Related papers: Virtual Reality in University Teaching: Experience…
Virtual learning environments are actual solutions that facilitate collaborative learning, both in classroom and distance education. However, such environments are not yet fully disseminated in Brazilian universities. This work reports a…
Due to the pandemic of COVID-19, many university courses had to abruptly transform to enable remote teaching. Adjusting courses on embedded systems and micro-controllers was extra challenging since interaction with real hardware is their…
The rising interest in Virtual Reality (VR) technology has sparked a desire to create immersive learning platforms capable of handling various tasks across environments. Through immersive interfaces, users can engage deeply with virtual…
Virtual field trips (VFTs) have proven to be valuable learning tools. Such applications are mostly based on 360{\deg} technology and are to be characterized as single-user applications in technological terms. In contrast, Social VR…
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…
Virtual Reality (VR) enables users to collaborate while exploring scenarios not realizable in the physical world. We propose CollabVR, a distributed multi-user collaboration environment, to explore how digital content improves expression…
Virtual reality (VR) is increasingly used as a platform for social interaction, including as a means for older adults to maintain engagement. However, there has been limited research to examine the features of social VR that are most…
Effective laboratory training is essential in engineering education, yet conventional on-site instruction is often constrained by time, accessibility, and safety considerations. To ad-dress these challenges, this study presents the design,…
The primary aim of this study intends the perception of students towards online learning in the covid-19 pandemic period. The pandemic has changed the traditional concepts of the education system and broken the functions of the educational…
As educational technology evolves, the potential of Pedagogical Agents (PAs) in supporting education is extensively explored. Typically, research on PAs has primarily focused on computer-based learning environments, but their use in…
Objectives: This paper presents an up-to-date overview of research performed in the Virtual Reality (VR) environment ranging from definitions, its presence in the various fields, and existing market players and their projects in the VR…
The study examines the problem of using augmented and virtual reality in the process of blended learning in general secondary education. The study analyzes the meaning of the concept of "blended learning". The conceptual principles of…
Social VR enables people to interact over distance with others in real-time. It allows remote people, typically represented as avatars, to communicate and perform activities together in a join shared virtual environment, extending the…
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…
Virtual reality (VR) systems have the potential to be an innovation in the field of e-learning. Starting with fully functional e-classes, VR technologies can be used to build entire e-campuses. The power of VR is that it allows for stronger…
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…
Facilitated meetings are an established practice for the requirements engineering activities elicitation and validation. Focus groups are one well-known technique to implement this practice. Several researchers already reported the…
Distance education had existed for a long time, then it has undergone a renaissance with the advent of computers and the Internet. Distance education relied on physically delivered material and assessments to students, who work offline at…
There is an increasing interest in learning outside of the traditional classroom setting. This is especially true for topics covering computational tools and data science, as both are challenging to incorporate in the standard curriculum.…
A lot of work in social virtual reality, including our own group's, has focused on effectiveness of specific social behaviours such as eye-gaze, turn taking, gestures and other verbal and non-verbal cues. We have built upon these to look at…