Related papers: Developing Virtual Reality Activities for the Astr…
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…
For several years, students at an art college, working with NASA astronomers, have produced animations inspired by research on black holes, dark matter and more. They can be whimsical or poetic but still constrained by scientific rigour.…
We introduce Breaking the Plane, an augmented reality (AR) application built for AR headsets that enables users to visualize 3D mathematical functions using handwritten input. Researchers have demonstrated overlaying 3D visualizations of…
In this paper, we describe the development and operating principles of an immersive virtual reality (VR) visualisation environment that is designed around the use of consumer VR headsets in an existing wide area motion capture suite. We…
This activity was created within the framework of the "Space for Education" project, which ams at experiencing physical principles on the basis of topics related to space travel. This teaching unit follows the material "How do astronauts…
Recent years have seen a resurgence of interest in using Virtual Reality (VR) technology to benefit instruction, especially in physics and related subjects. As VR devices improve and become more widely available, there remains a number of…
Revived interest in lunar and planetary exploration is heralding a new era for human spaceflight, characterized by frequent strain on astronaut's mental well-being, which stems from increased exposure to isolated, confined, and extreme…
The COVID-19 pandemic highlighted the challenges of maintaining hands-on laboratory instruction in undergraduate physics education. In response, we developed and deployed an interactive online physics laboratory platform designed to closely…
Research-based active learning approaches are critical for the teaching and learning of undergraduate STEM majors. Course-based undergraduate research experiences (CUREs) are becoming more commonplace in traditional, in-person academic…
Imitation learning relies on high-quality demonstrations, and teleoperation is a primary way to collect them, making teleoperation interface choice crucial for the data. Prior work mainly focused on static tasks, i.e., discrete, segmented…
In this article, we have proposed an educational learning material model using 360-degree environment on web-based platform by personalizing the learning environment as per user surf the web. Virtual Machinery Workshop allow an illusionary…
Virtual Reality (VR) is increasingly being recognized for its educational potential and as an effective way to convey new knowledge to people, it supports interactive and collaborative activities. Affordable VR powered by mobile…
This work introduces RadVR, a virtual reality tool for daylighting analysis that simultaneously combines qualitative assessments through immersive real-time renderings with quantitative physically correct daylighting simulations in a 6DOF…
This article is based on studies of the existing literature, focusing on the states-of-the-arts on virtual reality (VR) and its potential uses in learning. Different platforms have been used to improve the learning effects of VR that offers…
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…
Despite extensive use in related domains, Virtual Reality (VR) for generalised anxiety disorder (GAD) has received little previous attention. We report upon a VR environment created for the Oculus Rift and Unreal Engine 4 (UE4) to…
Reinforcement Learning is a mature technology, often suggested as a potential route towards Artificial General Intelligence, with the ambitious goal of replicating the wide range of abilities found in natural and artificial intelligence,…
The application of Virtual Reality Environments (VRE) has been gaining momentum as a relatively new tool to assist with mitigating various difficulties including abstractness of concepts, lack of user engagement, perception of disconnection…
The main purpose of the study is to develop a supplementary learning tool framework by the use of a dynamic mobile application using Unity AR and Vuforia for Senior High School (SHS) students and teachers to help the learning process in SHS…
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…