Related papers: Developing Virtual Reality Activities for the Astr…
The paper presents a system for simulating surfing in Virtual Reality (VR), emphasizing the recreation of aquatic motions and user-initiated propulsive forces using a 6-Degree of Freedom (DoF) motion platform. We present an algorithmic…
Virtual reality (VR) has long promised to revolutionize education, but with little follow-through. Part of the reason for this is the prohibitive cost of immersive VR headsets or caves. This has changed with the advent of smartphone-based…
Continual learning refers to the ability of humans and animals to incrementally learn over time in a given environment. Trying to simulate this learning process in machines is a challenging task, also due to the inherent difficulty in…
Virtual Reality (VR) has shown great potential to revolutionize the market by providing users immersive experiences with freedom of movement. Compared to traditional video streaming, VR is with ultra high-definition and dynamically changes…
This paper presents an immersive virtual reality environment that can be used to develop collaborative educational applications. Multiple users can collaborate within the virtual shared space and communicate with each other through voice.…
The teaching of general relativity at the secondary school and lower undergraduate university levels is necessarily based on approaches with a restricted use of mathematics. An important aspect of teaching general relativity at this level…
Astronomy and astrophysics are regarded as highly motivating topics for students in primary and secondary schools, and they have been a recurrent and effective resource to inspire passion about science. In fact, during the last years we…
New technologies, such as MOOCs, provide innovative methods to tackle new challenges in teaching and learning, such as globalization and changing contemporary culture and to remove the limits of conventional classrooms. However, they also…
One of the main challenges of advancing task-oriented learning such as visual task planning and reinforcement learning is the lack of realistic and standardized environments for training and testing AI agents. Previously, researchers often…
Molecular visualization software has long supported research and education in chemical and structural sciences, but consumer devices constrained to 2D inputs and outputs pose two major challenges: they poorly convey 3D nature, and 3D…
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…
The teaching of abstract physics concepts can be enhanced by incorporating visual and haptic sensory modalities in the classroom, using the correct perspectives. We have developed virtual reality simulations to assist students in learning…
Recent advancements in virtual reality (VR) technology have enabled the creation of immersive learning environments that provide engineering students with hands-on, interactive experiences. This paper presents a novel framework for virtual…
There is a need for remote learning and virtual learning applications such as virtual reality (VR) and tablet-based solutions which the current pandemic has demonstrated. Creating complex learning scenarios by developers is highly…
Stroke patients often experience upper limb impairments that restrict their mobility and daily activities. Physical therapy (PT) is the most effective method to improve impairments, but low patient adherence and participation in PT…
Hands-On Universe (HOU) is an educational program that enables students to investigate the Universe while applying tools and concepts from science, math, and technology. Using the Internet, HOU participants around the world request…
With the development of embodied artificial intelligence, robotic research has increasingly focused on complex tasks. Existing simulation platforms, however, are often limited to idealized environments, simple task scenarios and lack data…
The AMACA project (Astronomy education with a Multi-sensory, Accessible, and Circular Approach) develops multi-sensory activities for accessible education and engagement in astronomy. Despite promising innovations, existing resources are…
This study explores the virtualization of classical reality and aims to establish a clear framework to determine the limits and possibilities of virtual reality. It addresses two primary questions: whether an observer's senses can perceive…
Stereo vision is a growing topic in computer vision due to the innumerable opportunities and applications this technology offers for the development of modern solutions, such as virtual and augmented reality applications. To enhance the…