Related papers: Immersive Virtual Reality Environments for Embodie…
This work introduces the design, implementation, and validation of a virtual reality (VR) experience aimed at promoting the inclusion of individuals with dyslexia in university settings. Unlike traditional awareness methods, this immersive…
Embodied multimodal large models (EMLMs) have gained significant attention in recent years due to their potential to bridge the gap between perception, cognition, and action in complex, real-world environments. This comprehensive review…
3D-printed models are increasingly used to provide people who are blind or have low vision (BLV) with access to maps, educational materials, and museum exhibits. Recent research has explored interactive 3D-printed models (I3Ms) that…
Virtual environments (VEs) offer potential benefits to health and safety training: exposure to dangerous (virtual) environments; the opportunity for experiential learning; and a high level of control over the training, in that aspects can…
Virtual Reality has become a significant element of education throughout the years. To understand the quality and advantages of these techniques, it is important to understand how they were developed and evaluated. Since COVID-19, the…
It is clear, from the major press coverage that Virtual Reality (VR) development is garnering, that there is a huge amount of development interest in VR across multiple industries, including video streaming, gaming and simulated learning.…
To address the shortage of a skilled workforce in the U.S. manufacturing industry, immersive Virtual Reality (VR)-based training solutions hold promising potential. To effectively utilize VR to meet workforce demands, it is important to…
This study examines the integration of digital tools in project-based learning within a Biomedical Engineering course to enhance collaboration, transparency, and assessment fairness. Building on prior pilot experiences, we implemented a…
Architectural Education faces limitations due to its tactile approach to learning in classrooms with only 2-D and 3-D tools. At a higher level, virtual reality provides a potential for delivering more information to individuals undergoing…
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…
Recent Vision-and-Language Navigation (VLN) advancements are promising, but their idealized assumptions about robot movement and control fail to reflect physically embodied deployment challenges. To bridge this gap, we introduce VLN-PE, a…
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…
Embodied intelligence aims to enable robots to learn, reason, and generalize robustly across complex real-world environments. However, existing approaches often struggle with partial observability, fragmented spatial reasoning, and…
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…
The application of Virtual Reality Environments (VRE) has been gaining momentum as a relatively new tool to assist with mitigating various difficulties including abstractness of concepts, lack of user engagement, perception of disconnection…
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…
User-Centric Embodied Visual Tracking (UC-EVT) presents a novel challenge for reinforcement learning-based models due to the substantial gap between high-level user instructions and low-level agent actions. While recent advancements in…
Training students in basic concepts of physics, such as the ones related to mass, volume, or density, is much more complicated than just stating the underlying definitions and laws. One of the reasons for this is that most students have…
This paper intends to introduce a game-based 3D Virtual Learning Environment (VLE) to second graders. The impetus arose from the need to make learning in mathematics more effective and interesting through multimedia. Applied in a game, the…
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.…