Frontiers in Computer Science,
Год журнала:
2023,
Номер
4
Опубликована: Янв. 11, 2023
The
sixth
generation
(6G)
networks
are
expected
to
enable
immersive
communications
and
bridge
the
physical
virtual
worlds.
Integrating
extended
reality,
holography,
haptics,
will
revolutionize
how
people
work,
entertain,
communicate
by
enabling
lifelike
interactions.
However,
unprecedented
demand
for
data
transmission
rate
stringent
requirements
on
latency
reliability
create
challenges
6G
support
communications.
In
this
survey
article,
we
present
prospect
of
investigate
emerging
solutions
corresponding
6G.
First,
introduce
use
cases
communications,
in
fields
entertainment,
education,
healthcare.
Second,
concepts
including
haptic
communication,
holographic
their
basic
implementation
procedures,
terms
rate,
latency,
reliability.
Third,
summarize
potential
addressing
from
aspects
computing,
networking.
Finally,
discuss
future
research
directions
conclude
study.
Education Sciences,
Год журнала:
2025,
Номер
15(3), С. 303 - 303
Опубликована: Фев. 28, 2025
Virtual
reality
(VR),
augmented
(AR),
and
mixed
(MR)
have
impacts
on
experiential
learning,
redefining
educational
paradigms
through
immersive
interactive
environments.
By
integrating
extended
(XR)
technologies,
learners
can
transcend
traditional
barriers
to
engage
with
dynamic
simulations,
historical
recreations,
scientific
visualizations
that
enhance
engagement,
comprehension,
retention.
This
research
reviews
the
existing
literature,
highlighting
benefits
of
XR
in
fostering
critical
thinking,
collaboration,
practical
skill
development
while
addressing
challenges
such
as
accessibility,
cost,
cognitive
overload.
Empirical
findings
from
a
mixed-methods
approach,
including
case
studies,
faculty
training
programs,
pilot
classes,
underscore
XR’s
efficacy
improving
student
performance,
inclusivity.
paper
concludes
by
emphasizing
potential
revolutionize
authentic,
memorable,
transformative
experiences
across
disciplines.
Interactive Learning Environments,
Год журнала:
2021,
Номер
31(8), С. 4956 - 4976
Опубликована: Окт. 20, 2021
With
the
rapid
development
of
information
technologies,
virtual
reality
(VR)
has
caught
much
attention
in
education.
However,
scanty
studies
have
been
committed
to
a
meta-analysis
its
effect
education
terms
various
components.
This
study,
through
meta-analysis,
systematically
reviews
VR
technologies
on
educational
outcomes
It
concludes
that
generally
exert
strong
and
positive
influence
despite
some
negative
findings
their
anxiety,
cognition,
creativeness,
gender
differences,
learning
attitudes,
learner
satisfaction,
engagement.
Future
research
could
expand
by
including
more
publications
examine
interdisciplinary
cooperation.HighlightsThe
use
significantly
improve
overall
at
.05
level
education;The
achievements
level;A
proper
VR-based
design
may
be
conducive
results.
npj Digital Medicine,
Год журнала:
2022,
Номер
5(1)
Опубликована: Сен. 2, 2022
In
the
metaverse,
users
will
actively
engage
with
3D
content
using
extended
reality
(XR).
Such
XR
platforms
can
stimulate
a
revolution
in
health
communication,
moving
from
information-based
to
experience-based
content.
We
outline
three
major
application
domains
and
describe
how
affordances
(presence,
agency
embodiment)
improve
healthy
behaviour
by
targeting
users'
threat
coping
appraisal.
discuss
communication
via
help
address
long-standing
challenges.
Informatics,
Год журнала:
2022,
Номер
9(4), С. 75 - 75
Опубликована: Сен. 26, 2022
Immersive
technologies
have
been
shown
to
significantly
improve
learning
as
they
can
simplify
and
simulate
complicated
concepts
in
various
fields.
However,
there
is
a
lack
of
studies
that
analyze
the
recent
evidence-based
immersive
experiences
applied
classroom
setting
or
offered
public.
This
study
presents
systematic
review
42
papers
understand,
compare,
reflect
on
attempts
integrate
education
using
seven
dimensions:
application
field,
technology
used,
educational
role,
interaction
techniques,
evaluation
methods,
challenges.
The
results
show
most
covered
STEM
(science,
technology,
engineering,
math)
topics
mostly
used
head-mounted
display
(HMD)
virtual
reality
addition
marker-based
augmented
reality,
while
mixed
was
only
represented
two
studies.
Further,
form
active
learning,
highlighted
touch
hardware-based
interactions
enabling
viewpoint
select
tasks.
Moreover,
utilized
experiments,
questionnaires,
for
evaluating
experiences.
evaluations
improved
performance
engagement,
but
also
point
usability
issues.
Finally,
we
discuss
implications
future
research
directions,
compare
our
findings
with
related
Education Sciences,
Год журнала:
2022,
Номер
12(11), С. 798 - 798
Опубликована: Ноя. 10, 2022
This
study
aims
to
understand
the
public’s
perspectives,
sentiments,
attitudes,
and
discourses
regarding
adoption,
integration,
use
of
augmented
reality
virtual
in
education
general
by
analyzing
social
media
data.
Due
its
nature,
Twitter
was
selected
platform.
Over
17
million
tweets
were
retrieved
from
January
2010
December
2020
four
datasets
created.
Two
them
referred
these
technologies
two
their
educational
use.
