Related papers: Virtual Reality Games: Extending Unity Learn Games…
As virtual reality (VR) is emerging in the tech sector, developers and designers are under pressure to create immersive experiences for their products. However, the current curricula from top institutions focus primarily on technical…
This work-in-progress paper discusses the use of student-centered pedagogy to teach clinical oculomotor examination via Virtual Reality (VR). Traditional methods, such as PowerPoint slides and lab activities, are often insufficient for…
Virtual Reality (VR) has rapidly become a mainstream platform for gaming and interactive experiences, yet ensuring the quality, safety, and appropriateness of VR content remains a pressing challenge. Traditional human-based quality…
Computer graphics can not only generate synthetic images and ground truth but it also offers the possibility of constructing virtual worlds in which: (i) an agent can perceive, navigate, and take actions guided by AI algorithms, (ii)…
In recent years, Virtual Reality (VR) has found its way into different fields besides pure entertainment. One of the topics that can benefit from the immersive experience of VR is education. Furthermore, using game-based approaches in…
With the increasing availability of modern virtual reality (VR) headsets, the use and applications of VR technology for gaming purposes have become more pervasive than ever. Despite the growing popularity of VR gaming, user studies into how…
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…
Serious games are defined as applied games that focus on the gamification of an experience (e.g., learning and training activities) and are not strictly for entertainment purposes. In recent years, serious games have become increasingly…
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 risk of isolation in virtual reality (VR) stems from the immersive nature of the technology. VR can transport users to entirely virtual environments, often disconnecting them from the physical world and real-life interactions.…
Mixed Reality (MR) and Virtual Reality (VR) simulations are hampered by requirements for hand controllers or attempts to perseverate in use of two-dimensional computer interface paradigms from the 1980s. From our efforts to produce more…
Rapidly growing virtual reality (VR) technologies and techniques have gained importance over the past few years, and academics and practitioners have been searching for efficient visualizations in VR. To date, emphasis has been on the…
Virtual Reality (VR) applications are increasingly being integrated across a wide range of domains, including surgical training and industrial marketing. However, the long-term adoption and maintenance of VR applications remain limited,…
Extended reality (XR) devices have become ubiquitous. They are equipped with arrays of sensors, collecting extensive user and environmental data, allowing inferences about sensitive user information users may not realize they are sharing.…
In this article we describe Hack.VR, an object-oriented programming game in virtual reality. Hack.VR uses a VR programming language in which nodes represent functions and node connections represent data flow. Using this programming…
Traditional university orientation formats struggle to convey the intellectual substance of STEM curricula, particularly in disciplines where core competencies, such as algorithmic thinking and formal reasoning, are inherently abstract.…
With the continuing development of affordable immersive virtual reality (VR) systems, there is now a growing market for consumer content. The current form of consumer systems is not dissimilar to the lab-based VR systems of the past 30…
Agent-based models (ABMs) and video games, including those taking advantage of virtual reality (VR), have undergone a remarkable parallel evolution, achieving impressive levels of complexity and sophistication. This paper argues that while…
Objectives: This paper presents an up-to-date overview of research performed in the Virtual Reality (VR) environment ranging from definitions, its presence in the various fields, and existing market players and their projects in the VR…
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…