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Audio-visual learning seeks to enhance the computer's multi-modal perception leveraging the correlation between the auditory and visual modalities. Despite their many useful downstream tasks, such as video retrieval, AR/VR, and…
This research seeks to explore how Augmented Reality (AR) can support learning psychomotor tasks that involve complex manipulation and reasoning processes. The AR prototype was created using Unity and used on HoloLens 2 headsets. Here, we…
Annotations in Visual Analytics (VA) have become a common means to support the analysis by integrating additional information into the VA system. That additional information often depends on the current process step in the visual analysis.…
High-quality and consistent annotations are fundamental to the successful development of robust machine learning models. Traditional data annotation methods are resource-intensive and inefficient, often leading to a reliance on third-party…
We investigate the perception of visual variables on wall-sized tiled displays within an immersive environment. We designed and conducted two formal user studies focusing on elementary visualization reading tasks in VR. The first study…
With the rapid adoption of multimodal large language models (MLLMs) across diverse applications, there is a pressing need for task-centered, high-quality training data. A key limitation of current training datasets is their reliance on…
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…
Virtual Learning Environments (VLEs) are spaces designed to educate students remotely via online platforms. Although traditional VLEs such as iSocial have shown promise in educating students, they offer limited immersion that diminishes…
Virtual re-creations of real-world places are attractive and becoming more popular. Attractiveness of re-created place is commonly determined by the degree of visual similarity to the original places. Even if the re-creation has poor…
Background: Spatial reasoning has been identified as a critical skill for success in STEM. Unfortunately, under-represented groups often have lower incoming spatial ability. Courses that improve spatial skills exist but are not widely used.…
This paper introduces a novel physical annotation system designed to generate training data for automated optical inspection. The system uses pointer-based in-situ interaction to transfer the valuable expertise of trained inspection…
Nanoparticles occur in various environments as a consequence of man-made processes, which raises concerns about their impact on the environment and human health. To allow for proper risk assessment, a precise and statistically relevant…
Data storytelling workflows ask learners to integrate analytical, design, and narrative skills, but instructors rarely have the capacity to provide detailed feedback at each step. Computational and AI-assisted storytelling offers…
Objects, in the real world, rarely occur in isolation and exhibit typical arrangements governed by their independent utility, and their expected interaction with humans and other objects in the context. For example, a chair is expected near…
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…
In virtual reality, it is widely assumed that increased realism in hand-object interactions enhances user immersion and overall experience. However, recent studies challenge this assumption, suggesting that faithfully replicating real-world…
Immersive analytics enables collaborative data analysis in shared virtual spaces. While synchronous collaboration in such environments is well-established, real-world analysis often requires an effective task handover - the transfer of…
Virtual environments (VEs) are making their way into various sectors of life to enhance and support human activity, including learning. VEs have been used in various contexts for training, and in many cases they are designed to model or…
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…
This paper is based on the study of existing literature, highlights the current state of the work proposed to implement technically enhanced learning. Technology developments and network infrastructure improvements, specifically the world…