Procedia Computer Science,
Год журнала:
2023,
Номер
227, С. 948 - 957
Опубликована: Янв. 1, 2023
Technology
is
a
form
of
non-living
thing
that
supports
and
carries
out
the
needs
human
life.
One
type
technology
Virtual
Reality
(VR),
which
already
familiar
to
many
people.
According
Augmented
Report
conducted
by
Perkins
Coie
in
2020,
education
(28%)
third
sector
expected
implement
(VR)
most,
still
behind
gaming
(47%)
health
care
devices
(38%).
The
goal
this
research
generate
insights
about
existing
implementations
encourage
more
implementation
specifically
sector.
We
believe
can
be
used
leverage
learning
various
fields
education.
This
adopts
Systematic
Literature
Review
as
method.
Total
200
published
VR-related
studies
from
2019
2023
through
Google
Scholar,
ScienceDirect,
ACM
Digital
Library,
resulting
searches,
then
being
reviewed,
analyzed,
synthesized.
concludes
there
are
ten
(Arts,
Engineering,
History,
Languages
Literatures,
Life
Sciences,
Math
Computation,
Medical,
Physical
Education,
Qualitative
Social
Sciences)
study
apply
with
Medical
(77
study),
Arts
(24
Computation
(18
study)
hold
top
three
spots
for
most
number
done,
characteristic
field
suitable
have
practices
could
mirrored
real-life
practice,
factors
influence
engaging,
imaginative,
precautionary
while
some
benefits
attention
training
increase
problem
solving
skills,
effective
compared
traditional
based
on
empirical
findings.
Therefore,
research,
we
discuss
an
overview
towards
application
diverse
previous
studies.
Sustainability,
Год журнала:
2022,
Номер
14(8), С. 4786 - 4786
Опубликована: Апрель 16, 2022
The
main
purpose
of
this
paper
is
to
bring
pioneering
insights
into
the
core
line
sustainable
education
research
by
investigating
multi-dimensional
aspects
teachers’
readiness
design
technology-enhanced
learning
environments.
In
order
achieve
goal,
study
documents
experiences
pre-service
English
teachers
in
instructional
Virtual
Reality
(herein,
VR)
content
K–12
digital
textbooks.
Furthermore,
it
examines
how
their
VR
creation
can
be
linked
a
metaverse
platform
for
adaptivity
and
education.
data
are
collected
pre-/post-surveys
as
well
reflective
papers.
pre-/post-survey
responses
analyzed
with
t-test
determine
significance;
entries
scrutinized
sentiment
analysis
text
mining.
findings
suggest
that
such
transformative
VR-Making
VRM)
contents
conducive
capacitate
technological
readiness,
4Cs
(Critical
Thinking,
Creativity,
Collaboration,
Communication)
citizenship,
perceived
pedagogical
benefits.
Based
on
findings,
continues
support
need
providing
teaching
practitioners
hands-on
learning-to-teach
opportunities
emerging
technology
tool
fulfill
Electronics,
Год журнала:
2023,
Номер
12(18), С. 3953 - 3953
Опубликована: Сен. 20, 2023
Augmented
Reality
(AR)
and
Virtual
(VR)
are
poised
to
revolutionize
education
by
offering
immersive
interactive
learning
experiences.
This
research
comprehensively
evaluates
the
educational
applications
of
AR
VR,
specifically
emphasizing
their
impact
on
student
motivation,
outcomes,
engagement,
overall
The
analysis
explores
how
VR
can
improve
learning,
knowledge
retention,
skill
acquisition
systematically
reviewing
existing
literature
from
diverse
domains,
including
K-12
education,
higher
STEM
professional
training,
lifelong
learning.
Additionally,
investigates
pivotal
role
in
fostering
environments,
unveiling
these
technologies
promote
active
collaboration,
critical
thinking
through
simulations
evaluation
considers
potential
beyond
traditional
classroom
settings
distance
assesses
feasibility
virtual
classrooms,
web-based
Massive
Open
Online
Courses
(MOOCs).
A
significant
aspect
study
involves
understanding
attitudes
toward
influence
intrinsic
interest,
enthusiasm
for
material.
Based
a
thorough
relevant
literature,
aims
provide
practical
recommendations
educators
effectively
incorporate
into
practices.
prioritize
pedagogically
sound
design,
educator
accessibility
consideration
ensure
equitable
access
all
learners.
In
summary,
this
extensive
reveals
strengths,
limitations,
challenges
making
informed
decisions
utilizing
create
engaging,
impactful
experiences,
generation
technologically
proficient
knowledge-driven
International Journal of Web-Based Learning and Teaching Technologies,
Год журнала:
2023,
Номер
19(1), С. 1 - 14
Опубликована: Дек. 15, 2023
With
its
immersive,
interactive,
and
creative
capabilities,
virtual
reality
(VR)
has
been
widely
used
in
educational
settings
to
provide
students
with
challenging
real-world
experiences.
