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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…
This study explores the perceptions, challenges, and opportunities associated with using Virtual Reality (VR) as a tool in teacher education among pre-service teachers in a resource-limited setting. Utilizing a qualitative case study…
This article is based on studies of the existing literature, focusing on the states-of-the-arts on virtual reality (VR) and its potential uses in learning. Different platforms have been used to improve the learning effects of VR that offers…
Virtual reality has been effectively used for eliciting emotions, yet most research focuses on the intensity of affective responses rather than on how interaction influences those experiences. To address this gap, we advance a validated VR…
Flipped learning is a method that flips in/out class activities to make lectures learner-centered. In flipped learning, comments from learners on preparation material are useful information for instructors to consider before deciding…
Virtual Reality (VR) has the potential to support mobile knowledge workers by complementing traditional input devices with a large three-dimensional output space and spatial input. Previous research on supporting VR knowledge work explored…
We tested in a live setting the use of active learning for selecting text sentences for human annotations used in training a Thai segmentation machine learning model. In our study, two concurrent annotated samples were constructed, one…
We report on the initial phase of an ongoing, multi-stage investigation of how to incorporate Virtual Reality (VR) technology in teaching introductory astronomy concepts. Our goal was to compare the efficacy of VR vs. conventional teaching…
Despite a significant improvement in the educational aids in terms of effective teaching-learning process, most of the educational content available to the students is less than optimal in the context of being up-to-date, exhaustive and…
Shared artifacts and environments play a prominent role in shaping the collaboration between their users. This article describes this role and explains how annotations can provide a bridge between direct communication and collaboration…
Real-world reinforcement learning (RL) environments, whether in robotics or industrial settings, often involve non-visual observations and require not only efficient but also reliable and thus interpretable and flexible RL approaches. To…
In essence, embedding algorithms work by optimizing the distance between a word and its usual context in order to generate an embedding space that encodes the distributional representation of words. In addition to single words or word…
Recent advancements in scene text spotting have focused on end-to-end methodologies that heavily rely on precise location annotations, which are often costly and labor-intensive to procure. In this study, we introduce an innovative approach…
Interactive reinforcement learning, where humans actively assist during an agent's learning process, has the promise to alleviate the sample complexity challenges of practical algorithms. However, the inner workings and state of the robot…
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…
Augmented Reality (AR) enables intuitive interaction with virtual annotations overlaid on the real world, supporting a wide range of applications such as remote assistance, education, and industrial training. However, as the number of…
This study explores the impact of peer acknowledgement on learner engagement and implicit psychological attributes in written annotations on an online social reading platform. Participants included 91 undergraduates from a large North…
With the rapid progress in virtual reality (VR) technology, the scope of VR applications has greatly expanded across various domains. However, the superiority of VR training over traditional methods and its impact on learning efficacy are…
In this survey, we present a systematic review of 3D hand pose estimation from the perspective of efficient annotation and learning. 3D hand pose estimation has been an important research area owing to its potential to enable various…
Annotation is an effective reading strategy people often undertake while interacting with digital text. It involves highlighting pieces of text and making notes about them. Annotating while reading in a desktop environment is considered…