相关论文: Virtual reality for large-scale laboratories based…
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…
This chapter explores the practice of conducting user research studies and design assessments in virtual reality (VR). An overview of key VR hardware and software tools is provided, including game engines, such as Unity and Unreal Engine.…
Virtual Reality (VR) has shown great potential to revolutionize the market by providing users immersive experiences with freedom of movement. Compared to traditional video streaming, VR is with ultra high-definition and dynamically changes…
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…
The research is aimed at developing the recommendations for educators on using adaptive technologies and augmented reality in personalized learning implementation. The latest educational technologies related to learning personalization and…
Virtual Reality (VR) and Augmented Reality (AR) are emerging as transformative tools in education, offering new possibilities for engagement and immersion. This paper explores their potential in language learning within public education,…
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…
The rising interest in Virtual Reality (VR) technology has sparked a desire to create immersive learning platforms capable of handling various tasks across environments. Through immersive interfaces, users can engage deeply with virtual…
In this paper, we describe the development and operating principles of an immersive virtual reality (VR) visualisation environment that is designed around the use of consumer VR headsets in an existing wide area motion capture suite. We…
We are developing the Virtual Experiences (Vx)Lab, a research and research training infrastructure and capability platform for global collaboration. VxLab comprises labs with visualisation capabilities, including underpinning networking to…
In contemporary training for industrial manufacturing, reconciling theoretical knowledge with practical experience continues to be a significant difficulty. As companies transition to more intricate and technology-oriented settings,…
Modeling is a key activity in conceptual design and system design. Through collaborative modeling, end-users, stakeholders, experts, and entrepreneurs are able to create a shared understanding of a system representation. While the Unified…
Context: Software engineering is becoming more and more distributed. Developers and other stakeholders are often located in different locations, departments, and countries and operating within different time zones. Most online software…
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…
This study explores the use of virtual reality (VR) as an innovative tool to enhance awareness, acceptance, and understanding of accessibility for persons with vision loss (VL). Through a VR-based workshop developed in collaboration with…
Technological advances can bring many benefits to our daily lives, and this includes the education and training sectors. In the last years, online education, teaching and training models are becoming increasingly adopted, in part influenced…
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…
In the present work we intend to introduce a system based on VR (Virtual Reality) for examining analytical-geometric structures that occur in the study of mathematics and physics concepts in the last high school classes. In our opinion, an…
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…
There is a need for remote learning and virtual learning applications such as virtual reality (VR) and tablet-based solutions which the current pandemic has demonstrated. Creating complex learning scenarios by developers is highly…