Related papers: Interaction Design for VR Applications: Understand…
In this article we report a case study of a Language Learning Bauhaus VR hackathon with Goethe Institute. It was organized as an educational and research project to tap into the dynamics of transdisciplinary teams challenged with a specific…
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…
Although extended reality technologies have enjoyed an explosion in popularity in recent years, few applications are effectively used outside the entertainment or academic contexts. This work consists of a literature review regarding the…
While previous work exists on how to conduct and disseminate insights from problem-driven visualization projects and design studies, the literature does not address how to accomplish these goals in transdisciplinary teams in ways that…
Virtual reality (VR) development relies on game engines to provide real-time rendering, physics simulation, and interaction systems. Among the most widely used game engines, Unreal Engine and Unity dominate the industry, offering distinct…
The proliferation and refinement of affordable virtual reality (VR) technologies and wearable sensors have opened new frontiers in cognitive and behavioral neuroscience. This chapter offers a broad overview of VR for anyone interested in…
Previous research demonstrates that the interruption of immersive experiences may lead to a bias in the results of questionnaires. Thus, the traditional way of presenting questionnaires, paper-based or web-based, may not be compatible with…
Virtual Reality (VR) has the potential to transform knowledge work. One advantage of VR knowledge work is that it allows extending 2D displays into the third dimension, enabling new operations, such as selecting overlapping objects or…
Virtual reality (VR) is on the edge of getting a mainstream platform for gaming, education and product design. The feeling of being present in the virtual world is influenced by many factors and even more intriguing a single negative…
Artificial Intelligence (AI) education is an increasingly popular topic area for K-12 teachers. However, little research has investigated how AI education can be designed to be more accessible to all learners. We organized co-design…
Plastics recycling depends on everyday sorting practices and on how recycling services are communicated and experienced. Virtual reality (VR) can present these practices and services in situated, interactive form, yet its role in service…
In the present work we intend to introduce a system based on VR (Virtual Reality) for examining analytical-geometric structures that occur in the study of mathematics and physics concepts in the last high school classes. In our opinion, an…
Virtual reality has been effectively used for eliciting emotions, yet most research focuses on the intensity of affective responses rather than on how interaction influences those experiences. To address this gap, we advance a validated VR…
As virtual reality (VR) systems become increasingly more advanced, they are likewise expected to respond intelligently and adapt to individual user states, abilities, and preferences. Recent work has explored how VR can be adapted and…
Virtual reality (VR) is rapidly growing, with the potential to change the way we create and consume content. In VR, users integrate multimodal sensory information they receive, to create a unified perception of the virtual world. In this…
Research involving virtual reality (VR) has dramatically increased since the introduction of consumer VR systems. In turn, research on VR games has gained popularity within several fields. However, most VR games are closed source, which…
Virtual Reality has become an important educational tool, due to the pandemic and increasing globalization of education. This paper presents a framework for teaching Virtual Anatomy at the university level. Virtual classes have become a…
Virtual reality(VR) is a hot research topic, and it has been effectively applied in military, education and other fields. The application prospect of virtual reality in education is very broad. It can effectively reduce labor cost, resource…
Visualization is a heterogeneous field, and this aspect is often reflected by the organizational structures at higher education institutions that academic researchers in visualization and related fields including computer graphics,…
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…