Related papers: Advancing Education Through Extended Reality and I…
With the rapid development of artificial intelligence technology, large language models (LLMs) have become a hot research topic. Education plays an important role in human social development and progress. Traditional education faces…
Virtual Learning Environments (VLEs) are spaces designed to educate students remotely via online platforms. Although traditional VLEs such as iSocial have shown promise in educating students, they offer limited immersion that diminishes…
The metaverse is expected to provide immersive entertainment, education, and business applications. However, virtual reality (VR) transmission over wireless networks is data- and computation-intensive, making it critical to introduce novel…
Artificial Intelligence (AI) in Education has been said to have the potential for building more personalised curricula, as well as democratising education worldwide and creating a Renaissance of new ways of teaching and learning. Millions…
This paper argues that the true potential of virtual classrooms in education is not fully exploited yet. The features available in most environments that have been incorporated as virtual classrooms are classified into two groups. The first…
The ongoing deployment of the fifth generation (5G) wireless networks constantly reveals limitations concerning its original concept as a key driver of Internet of Everything (IoE) applications. These 5G challenges are behind worldwide…
Mixed Reality (MR) technologies such as Virtual and Augmented Reality (VR, AR) are well established in medical practice, enhancing diagnostics, treatment, and education. However, there are still some limitations and challenges that may be…
Metaverse is a virtual universe that combines the physical world and the digital world. People can socialize, play games and even shop with their avatars created in this virtual environment. Metaverse, which is growing very fast in terms of…
This paper proposes a multidimensional framework for Metaverse Identity, addressing its definition, guiding principles, and critical challenges. Metaverse Identity is conceptualized as a users digital self, encompassing personal attributes,…
Virtual, Augmented, and eXtended Reality (VR/AR/XR) technologies are increasingly recognized for their applications in training, diagnostics, and psychological research, particularly in high-risk and highly regulated environments. In this…
With the advent of commercially available Mixed-Reality(MR)-headsets in recent years MR-assisted learning started to play a vital role in educational research, especially related to STEM (science, technology, engineering and mathematics)…
The Metaverse is a digital world that offers an immersive virtual experience. However, the Metaverse applications are bandwidth-hungry and delay-sensitive that require ultrahigh data rates, ultra-low latency, and hyper-intensive…
This chapter examines how data analytics can be leveraged to enhance immersive teacher simulations, situating this inquiry within the broader learning sciences discourse on embodied cognition, data-informed feedback, and teacher…
Since the education sector is associated with highly dynamic business environments which are controlled and maintained by information systems, recent technological advancements and the increasing pace of adopting artificial intelligence…
Virtual reality is expected to play a significant role in the transformation of education and psychological studies. The possibilities for its application as a visual research method can be enhanced as established frameworks and toolkits…
The boom of commercial social virtual reality (VR) platforms in recent years has signaled the growth and wide-spread adoption of consumer VR. Social VR platforms draw aspects from traditional 2D virtual worlds where users engage in various…
The metaverse, enormous virtual-physical cyberspace, has brought unprecedented opportunities for artists to blend every corner of our physical surroundings with digital creativity. This article conducts a comprehensive survey on…
Augmented Reality (AR) learning games, on average, have been shown to have a positive impact on student learning. However, the exploration of AR learning games in special education settings, where accessibility is a concern, has not been…
In the era of the Web of Things, the Metaverse is expected to be the landing site for the next generation of the Internet, resulting in the increased popularity of related technologies and applications in recent years and gradually becoming…
The integration of Artificial Intelligence (AI), particularly Large Language Model (LLM)-based systems, in education has shown promise in enhancing teaching and learning experiences. However, the advent of Multimodal Large Language Models…