The
data
analyzed
using
text
mining,
sentiment
analysis
(e.g.,
polarity
emotion
detection),
topic
modeling
methods.
TextBlob,
Word-Emotion
Association
Lexicon
(EmoLex),
Valence
Aware
Dictionary
for
Sentiment
Reasoning
(VADER),
Latent
Dirichlet
Allocation
(LDA)
some
tools
used.
Based
on
results,
majority
public
positively
disposed
toward
both
mostly
expressed
positive
emotions
anticipation,
trust,
joy)
when
referring
them.
In
total,
11
topics
emerged
that
related
education,
new
technologies,
digital
use,
marketing
advertising,
industrial
domain,
health
gaming,
fitness
exercising,
devices,
travel
tourism
software
development
kits.
benefits
reality,
ability
enrich
teaching
learning
activities,
role
as
effective
means
evident.
British Journal of Educational Technology,
Год журнала:
2022,
Номер
54(2), С. 467 - 488
Опубликована: Июль 20, 2022
Abstract
Video
is
a
widely
used
medium
in
teacher
training
for
situating
student
teachers
classroom
scenarios.
Although
the
emerging
technology
of
virtual
reality
(VR)
provides
similar,
and
arguably
more
powerful,
capabilities
immersing
lifelike
situations,
its
benefits
risks
relative
to
video
formats
have
received
little
attention
research
date.
The
current
study
randomized
pretest–posttest
experimental
design
examine
influence
video‐
versus
VR‐based
task
on
changing
situational
interest
self‐efficacy
management.
Results
from
49
revealed
that
VR
simulation
led
higher
increments
self‐reported
triggered
management,
but
also
invoked
extraneous
cognitive
load
than
viewing
task.
We
discussed
implications
these
results
pre‐service
education
environments
professional
purposes.
Practitioner
notes
What
already
known
about
this
topic
popular
given
ability
display
situations.
Virtual
immerses
users
situations
has
gained
popularity
recent
years.
Situational
management
vital
teachers'
development.
paper
adds
outperforms
promoting
Student
felt
efficacious
after
participating
VR.
video.
Implications
practice
and/or
policy
an
authentic
environment
needs
ensure
low
load.
Journal of Computer Assisted Learning,
Год журнала:
2022,
Номер
38(4), С. 1115 - 1126
Опубликована: Апрель 7, 2022
Abstract
Background
Immersive
VR
is
still
rarely
used
as
an
intervention
for
meeting
the
affective
end
goals
of
student
learning
despite
its
positive
impact
on
affection.
Also,
studies
regarding
use
immersive
achievement
in
broader
educational
contexts
are
lacking.
Objectives:
This
study
aimed
to
examine
effect
and
perspective‐taking
presence
empathy.
Methods
A
total
148
pre‐service
teachers
participated
experiments,
using
either
a
head‐mounted
display
or
flat
screen
device
view
two
videos
with
different
affordances.
mixed
design
one
between‐subject
variable
immersion
level
within‐subject
explore
how
experiences
influenced
participants’
perceived
Results
Conclusions
The
results
showed
that
affects
presence,
but
it
was
type
empathetic
reactions.
We
also
found
interaction
between
levels
perspective‐taking.
direct
embodiment
combined
high
produced
stronger
empathy
than
low
immersion,
while
perspective
observer
better
evoking
when
experienced
immersion.
Implications
gives
guidance
take
advantage
this
new
technology
settings,
apply
instructional
activities
enhance
students’
In
addition,
could
serve
reference
developing
introducing
contents
respect
types
more
effective
settings.
JMIR Serious Games,
Год журнала:
2022,
Номер
10(2), С. e35099 - e35099
Опубликована: Апрель 14, 2022
Stigma
toward
people
with
mental
illness
presents
serious
consequences
for
the
impacted
individuals,
such
as
social
exclusion
and
increased
difficulties
in
recovery
process.
Recently,
several
interventions
have
been
developed
to
mitigate
public
stigma,
based
on
use
of
innovative
technologies,
virtual
reality
video
games.This
review
aims
systematically
review,
synthesize,
measure,
critically
discuss
experimental
studies
that
measure
effect
technological
stigmatization
levels.This
systematic
meta-analysis
was
PRISMA
(Preferred
Reporting
Items
Systematic
Reviews
Meta-analyses)
guidelines
included
English
Spanish
published
between
2016
2021.
Searches
were
run
5
different
databases
(ie,
PubMed,
PsycInfo,
Scopus,
Cochrane
Library,
ScienceDirect).
Only
randomized
controlled
trials
included.
Two
independent
reviewers
determined
eligibility,
extracted
data,
rated
methodological
quality
studies.
Meta-analyses
performed
using
Comprehensive
Meta-Analysis
software.Based
1158
articles
screened,
72
evaluated
full
text,
which
9
qualitative
quantitative
syntheses.
A
diversity
observed,
including
games,
audiovisual
simulation
hallucinations,
reality,
electronic
contact
health
services
users.
The
(n=1832
participants)
demonstrated
these
had
a
consistent
medium
reducing
level
stigma
(d=-0.64;
95%
CI
0.31-0.96;
P<.001).Innovative
involving
technologies
are
an
effective
tool
reduction,
therefore
new
challenges
proposed
discussed
demonstration
their
adaptability
contexts
countries,
thus
leading
massification.PROSPERO
International
Prospective
Register
CRD42021261935;
https://www.crd.york.ac.uk/prospero/display_record.php?ID=CRD42021261935.