Related papers: ESCape the ClassRoom
There is renewed interest in simulating language emergence among deep neural agents that communicate to jointly solve a task, spurred by the practical aim to develop language-enabled interactive AIs, as well as by theoretical questions…
In the present work we intend to introduce a system based on VR (Virtual Reality) for examining analytical-geometric structures that occur in the study of mathematics and physics concepts in the last high school classes. In our opinion, an…
Technology has transformed traditional educational systems around the globe; integrating digital learning tools into classrooms offers students better opportunities to learn efficiently and allows the teacher to transfer knowledge more…
As online higher education expands, sustaining student engagement remains a critical challenge. This paper approaches immersive learning by investigating how custom GPTs foster immersion (as a state of deep mental involvement) for students…
The Prism XR project is a curated exhibition experience in virtual reality (VR) for art and archaeology education with features designed for the enhancement of interactivity and collaborative learning. The project integrates peer…
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…
We developed an application launcher called Multiverse for scientific visualizations in a CAVE-type virtual reality (VR) system. Multiverse can be regarded as a type of three-dimensional (3D) desktop environment. In Multiverse, a user in a…
Papert's constructionism makes it clear that learning is particularly effective when learners create tangible artifacts and share and discuss them in social contexts. Technological progress in recent decades has created numerous…
Educational games can foster critical thinking, problem-solving, and motivation, yet instructors often find it difficult to design games that reliably achieve specific learning outcomes. Existing authoring environments reduce the need for…
MolecularWebXR is our new website for education, science communication and scientific peer discussion in chemistry and biology built on WebXR. It democratizes multi-user, inclusive virtual reality (VR) experiences that are deeply immersive…
Exploration is essential for general-purpose robotic learning, especially in open-ended environments where dense rewards, explicit goals, or task-specific supervision are scarce. Vision-language models (VLMs), with their semantic reasoning…
Metaverse has attracted great attention from industry and academia in recent years. Metaverse for the ocean (Meta-ocean) is the implementation of the Metaverse technologies in virtual emersion of the ocean which is beneficial for people…
With the introduction of educational robotics (ER) and computational thinking (CT) in classrooms, there is a rising need for operational models that help ensure that CT skills are adequately developed. One such model is the Creative…
Virtual reality (VR) is not a new technology but has been in development for decades, driven by advances in computer technology. Currently, VR technology is increasingly being used in applications to enable immersive, yet controlled…
One of the main challenges of advancing task-oriented learning such as visual task planning and reinforcement learning is the lack of realistic and standardized environments for training and testing AI agents. Previously, researchers often…
Teachers in conventional classrooms often ask learners to express themselves and show their thought processes by speaking out loud, drawing on a whiteboard, or even using physical objects. Despite the pedagogical value of such activities,…
Emotion recognition in conversation (ERC) has emerged as a research hotspot in domains such as conversational robots and question-answer systems. How to efficiently and adequately retrieve contextual emotional cues has been one of the key…
The teaching innovation project SpaceRaceEdu: development of an educational multiplayer video game for self-study and self-assessment has been carried out under the INNOVA call of the Autonomous University of Madrid during the 2022-2023…
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…
Within the past two decades, Augmented Reality (AR) applications have received increased attention. Augmented Reality is now widely used in the education sector at level K to 12. AR is expected to be generally adopted in two to three years…