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Visualization plays a relevant role for discovering patterns in big sets of data. In fact, the most common way to help a human with a pattern interpretation is through a graphic. In 2D/3D virtual environments for procedural training the…

Human-Computer Interaction · Computer Science 2025-12-24 Diego Riofrío-Luzcando , Jaime RamÍrez , Cristian Moral , Angélica de Antonio , Marta Berrocal-Lobo

Pre-captured immersive environments using omnidirectional cameras provide a wide range of virtual reality applications. Previous research has shown that manipulating the eye height in egocentric virtual environments can significantly affect…

Computer Vision and Pattern Recognition · Computer Science 2023-08-28 Qi Feng , Hubert P. H. Shum , Shigeo Morishima

Monitoring students' engagement and understanding their learning pace in a virtual classroom becomes challenging in the absence of direct eye contact between the students and the instructor. Continuous monitoring of eye gaze and gaze…

Human-Computer Interaction · Computer Science 2022-04-19 Snigdha Das , Sandip Chakraborty , Bivas Mitra

Current Virtual Reality (VR) input devices make it possible to navigate a virtual environment and record immersive, personalized data regarding the user's movement and specific behavioral habits, which brings the question of the user's…

Human-Computer Interaction · Computer Science 2023-02-07 Aryabrata Basu , Mohammad Jahed Murad Sunny , Jayasri Sai Nikitha Guthula

Head-worn augmented reality (AR) allows audiences to be immersed and engaged in stories told by live presenters. While presenters may also be in AR to have the same level of immersion and awareness as their audience, this symmetric…

Human-Computer Interaction · Computer Science 2025-03-18 Matt Gottsacker , Mengyu Chen , David Saffo , Feiyu Lu , Benjamin Lee , Blair MacIntyre

With the advent of commercially available Mixed-Reality(MR)-headsets in recent years MR-assisted learning started to play a vital role in educational research, especially related to STEM (science, technology, engineering and mathematics)…

Physics Education · Physics 2021-09-08 Dörte Sonntag , Oliver Bodensiek

The objective of this study is to determine Education in the Digital World from the lens of millennial learners. This also identifies the cybergogical implications of the issue with digital education as seen through the lens of the outlier.…

Computers and Society · Computer Science 2023-04-28 Jonelle Angelo S. Cenita , Zyra R. De Guzman

Real-time face orientation recognition is a cutting-edge technology meant to track and analyze facial movements in virtual environments such as online interviews, remote meetings, and virtual classrooms. As the demand for virtual…

Human-Computer Interaction · Computer Science 2025-06-12 Tanjil Hasan Sakib , Samia Jahan Mojumder , Rajan Das Gupta , Md Imrul Hasan Showmick , Md. Yeasin Rahat , Md. Jakir Hossen

The COVID-19 pandemic significantly altered how post-secondary students receive their education. Namely, the transition from an in-person to an online class format changed how students interact with their instructors and their classmates.…

Computers and Society · Computer Science 2024-06-19 Madison Brigham , Joël Porquet-Lupine

We can create Virtual Reality (VR) interactions that have no equivalent in the real world by remapping spacetime or altering users' body representation, such as stretching the user's virtual arm for manipulation of distant objects or…

Human-Computer Interaction · Computer Science 2022-04-20 Parastoo Abtahi , Sidney Q. Hough , James A. Landay , Sean Follmer

Wearable augmented reality (AR) represents the next interface to all things computing, extending what smartphones and laptops can do. This involves providing access to digital information during activities like walking or jogging. In this…

Human-Computer Interaction · Computer Science 2026-04-08 Pavel Manakhov , Hans Gellersen

Transfer of learning is an important objective of education. However, students usually have difficulties in solving physics transfer tasks even after having solved similar problems previously. We investigated if instruction provided using…

Physics Education · Physics 2017-01-18 Tianlong Zu , Elise Agra , John Hutson , Lester C. Loschky , N. Sanjay Rebello

This research explores how different virtual work environments, differing in the type and amount of elements they include, impact users' flow, performance, emotional state, and preferences. Pre-study interviews were conducted to inform the…

Human-Computer Interaction · Computer Science 2025-06-26 Alicja Kiluk , Viktorija Paneva , Sofia Seinfeld , Jörg Müller

In this paper, we make an important step towards the black-box machine teaching by considering the cross-space machine teaching, where the teacher and the learner use different feature representations and the teacher can not fully observe…

Machine Learning · Statistics 2018-06-07 Weiyang Liu , Bo Dai , Xingguo Li , Zhen Liu , James M. Rehg , Le Song

This study uses double/debiased machine learning (DML) to evaluate the impact of transitioning from lecture-based blended teaching to a flipped classroom concept. Our findings indicate effects on students' self-conception, procrastination,…

General Economics · Economics 2025-10-29 Daniel Czarnowske , Florian Heiss , Theresa M. A. Schmitz , Amrei Stammann

The sense of presence is central to immersive experiences in Virtual Reality (VR), and particularly salient in socially rich platforms like social VR. While prior studies have explored various aspects related to presence, less is known…

Human-Computer Interaction · Computer Science 2026-02-16 Qijia Chen , Andrea Bellucci , Giulio Jacucci

Digital technologies are reshaping how people experience their surroundings, often pulling focus toward virtual spaces and making it harder to stay present and engaged. Wearable augmented reality (AR), by embedding digital information into…

Human-Computer Interaction · Computer Science 2025-03-05 Tram Thi Minh Tran

This paper is based on the study of existing literature, highlights the current state of the work proposed to implement technically enhanced learning. Technology developments and network infrastructure improvements, specifically the world…

Computers and Society · Computer Science 2014-02-12 J. M. Sneha , G. S. Nagaraja

This study explores how virtual environments and artificial intelligence can enhance university students' learning experiences, with particular attention to the digital preferences of Generation Z. An experiment was conducted at the Faculty…

Computers and Society · Computer Science 2025-09-03 Adel Vehrer , Zsolt Palfalusi

Collaborative virtual environments allow workers to contribute to team projects across space and time. While much research has closely examined the problem of working in different spaces at the same time, few have investigated the best…

Human-Computer Interaction · Computer Science 2025-02-04 Alexander Giovannelli , Leonardo Pavanatto , Shakiba Davari , Haichao Miao , Vuthea Chheang , Brian Giera , Peer-Timo Bremer , Doug Bowman