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Learning is an active process that is deeply tied to physical and social contexts. Yet schools traditionally place learners in a passive role and focus on decontextualizing knowledge. Situating learning in more authentic tasks and contexts…
Ensuring reproducibility of research is an integral part of good scientific practice. One way to support this is through provenance: information about research workflows from data gathering to researchers' sensemaking processes leading to…
Electronic quizzes are used extensively for summative and formative assessment. Current Learning Management Systems (LMS) allow instructors to create quizzes through a Graphical User Interface. Despite having a smooth learning curve,…
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…
Robotics simulation has been an integral part of research and development in the robotics area. The simulation eliminates the possibility of harm to sensors, motors, and the physical structure of a real robot by enabling robotics…
The emotional response a person has to a living space is predominantly affected by light, color and texture as space-making elements. In order to verify whether this phenomenon could be replicated in a simulated environment, we conducted a…
Digital technologies and tools have transformed the way we can study cultural heritage and the way we can recreate it digitally. Techniques such as laser scanning, photogrammetry, and a variety of Mixed Reality solutions have enabled…
Augmented Reality (AR) is transforming the way we interact with virtual information in the physical world. By overlaying digital content in real-world environments, AR enables new forms of immersive and engaging experiences. However,…
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…
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 disruption to tourism and travel caused by the COVID-related health crisis highlighted the potential of virtual tourism to provide a universally accessible way to engage in cultural experiences. 360-degree virtual tours, showing a…
The recent rise of interest in Virtual Reality (VR) came with the availability of commodity commercial VR prod- ucts, such as the Head Mounted Displays (HMD) created by Oculus and other vendors. To accelerate the user adoption of VR…
Affective virtual reality (VR) environments with varying visual style can impact users' valence and arousal responses. We applied Neural Style Transfer (NST) to generate 360$^\circ$ VR environments that elicited users' varied valence and…
Virtual reality (VR) is increasingly being used as a research platform for investigating human responses to environmental variables. While VR provides tremendous advantages in terms of variable isolation and manipulation, and ease of…
We present an approach to automatically generate interfaces supporting personalized interaction with digital libraries; these interfaces augment the user-DL dialog by empowering the user to (optionally) supply out-of-turn information during…
Due to the corona pandemic, numerous courses were held using digital solutions in order to be able to continue teaching. Conventional collaboration tools (Zoom, Big Blue Button, etc.) were used in particular to digitally map a synchronous…
The discursive space represents the reordering of knowledge gained through accumulation. In the digital age, multimedia has become the language of information, and the space for archival practices is provided by non-immersive technologies,…
Artificial Intelligence-Generated Content (AIGC) has the potential to transform how people build and interact with virtual environments. Within this paper, we discuss potential benefits but also challenges that AIGC has for the creation of…
The virtual learning in University Education is the learning which is presented by set of integrated information and pedagogical technologies, in a process of interaction between subjects and objects as the virtual educational resources.…
Virtual reality (VR) games are gradually becoming more elaborated and feature-rich, but fail to reach the complexity of traditional digital games. One common feature that is used to extend and organize complex gameplay is the in-game…