Related papers: Comparing Field Trips, VR Experiences and Video Re…
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…
With the rapid progress in virtual reality (VR) technology, the scope of VR applications has greatly expanded across various domains. However, the superiority of VR training over traditional methods and its impact on learning efficacy are…
Virtual reality (VR) has seen increased use for training and instruction. Designers can enable VR users to gain insights into their own performance by visualizing telemetry data from their actions in VR. Our ability to detect patterns and…
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.…
Objective. Evaluate the feasibility of Virtual Reality (VR) wayfinding training with aging adults, and examine the impact of the training on wayfinding performance. Design. Design involved wayfinding tasks in a study with three groups:…
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…
Virtual reality (VR) is increasingly being used as a research platform for investigating human responses to environmental variables. While VR provides tremendous advantages in terms of variable isolation and manipulation, and ease of…
Architectural Education faces limitations due to its tactile approach to learning in classrooms with only 2-D and 3-D tools. At a higher level, virtual reality provides a potential for delivering more information to individuals undergoing…
This study explores the use of virtual reality (VR) as an innovative tool to enhance awareness, acceptance, and understanding of accessibility for persons with vision loss (VL). Through a VR-based workshop developed in collaboration with…
We investigate the perception of visual variables on wall-sized tiled displays within an immersive environment. We designed and conducted two formal user studies focusing on elementary visualization reading tasks in VR. The first study…
We present a large empirical investigation on the use of pre-trained visual representations (PVRs) for training downstream policies that execute real-world tasks. Our study involves five different PVRs, each trained for five distinct…
This paper presents an investigation into the integration of virtual reality (VR) tours in online English lessons tailored for adult learners. The study utilised a design-based research approach to evaluate the effectiveness of VR tours in…
This study evaluates the usage of virtual reality (VR) technologies as a teaching tool in oral placement therapy, a subset of speech therapy. The researcher distributed instructional videos using traditional lecture and modified…
Background: Spatial reasoning has been identified as a critical skill for success in STEM. Unfortunately, under-represented groups often have lower incoming spatial ability. Courses that improve spatial skills exist but are not widely used.…
What is Virtual Reality? A professional tool, made to facilitate our everyday tasks? A conceptual mistake, accompanied by cybersickness and unsolved locomotion issues since the very beginning? Or just another source of entertainment that…
Virtual Reality (VR) head-mounted displays (HMDs) have been studied widely as tools for the most diverse kinds of training activities. One special kind that is the basis for many real-world applications is spatial knowledge acquisition and…
Physics Playground is an immersive Virtual Reality (VR) application designed for educational purposes, featuring a virtual laboratory where users interact with various physics phenomena through guided experiments. This study aims to…
Extended Reality (XR) enables immersive capture and re-experience of personal memories, yet how interface representations shape these experiences remains underexplored. We examine how users relive and share XR memories through three…
Visual Place Recognition (VPR) is a critical task for performing global re-localization in visual perception systems. It requires the ability to accurately recognize a previously visited location under variations such as illumination,…
Vision-and-Language Navigation (VLN) has long been constrained by the limited diversity and scalability of simulator-curated datasets, which fail to capture the complexity of real-world environments. To overcome this limitation, we…