Related papers: Immersive Virtual Reality Environments for Embodie…
Virtual, Augmented, and eXtended Reality (VR/AR/XR) technologies are increasingly recognized for their applications in training, diagnostics, and psychological research, particularly in high-risk and highly regulated environments. In this…
Successful implementation of active learning strategies in the engineering classroom -- and in particular in certain subjects which are highly technological in nature such as, for instance, rocket engines and space propulsion -- means…
We investigate the relationship between immersion and learning across three domains (cultural heritage, environmental awareness, and high school physics) through the lens of the Cognitive Affective Model of Immersive Learning (CAMIL)…
Artificial Intelligence (AI), especially cloud platforms and large language models (LLMs), is changing how engineering is taught by making learning more interactive and flexible. However, in electrical engineering and energy systems,…
Contribution: This secondary study examines the literature on immersive learning frameworks and reviews their state of the art. Frameworks have been categorized according to their purpose. In addition, the elements that compose them were…
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…
Vision-Language-Action (VLA) models have emerged as a promising framework for enabling generalist robots capable of perceiving, reasoning, and acting in the real world. These models usually build upon pretrained Vision-Language Models…
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…
In recent years, machine learning (ML) has gained significant popularity in the field of chemical informatics and electronic structure theory. These techniques often require researchers to engineer abstract "features" that encode chemical…
STEAM education integrates Science, Technology, Engineering, Arts, and Mathematics to foster creativity and problem-solving. However, students with visual impairments (VI) encounter significant challenges in programming and robotics,…
Context: Software development is a complex socio-technical process requiring a deep understanding of various aspects. In order to support practitioners in understanding such a complex activity, repository process metrics, like number of…
How do we evaluate experiences in immersive environments? Despite decades of research in immersive technologies such as virtual reality, the field remains fragmented. Studies rely on overlapping constructs, heterogeneous instruments, and…
Embodied visual tracking is to follow a target object in dynamic 3D environments using an agent's egocentric vision. This is a vital and challenging skill for embodied agents. However, existing methods suffer from inefficient training and…
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…
Vision-and-Language Navigation (VLN) has long been constrained by the limited diversity and scalability of simulator-curated datasets, which fail to capture the complexity of real-world environments. To overcome this limitation, we…
This article studies the conditions of use of a VLE (Virtual Learning Environment) by primary school teachers. It first presents a triangulated model to explore Virtual Learning Environments' adoption in primary schools. The theoretical…
Multimodal representation learning models have demonstrated successful operation across complex tasks, and the integration of vision-language models (VLMs) has further enabled embedding models with instruction-following capabilities.…
The purpose of this note is to introduce the CUBE, a virtual reality immersion that was developed to help visualize electromagnetic fields, particularly the less familiar radiation fields students typically encounter in upper level physics…
Immersive virtual reality (VR) has enormous potential for education, but classroom resources are limited. Thus, it is important to identify whether and when VR provides sufficient advantages over other modes of learning to justify its…
Recently, researchers in Machine Learning algorithms, Computer Vision scientists, engineers and others, showed a growing interest in 3D simulators as a mean to artificially create experimental settings that are very close to those in the…