Related papers: VREd: A Virtual Reality-Based Classroom for Online…
Programming education is becoming important as demands on computer literacy and coding skills are growing. Despite the increasing popularity of interactive online learning systems, many programming courses in schools have not changed their…
The potential of using video games as well as gaming engines for educational and research purposes is promising, especially with the current progress of Industry 4.0 technologies such as augmented and virtual reality devices. However, it is…
The Web Geometry Laboratory, (WGL), is a blended-learning, collaborative and adaptive, Web environment for geometry. It integrates a well known dynamic geometry system. In a collaborative session, exchange of geometrical and textual…
We report on the initial phase of an ongoing, multi-stage investigation of how to incorporate Virtual Reality (VR) technology in teaching introductory astronomy concepts. Our goal was to compare the efficacy of VR vs. conventional teaching…
The research is aimed at developing the recommendations for educators on using adaptive technologies and augmented reality in personalized learning implementation. The latest educational technologies related to learning personalization and…
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…
Fieldwork still is the first and foremost source of insight in many disciplines of the geosciences. Virtual fieldwork is an approach meant to enable scientists trained in fieldwork to apply these skills to a virtual representation of…
We present a study of student learning through the use of virtual reality. A software package is used to introduce concepts of special relativity to students in a game-like environment where users experience the effects of travelling at…
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) 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…
Advanced video technologies are driving the development of the futuristic Metaverse, which aims to connect users from anywhere and anytime. As such, the use cases for users will be much more diverse, leading to a mix of 360-degree videos…
Virtual Reality (VR) technology demands real-time data transmission to deliver an immersive and interactive user experience. This study investigates the implementation of UDP Ethernet communication in VR systems, focusing on its impact on…
3D modeling is becoming a well-developed field of medicine, but its applicability can be limited due to the lack of software allowing for easy utilizations of generated 3D visualizations. By leveraging recent advances in virtual reality, we…
The Metaverse is regarded as the next-generation Internet paradigm that allows humans to play, work, and socialize in an alternative virtual world with immersive experience, for instance, via head-mounted display for Virtual Reality (VR)…
This chapter explores the practice of conducting user research studies and design assessments in virtual reality (VR). An overview of key VR hardware and software tools is provided, including game engines, such as Unity and Unreal Engine.…
Just recently, the concept of augmented and virtual reality (AR/VR) over wireless has taken the entire 5G ecosystem by storm spurring an unprecedented interest from both academia, industry and others. Yet, the success of an immersive VR…
We present an approach to evaluate the efficacy of annotations in augmenting learning environments in the context of Virtual Reality. Our study extends previous work highlighting the benefits of learning based in virtual reality and…
This paper presents the V-Lab, a VR application development framework for educational scenarios mainly involving scientific processes executed in laboratory environments such as chemistry and biology laboratories. This work is an extension…
The large number of reasonably priced computers, Internet broadband connectivity and rich education content has created a global phenomenon by which information and communication technology (ICT) has used to remodel education. E-learning…
Navigating spaces is an embodied experience. Examples can vary from rescue workers trying to save people from natural disasters; a tourist finding their way to the nearest coffee shop, or a gamer solving a maze. Virtual reality allows these…