相关论文: A Survey of Virtual Reality in Japan
The State of Emergency declaration in Japan due to the COVID-19 pandemic affected many aspects of society in the country, much like the rest of the world. One sector that felt its disruptive impact was education. As educational institutions…
When educational institutions worldwide scrambled for ways to continue their classes during lockdowns caused by the COVID-19 pandemic, the use of information and communication technology (ICT) for remote teaching has become widely…
This paper presents an investigation into the integration of virtual reality (VR) tours in online English lessons tailored for adult learners. The study utilised a design-based research approach to evaluate the effectiveness of VR tours in…
School visits to research laboratories or facilities represent a unique way to bring students closer to science and STEM (Science, Technology, Engineering and Mathematics) careers. However, such visits can be very expensive for students and…
We present a study of student learning through the use of virtual reality. A software package is used to introduce concepts of special relativity to students in a game-like environment where users experience the effects of travelling at…
We investigate the opportunities and challenges of running virtual reality (VR) studies remotely. Today, many consumers own head-mounted displays (HMDs), allowing them to participate in scientific studies from their homes using their own…
On 21 April 2018, the citizens of Wako, Japan, interacted in a novel way with research being carried out at the Astrophysical Big Bang Laboratory (ABBL) at RIKEN. They were able to explore a model of a supernova and its remnant in an…
The use of Virtual Reality (VR) technologies has been extensively researched in surgical and anatomical education. VR provides a lifelike and interactive environment where healthcare providers can practice and refresh their skills in a safe…
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…
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…
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.…
We present a historical outline of the research and developments of Virtual Reality at the Fraunhofer Institute for Computer Graphics (IGD) in Darmstadt, Germany, from 1990 through 2000.
Virtual Reality (VR) is increasingly being recognized for its educational potential and as an effective way to convey new knowledge to people, it supports interactive and collaborative activities. Affordable VR powered by mobile…
Virtual Reality (VR) provides new possibilities for modern knowledge work. However, the potential advantages of virtual work environments can only be used if it is feasible to work in them for an extended period of time. Until now, there…
We have been developing a visualization application for CAVE-type virtual reality (VR) systems for more than a decade. This application, VFIVE, is currently used in several CAVE systems in Japan for routine visualizations. It is also used…
National Science Foundation (NSF) funded Research Experiences for Undergraduates (REUs) are explicitly intended to reach minoritized students in STEM and those who have few research opportunities. Many undergraduates are encouraged to seek…
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…
Virtual reality (VR) has long promised to revolutionize education, but with little follow-through. Part of the reason for this is the prohibitive cost of immersive VR headsets or caves. This has changed with the advent of smartphone-based…
Providing meaningful research experiences for undergraduate students is a well-recognized challenge, particularly at community colleges and teaching-focused institutions where resources are limited and faculty time is dedicated to…
The Explorations in Statistics Research workshop is a one-week NSF-funded summer program that introduces undergraduate students to current research problems in applied statistics. The goal of the workshop is to expose students to exciting,…