相关论文: TUMSphere: Turning a University Curriculum into Pl…
The use of computer-aided and web-based educational technologies such as Virtual Learning Environments (VLE) has increased significantly in the recent past. One example of such a VLE is Virtual Interactive Engineering on the Web (VIEW).…
The integration of Large Language Models (LLMs) into Virtual Reality (VR) games marks a paradigm shift in the design of immersive, adaptive, and intelligent digital experiences. This paper presents a comprehensive review of recent research…
In recent years, ubiquitous semantic Metaverse has been studied to revolutionize immersive cyber-virtual experiences for augmented reality (AR) and virtual reality (VR) users, which leverages advanced semantic understanding and…
The virtual reality (VR) provides us a three-dimensional, immersive, and fully interactive visualization environment. To make the best use of the VR's potential in scientific visualization, a VR visualization software named VFIVE has been…
Software Engineering is an engineering discipline but lacks a solid theoretical foundation. One effort in remedying this situation has been the SEMAT Essence specification. Essence consists of a language for modeling Software Engineering…
The unprecedented growth in data demand from emerging applications has turned virtual memory (VM) into a major performance bottleneck. Researchers explore new hardware/OS co-designs to optimize VM across diverse applications and systems. To…
We introduce a Virtual Reality (VR) one-on-one tutoring system to support anatomy education. A student uses a fully immersive VR headset to explore the anatomy of the base of the human skull. A teacher guides the student by using the…
Virtual Research Environments (VREs) provide user-centric support in the lifecycle of research activities, e.g., discovering and accessing research assets, or composing and executing application workflows. A typical VRE is often implemented…
Quantum computing is gaining strategic relevance beyond research-driven industries. However, many companies lack the expertise to evaluate its potential for real-world applications. Traditional training formats often focus on physical…
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…
This innovative practice category paper presents an innovative framework for teaching Reinforcement Learning (RL) at the undergraduate level. Recognizing the challenges posed by the complex theoretical foundations of the subject and the…
Games and puzzles play important pedagogical roles in STEM learning. New AI algorithms that can solve complex problems offer opportunities for scaffolded instruction in puzzle solving. This paper presents the ALLURE system, which uses an AI…
Augmented reality (AR) has the potential to fundamentally change how people engage with increasingly interactive urban environments. However, many challenges exist in designing and evaluating these new urban AR experiences, such as…
With the rise of online learning, many novice tutors lack experience engaging students remotely. We introduce TutorUp, a Large Language Model (LLM)-based system that enables novice tutors to practice engagement strategies with simulated…
This paper outlines an alternative approach to teaching quantum computing at the high school level, tailored for students with limited prior knowledge in advanced mathematics and physics. This approach diverges from traditional methods by…
Competitive programming (CP) has been increasingly integrated into computer science curricula worldwide due to its efficacy in enhancing students' algorithmic reasoning and problem-solving skills. However, existing CP curriculum designs…
Every day life tasks can present significant challenges for neurodivergent individuals, particularly those with Autism Spectrum Disorders (ASD) who are characterized by specific sensitivities. This contribution describes a virtual reality…
We extend the theory of disciplinary integration of games for science education beyond the virtual world of games, and identify two key themes of a practice-based theoretical commitment to science learning: (1) materiality in the classroom…
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…
Cybersickness is a serious usability problem in virtual reality. Postural (or balance) instability theory has emerged as one of the major hypotheses for the cause of cybersickness. In this paper, we conducted a two-week-long experiment to…