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Augmented Reality, or simply AR, is the incorporation of information in digital format that includes live footage of a certain user's real-time environment. Also now, various universities are using Augmented Reality. Applying the technology…

Human-Computer Interaction · Computer Science 2021-09-07 Carlo H. Godoy

Human visual attention is susceptible to social influences. In education, peer effects impact student learning, but their precise role in modulating attention remains unclear. Our experiment (N=311) demonstrates that displaying peer visual…

Human-Computer Interaction · Computer Science 2023-12-06 Songlin Xu , Dongyin Hu , Ru Wang , Xinyu Zhang

We study lifelong visual perception in an embodied setup, where we develop new models and compare various agents that navigate in buildings and occasionally request annotations which, in turn, are used to refine their visual perception…

Computer Vision and Pattern Recognition · Computer Science 2021-12-30 David Nilsson , Aleksis Pirinen , Erik Gärtner , Cristian Sminchisescu

Purpose: In medical research, deep learning models rely on high-quality annotated data, a process often laborious and timeconsuming. This is particularly true for detection tasks where bounding box annotations are required. The need to…

Computer Vision and Pattern Recognition · Computer Science 2024-04-23 Meyer Adrien , Mazellier Jean-Paul , Jeremy Dana , Nicolas Padoy

Active learning algorithms automatically identify the most informative samples from large amounts of unlabeled data and tremendously reduce human annotation effort in inducing a machine learning model. In a conventional active learning…

Machine Learning · Computer Science 2026-04-28 Varun Totakura , Ankita Singh , Yushun Dong , Shayok Chakraborty

The definition of the augmented reality concept is based on the analysis of scientific publications. It is noted that online experiments with augmented reality provide students with the opportunity to observe and describe the operation with…

Physics Education · Physics 2018-07-30 Yevhenii O. Modlo , Yuliia V. Yechkalo , Serhiy O. Semerikov , Viktoriia V. Tkachuk

This paper describes results from a project in an undergraduate engineering physics course that coupled classroom use of interactive computer simulations with the collection of real-time formative assessment using pen-enabled mobile…

Physics Education · Physics 2016-11-17 F. V. Kowalski , S. E. Kowalski

In this paper, we investigate how to elicit new perspectives in research-through-design (RtD) studies through annotated portfolios. Situating the usage in human-robot interaction (HRI), we used two robotic artefacts as a case study: we…

Human-Computer Interaction · Computer Science 2024-06-18 Marius Hoggenmuller , Wen-Ying Lee , Luke Hespanhol , Malte Jung , Martin Tomitsch

A major challenge in the field of education is providing review schedules that present learned items at appropriate intervals to each student so that memory is retained over time. In recent years, attempts have been made to formulate item…

Artificial Intelligence · Computer Science 2021-08-03 Yoshiki Kubotani , Yoshihiro Fukuhara , Shigeo Morishima

Although the use of technologies like multimedia and virtual reality (VR) in training offer the promise of improved learning, these richer and potentially more engaging materials do not consistently produce superior learning outcomes.…

Human-Computer Interaction · Computer Science 2024-07-09 Benjamin A. Clegg , Alex Karduna , Ethan Holen , Jason Garcia , Matthew G. Rhodes , Francisco R. Ortega

Classroom discussions in English Language Arts have a positive effect on students' reading, writing and reasoning skills. Although prior work has largely focused on teacher talk and student-teacher interactions, we focus on three…

Computation and Language · Computer Science 2019-09-09 Luca Lugini , Diane Litman , Amanda Godley , Christopher Olshefski

We introduce Fluid Annotation, an intuitive human-machine collaboration interface for annotating the class label and outline of every object and background region in an image. Fluid annotation is based on three principles: (I) Strong…

Computer Vision and Pattern Recognition · Computer Science 2018-12-21 Mykhaylo Andriluka , Jasper R. R. Uijlings , Vittorio Ferrari

Learning functional neuroanatomy requires forming mental representations of 3D structure, but forming such representations from 2D textbook diagrams can be challenging. We address this challenge in the UW Virtual Brain Project by developing…

Human-Computer Interaction · Computer Science 2021-09-01 Karen B. Schloss , Melissa A. Schoenlein , Ross Tredinnick , Simon Smith , Nathaniel Miller , Chris Racey , Christian Castro , Bas Rokers

Attention level estimation systems have a high potential in many use cases, such as human-robot interaction, driver modeling and smart home systems, since being able to measure a person's attention level opens the possibility to natural…

Computer Vision and Pattern Recognition · Computer Science 2019-01-25 Andrea Coifman , Péter Rohoska , Miklas S. Kristoffersen , Sven E. Shepstone , Zheng-Hua Tan

With the proliferation of consumer virtual reality (VR) headsets and creative tools, content creators have started to experiment with new forms of interactive audience experience using immersive media. Understanding user attention and…

Human-Computer Interaction · Computer Science 2020-05-21 Mu Mu , Murtada Dohan , Alison Goodyear , Gary Hill , Cleyon Johns , Andreas Mauthe

Virtual Reality (VR) is rapidly increasing in popularity as a teaching tool. It allows for the creation of a highly immersive, three-dimensional virtual environment intended to simulate real-life environments. With more robots saturating…

Physics Playground is an immersive Virtual Reality (VR) application designed for educational purposes, featuring a virtual laboratory where users interact with various physics phenomena through guided experiments. This study aims to…

Virtual reality is expected to play a significant role in the transformation of education and psychological studies. The possibilities for its application as a visual research method can be enhanced as established frameworks and toolkits…

Human-Computer Interaction · Computer Science 2023-10-24 Corrie Green , Chloë Farr , Yang Jiang

Cognitive presence and social presence are crucial for a comprehensive learning experience. Despite the flexibility of asynchronous learning environments to accommodate individual schedules, the inherent constraints of asynchronous…

Human-Computer Interaction · Computer Science 2024-10-08 Tianjia Wang , Tong Wu , Huayi Liu , Chris Brown , Yan Chen

Human sensory processing is sensitive to the proximity of stimuli to the body. It is therefore plausible that these perceptual mechanisms also modulate the detectability of content in VR, depending on its location. We evaluate this in a…

Human-Computer Interaction · Computer Science 2020-09-07 Sofia Seinfeld , Tiare Feuchtner , Johannes Pinzek , Jörg Müller
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