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As virtual reality (VR) technology becomes more pervasive, it continues to find multiple new uses beyond research laboratories. One of them is distance adult education -- the potential of VR to provide valuable education experiences is…
Procedural Knowledge Libraries (PKLs) are frameworks for capturing the full arc of scientific inquiry, not just its outcomes. Whereas traditional libraries store static end products, PKLs preserve the process that leads to those results,…
Forest bathing is a nature immersion practice that reduces stress, restores mental resources, and has a wide variety of use cases in the treatment of mental illnesses. Since many people who need the benefits of forest bathing have little…
This study explores the virtualization of classical reality and aims to establish a clear framework to determine the limits and possibilities of virtual reality. It addresses two primary questions: whether an observer's senses can perceive…
Scientific digital libraries provide users access to large amounts of data to satisfy their diverse information needs. Factors influencing users' decisions on the relevancy of a publication or a person are individual and usually only…
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…
Multimodal research and applications are becoming more commonplace as Virtual Reality (VR) technology integrates different sensory feedback, enabling the recreation of real spaces in an audio-visual context. Within VR experiences, numerous…
Virtual learning environments are a useful modality for engaging students in the classroom by affording them a sense of presence and immersion. The motivation of this project was to create an open-source augmented reality electrical circuit…
"Cultural Windows" is a research initiative designed to enrich cross-cultural understanding through immersive extended reality (XR) experiences. This project proposes a workflow for deploying AR and VR platforms, allowing users to explore…
Large language models trained for code generation can be applied to speaking virtual worlds into existence (creating virtual worlds). In this work we show that prompt-based methods can both accelerate in-VR level editing, as well as can…
This paper describes the digital library of historical resources, a research project which involves building a testbed for the purpose of developing and testing new collaborative digital library functionality and presents an initial…
Amid the growing need to keep learners abreast of rapid technological advancements brought about by the Fourth Industrial Revolution, this study explores perceived needs of students in virtual learning environments supported by emerging…
Interactive digital stories provide a sense of flexibility and freedom to players by allowing them to make choices at key junctions. These choices advance the narrative and determine, to some degree, how the story evolves for that player.…
The proliferation and refinement of affordable virtual reality (VR) technologies and wearable sensors have opened new frontiers in cognitive and behavioral neuroscience. This chapter offers a broad overview of VR for anyone interested in…
The cognitive load can be used to assess if someone is struggling while performing a task. It can be used in many different situations such as in driving, piloting, studying, playing, working, etc. This information can help to design better…
Despite the value of VR (Virtual Reality) for educational purposes, the instructional power of VR in Biology Laboratory education remains under-explored. Laboratory lectures can be challenging due to students' low motivation to learn…
In this paper we name some of the advantages of virtual laboratories; and propose that a Behaviours Virtual Laboratory should be useful for both biologists and AI researchers, offering a new perspective for understanding adaptive behaviour.…
This paper proposed a new interaction paradigm in the virtual reality (VR) environments, which consists of a virtual mirror or window projected onto a virtual surface, representing the correct perspective geometry of a mirror or window…
This study seeks to identify the potential role of AI-driven assistive technologies in enhancing access to libraries for persons with varying degrees of challenges. Traditional libraries pose a problem to many users with vision and…
Seemingly we are not so far from Star Trek's food replicator. Generative artificial intelligence is rapidly becoming an integral part of both science and education, offering not only automation of processes but also the dynamic creation of…