Toward immersive communications in 6G DOI Creative Commons
Xuemin Shen, Jie Gao, Mushu Li

и другие.

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.

Язык: Английский

Virtual Reality, Augmented Reality, and Mixed Reality in Experiential Learning: Transforming Educational Paradigms DOI Creative Commons
Horace T. Crogman,

Victor D. Cano,

Edlyn Pacheco

и другие.

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.

Язык: Английский

Процитировано

2

A meta-analysis of the effect of virtual reality technology use in education DOI
Zhonggen Yu

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.

Язык: Английский

Процитировано

66

Can extended reality in the metaverse revolutionise health communication? DOI Creative Commons
Adéla Plechatá, Guido Makransky, Robert Böhm

и другие.

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.

Язык: Английский

Процитировано

61

Exploring Immersive Learning Experiences: A Survey DOI Creative Commons
Mohammad Amin Kuhail, Areej ElSayary, Shahbano Farooq

и другие.

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

Язык: Английский

Процитировано

58

Augmented Reality and Virtual Reality in Education: Public Perspectives, Sentiments, Attitudes, and Discourses DOI Creative Commons
Γεώργιος Λαμπρόπουλος, Euclid Keramopoulos, Konstantinos Diamantaras

и другие.

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.

Язык: Английский

Процитировано

57

Comparing video and virtual reality as tools for fostering interest and self‐efficacy in classroom management: Results of a pre‐registered experiment DOI Creative Commons
Yizhen Huang, Eric Richter, Thilo Kleickmann

и другие.

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.

Язык: Английский

Процитировано

49

Video-based reflection in teacher education: Comparing virtual reality and real classroom videos DOI
Eric Richter, Isabell Hußner, Yizhen Huang

и другие.

Computers & Education, Год журнала: 2022, Номер 190, С. 104601 - 104601

Опубликована: Авг. 8, 2022

Язык: Английский

Процитировано

44

Do curious students learn more science in an immersive virtual reality environment? Exploring the impact of advance organizers and epistemic curiosity DOI
Silvia Wen‐Yu Lee, Ying-Tai Hsu, Kun‐Hung Cheng

и другие.

Computers & Education, Год журнала: 2022, Номер 182, С. 104456 - 104456

Опубликована: Янв. 25, 2022

Язык: Английский

Процитировано

41

Immersive virtual reality for increasing presence and empathy DOI
Insook Han, Hyoung Seok Shin, Yujung Ko

и другие.

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.

Язык: Английский

Процитировано

41

Innovative Technology–Based Interventions to Reduce Stigma Toward People With Mental Illness: Systematic Review and Meta-analysis DOI Creative Commons
Matías E. Rodríguez‐Rivas, Adolfo J. Cangas, Laura A. Cariola

и другие.

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.

Язык: Английский

Процитировано

40