Related papers: Augmented Reality and Gamification: A Framework fo…
Extended Reality (XR), encompassing Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), is revolutionizing education by creating immersive, interactive learning environments. This article explores the potential of XR to…
When designing robots to assist in everyday human activities, it is crucial to enhance user requests with visual cues from their surroundings for improved intent understanding. This process is defined as a multimodal classification task.…
We present an approach to evaluate the efficacy of annotations in augmenting learning environments in the context of Virtual Reality. Our study extends previous work highlighting the benefits of learning based in virtual reality and…
In this paper, we propose a gamification approach as a novel framework for smart building infrastructure with the goal of motivating human occupants to reconsider personal energy usage and to have positive effects on their environment.…
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)…
Reinforcement learning (RL) offers a general approach for modeling and training AI agents, including human-AI interaction scenarios. In this paper, we propose SHARPIE (Shared Human-AI Reinforcement Learning Platform for Interactive…
The chapter supports educators and postgraduate students in understanding the role of simulation in software engineering research based on the authors' experience. This way, it includes a background positioning simulation-based studies in…
Wayfinding in complex indoor environments is often challenging for older adults due to declines in navigational and spatial-cognition abilities. This paper introduces NavMarkAR, an augmented reality navigation system designed for…
Modeling is a key activity in conceptual design and system design. Through collaborative modeling, end-users, stakeholders, experts, and entrepreneurs are able to create a shared understanding of a system representation. While the Unified…
It is clear, from the major press coverage that Virtual Reality (VR) development is garnering, that there is a huge amount of development interest in VR across multiple industries, including video streaming, gaming and simulated learning.…
Typical educational robotics approaches rely on imperative programming for robot navigation. However, with the increasing presence of AI in everyday life, these approaches miss an opportunity to introduce machine learning (ML) techniques…
This research explores the integration of indoor Simultaneous Localization and Mapping (SLAM) with Augmented Reality (AR) to enhance situational awareness, improving safety in hazardous or emergency situations. The main contribution of this…
One of the enduring challenges in education is how to empower students to take ownership of their learning by setting meaningful goals, tracking their progress, and adapting their strategies when faced with setbacks. Research has shown that…
The integration of new technologies in the classrooms opens new possibilities for the teaching and learning process. Technologies such as student response system (e.g. Clicker) are getting popularity among teachers due to its effects on…
Augmented, virtual and mixed reality technologies offer new ways of interacting with digital media. However, such technologies are not well explored for people with different ranges of abilities beyond a few specific navigation and gaming…
The integration of different learning paradigms has long been a focus of machine learning research, aimed at overcoming the inherent limitations of individual methods. Fuzzy rule-based models excel in interpretability and have seen…
This paper presents results from the design and testing of an educational version of Quantum Moves, a Scientific Discovery Game that allows players to help solve authentic scientific challenges in the effort to develop a quantum computer.…
Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design and analysis of…
Wearable technologies have traditionally been used to measure and monitor vital human signs for well-being and healthcare applications. However, there is a growing interest in using and deploying these technologies to facilitate teaching…
We present RealitySketch, an augmented reality interface for sketching interactive graphics and visualizations. In recent years, an increasing number of AR sketching tools enable users to draw and embed sketches in the real world. However,…