Related papers: Virtual Reality in University Teaching: Experience…
Temporary school closures caused by the Covid-19 pandemic have posed new challenges for many teachers and students worldwide. Especially the abrupt shift to online distance learning posed many obstacles to be overcome and it particularly…
Extended Reality (XR) technology - such as virtual and augmented reality - is now widely used in Human Computer Interaction (HCI), social science and psychology experimentation. However, these experiments are predominantly deployed in-lab…
Virtual locomotion technique (VLT) is a fundamental component of virtual reality (VR) systems that translates physical and controller inputs into virtual translational movements and viewpoint transitions. Poorly designed VLTs can result in…
The definition of the augmented reality concept is based on the analysis of scientific publications. It is noted that online experiments with augmented reality provide students with the opportunity to observe and describe the operation with…
This paper reports on students' readiness for using Metaverse for education in a university in a developing country facing infrastructure and poverty challenges. Covid-19 forced many universities to adopt a hybrid approach to teaching and…
Virtual reality (VR) and interactive 3D visualization systems have enhanced educational experiences and environments, particularly in complicated subjects such as anatomy education. VR-based systems surpass the potential limitations of…
Human communication has been profoundly changed by social media, which allows users to engage in previously unheard-of ways, such as text-based conversations, video chats, and live streaming. The digital landscape has started to change in…
Increasing diversity in educational settings is challenging in part due to the lack of access to resources for non-traditional learners in remote communities. Post-pandemic platforms designed specifically for remote and hybrid learning --…
To allow non-designers' involvement in design projects new methods are needed. Co-design gives the same opportunity to all the multidisciplinary participants to co-create ideas simultaneously. Nevertheless, current co-design processes…
Virtual Reality (VR) museums provide immersive visiting experiences. Despite growing efforts in VR museum design optimization, limited research addresses its efficacy for older adults. We sought to investigate the challenges of and…
Virtual reality (VR) is an emerging technology of great societal potential. Some of its most exciting and promising use cases include remote scene content and untethered lifelike navigation. This article first highlights the relevance of…
Students often take digital notes during live lectures, but current methods can be slow when capturing information from lecture slides or the instructor's speech, and require them to focus on their devices, leading to distractions and…
Coworking is characterized by different people sharing a workspace to benefit from the inspiring working atmosphere. Even before Covid-19, many positive effects and dynamics were not fully exploited by their users. One reason is a lack of…
Augmented Reality (AR) collaboration can benefit from a shared 2D surface, such as a whiteboard. However, many features of each collaborators physical environment must be considered in order to determine the best placement and shape of the…
Distance education has a long history. However, COVID-19 has created a new era of distance education. Due to the increasing demand, various distance learning solutions have been introduced for different distance education purposes. In this…
Learning functional neuroanatomy requires forming mental representations of 3D structure, but forming such representations from 2D textbook diagrams can be challenging. We address this challenge in the UW Virtual Brain Project by developing…
Academic events, such as a doctoral thesis defense, are typically limited to either physical co-location or flat video conferencing, resulting in rigid participation formats and fragmented presence. We present a multimodal framework that…
In the past twelve months, our team has had to move rapidly from conducting most of our user experiments in a laboratory setting, to running experiments in the wild away from the laboratory and without direct synchronous oversight from an…
Virtual Teaching Assistants (VTAs) powered by Large Language Models (LLMs) have the potential to enhance student learning by providing instant feedback and facilitating multi-turn interactions. However, empirical studies on their…
In this paper we report on a study conducted with a group of older adults in which they engaged in participatory design workshops to create a VR ATM training simulation. Based on observation, recordings and the developed VR application we…