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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…
Virtual reality (VR) has emerged as a promising tool for assessing instrumental activities of daily living (IADLs) in older adults. However, the ecological validity of these simulations is often compromised by simplified or low-fidelity…
Environmental citizen science frequently relies on experience-based assessment, however volunteers are not trained to make qualitative judgments. Embodied learning in virtual reality (VR) has been explored as a way to train behavior, but…
Software testing is an essential knowledge area required by industry for software engineers. However, software engineering students often consider testing less appealing than designing or coding. Consequently, it is difficult to engage…
This paper presents the design and development of a networking laboratory that integrates physical networking equipment with the open source GNS3 network simulators for delivery of practical networking classes simultaneously to both…
Interdisciplinary collaboration is essential for the advance of research. As domain subjects become more and more specialized, researchers need to cross disciplines for insights from peers in other areas to have a broader and deeper…
The UNESCO (2022) points out that the gap between the existing awareness of a person or a community, and the actual habits of everyday life, is attributed to: low levels of understanding the environmental issues at stake; low levels of…
Virtual Reality (VR) and Augmented Reality (AR) tools have been applied in all engineering fields in order to avoid the use of physical prototypes, to train in high-risk situations, and to interpret real or simulated results. In order to…
The VJ-Lab is a project oriented to improve the students learning process of Computer Science degree at the National University of La Plata. The VJ-Lab is a Web application with Java based simulations. Java can be used to provide simulation…
The intricate design of real complex injection molds poses significant challenges. Mold design vali-dation often falls to operators with tool-handling experience but limited CAD proficiency. Unlike other industries, the scale and costs of…
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…
We propose VRGym, a virtual reality testbed for realistic human-robot interaction. Different from existing toolkits and virtual reality environments, the VRGym emphasizes on building and training both physical and interactive agents 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…
In recent years, Virtual Reality (VR) has found its way into different fields besides pure entertainment. One of the topics that can benefit from the immersive experience of VR is education. Furthermore, using game-based approaches in…
Virtual Reality (VR) is seeing increased adoption across many fields. The field of experimental cognitive science is also testing utilization of the technology combined with physiological measures such as electroencephalography (EEG) and…
To fill the lack of research efforts in virtual assembly of modules and training, this paper presents a virtual manipulation of building objects in an Immersive Virtual Environment (IVE). A worker wearing a Virtual Reality (VR) head-mounted…
Verification presents a major bottleneck in Integrated Circuit (IC) development, consuming nearly 70% of total effort. While the Universal Verification Methodology (UVM) improves reuse through structured verification environments,…
As generative AI becomes increasingly integrated into higher education, understanding how students engage with these technologies is essential for responsible adoption. This study evaluates the Educational AI Hub, an AI-powered learning…
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…
Watching training videos passively leads to superficial learning. Adding gamification can increase engagement. We study how software engineering students and industry practitioners view gamifying video-based training. We conducted a survey…