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Modeling is a key activity in conceptual design and system design. Through collaborative modeling, end-users, stakeholders, experts, and entrepreneurs are able to create a shared understanding of a system representation. While the Unified…
Developing competency in artificial intelligence is becoming increasingly crucial for computer science (CS) students at all levels of the CS curriculum. However, most previous research focuses on advanced CS courses, as traditional…
Continual learning refers to the ability of humans and animals to incrementally learn over time in a given environment. Trying to simulate this learning process in machines is a challenging task, also due to the inherent difficulty in…
As virtual reality (VR) technologies have improved in the past decade, more research has investigated how they could support more effective communication in various contexts to improve collaboration and social connectedness. However, there…
While Large Language Models (LLMs) are often used as virtual tutors in computer science (CS) education, this approach can foster passive learning and over-reliance. This paper presents a novel pedagogical paradigm that inverts this model:…
We investigate the opportunities and challenges of running virtual reality (VR) studies remotely. Today, many consumers own head-mounted displays (HMDs), allowing them to participate in scientific studies from their homes using their own…
The application and implementation of collaborative embodiment in virtual reality (VR) are a critical aspect of the computer science landscape, aiming to enhance multi-user interaction and teamwork in immersive environments. A notable and…
Virtual Reality (VR) broadcasting has seen widespread adoption in major sports events, attributed to its ability to generate a sense of presence, curiosity, and excitement among viewers. However, we have noticed that still shots reveal a…
Computer science education is a dynamic field with many aspects that influence the learner's path. While these aspects are usually studied in depth separately, it is also important to carry out broader large-scale studies that touch on many…
In recent decades, computer science (CS) has undergone remarkable growth and diversification. Creating attractive, social, or hands-on games has already been identified as a possible approach to get teenagers and young adults interested in…
Skills in the field of computer science (CS) are increasingly in demand. Often traditional teaching approaches are not sufficient to teach complex computational concepts. Interactive and digital learning experiences have been shown as…
Virtual content in Augmented Reality (AR) applications can be constructed according to the designer's requirements, but real environments, are difficult to be accurate control or completely reproduce. This makes it difficult to prototype AR…
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…
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…
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.…
Video super-resolution (VSR) is a prominent research topic in low-level computer vision, where deep learning technologies have played a significant role. The rapid progress in deep learning and its applications in VSR has led to a…
Metaverse has evolved as one of the popular research agendas that let the users learn, socialize, and collaborate in a networked 3D immersive virtual world. Due to the rich multimedia streaming capability and immersive user experience with…
With rapid developments in consumer-level head-mounted displays and computer graphics, immersive VR has the potential to take online and remote learning closer to real-world settings. However, the effects of such digital transformations on…
The application of Virtual Reality Environments (VRE) has been gaining momentum as a relatively new tool to assist with mitigating various difficulties including abstractness of concepts, lack of user engagement, perception of disconnection…
E-learning; enhanced by communicating and interacting is becoming increasingly accepted and this puts Web 2.0 at the center of the new educational technologies. E-Learning 2.0 emerges as an innovative method of online learning for its…