality (VR) and human-computer interaction (HCI) combination has radically changed the way users approach a virtual environment, increasing the feeling of VR immersion, and improving the user experience and usability. The…
People differ in how much they move their head versus their eyes when shifting gaze, yet such tendencies remain largely unexplored in HCI. We introduce head movement tendencies as a fundamental dimension of individual difference in VR and…
Vision Transformers (ViTs) have gained significant popularity in recent years and have proliferated into many applications. However, their behavior under different learning paradigms is not well explored. We compare ViTs trained through…
Virtual reality (VR) is on the edge of getting a mainstream platform for gaming, education and product design. The feeling of being present in the virtual world is influenced by many factors and even more intriguing a single negative…
Engaging with natural environments and representations of nature has been shown to improve mood states and reduce cognitive decline in older adults. The current study evaluated the use of virtual reality (VR) for presenting immersive 360…
Modern medicine demands innovations in medical education, particularly in the learning of human anatomy, traditionally taught through textbooks, dissections, and lectures. Virtual Reality (VR) has emerged as a promising tool to address the…
In most VR experiences, the visual sense dominates other modes of sensory input, encouraging non-visual senses to respond as if the visual were real. The simulated visual world thus becomes a sort of felt actuality, where the 'actual'…
We propose unwinding the rotations experienced by the user of an immersive telepresence robot to improve comfort and reduce VR sickness of the user. By immersive telepresence we refer to a situation where a 360\textdegree~camera on top of a…
Substantial research indicates that active learning methods improve student learning more than traditional lecturing. Accordingly, current studies aim to characterize and evaluate different instructors' implementations of active learning…
In this paper, we show that unwinding the rotations of a user immersed in a telepresence robot is preferred and may increase the feeling of presence or "being there". By immersive telepresence, we mean a scenario where a user wearing a…
Amid the growing need to keep learners abreast of rapid technological advancements brought about by the Fourth Industrial Revolution, this study explores perceived needs of students in virtual learning environments supported by emerging…