As
a
result,
interest
effectiveness
grown.
The
goal
of
this
meta-analysis
is
examine
how
VR
technology
affects
students'
motivation
study.
A
comprehensive
analysis
the
literature
up
December
2022
revealed
15
randomized
controlled
trials
or
quasi-experimental
studies.
These
studies
were
also
coded
moderating
effects
their
features,
such
as
types
learner
engagement,
stages,
learning
domains,
technology,
effect
knowledge
types.
results
indicate
large
on
student
engagement
(g=0.85).
Furthermore,
findings
moderator
demonstrate
that
more
significant
impact
cognitive
higher
education
learners,
immersive
experiences,
field
art
education,
procedural
learning.
Journal of Intelligent & Fuzzy Systems,
Год журнала:
2024,
Номер
46(4), С. 9577 - 9590
Опубликована: Март 1, 2024
Music
education
has
a
rich
historical
background.
Nevertheless,
the
introduction
of
modern
teaching
methods
is
relatively
delayed.
In
recent
years,
there
been
remarkable
acceleration
in
advancement
music
education.
A
promising
tool
that
emerged
to
revolutionize
as
whole
Virtual
Reality
(VR)
technology,
which
offers
immersive
and
interactive
experiences
across
various
disciplines.
At
university
level,
integrating
VR
technology
into
opens
up
exciting
opportunities
enhance
practical
provide
students
with
enriched
musical
experiences.
together
Internet
Things
(IoT)
demonstrates
its
capabilities
tasks,
but
widespread
availability
online
learning
remainders
pressing
challenge
needs
be
addressed.
pre-processing,
it
removes
noise
data
using
Dynamic
Context-Sensitive
Filtering
(DCSF).
creates
an
unparalleled
environment,
transporting
virtual
concert
halls,
recording
studios,
or
venues.
Hence
Multiscale
deep
bidirectional
gated
recurrent
neural
Network
(MDBGNN)
improves
course
concept,
like
theory,
harmony,
rhythm
can
visualized
experienced
VR.
Finally,
Dung
Beetle
Optimization
Algorithm
(DBOA)
employed
optimize
weight
parameters
MDBGNN.
The
proposed
MDBGNN-DBO-UMC-VRT
implemented
Python.
method
analysed
help
performance
metrics,
precision,
accuracy,
F1-score,
Recall
(Sensitivity),
Specificity,
Error
rate,
Computation
time
RoC.
attains
13.11%,
18.12%
18.73%
high
specificity,
11.13%,
11.04%
19.51%
lower
computation
Time,
15.29%,
15.365%
14.551%
higher
ROC
13.65%,
15.98%,
17.15%
Accuracy
compared
existing
methods,
such
Enhancing
Vocal
Teaching
through
Fusion
Artificial
Intelligence
Algorithms
Technology
(CNN-UMC-VRT),
Exploring
Efficacy
Augmenting
Art
(BPNN-UMC-VRT)
Implementing
Interactive
Music-Assisted
System
Using
(DNN-UMC-VRT)
respectively.
Although
Virtual
Reality
(VR)
has
accelerated
its
prevalent
adoption
in
emerging
metaverse
applications,
it
is
not
a
fundamentally
new
technology.
On
one
hand,
most
VR
operating
systems
(OS)
are
based
on
off-the-shelf
mobile
OS
(e.g.,
Android).
As
result,
apps
also
inherit
privacy
and
security
deficiencies
from
conventional
apps.
the
other
contrast
to
apps,
can
achieve
immersive
experience
via
diverse
devices,
such
as
head-mounted
displays,
body
sensors,
controllers
though
achieving
this
requires
extensive
collection
of
privacy-sensitive
human
biometrics
hand-tracking
face-tracking
data).
Moreover,
have
been
typically
implemented
by
3D
gaming
engines
Unity),
which
contain
intrinsic
vulnerabilities.
Inappropriate
use
these
technologies
may
incur
leaks
vulnerabilities
although
issues
received
significant
attention
compared
proliferation
In
paper,
we
develop
assessment
tool,
namely
VR-SP
detector
for
The
integrated
program
static
analysis
tools
privacy-policy
methods.
Using
detector,
conduct
comprehensive
empirical
study
500
popular
We
obtain
original
Oculus
SideQuest
app
stores
extract
APK
files
Meta
Quest
2
device.
evaluate
data
analysis,
taint
analysis.
find
that
number
widely
exist
our
results
reveal
conflicting
representations
policies
inconsistencies
actual
with
statements
Based
findings,
make
suggestions
future
development
Journal of Computational Methods in Sciences and Engineering,
Год журнала:
2025,
Номер
unknown
Опубликована: Март 13, 2025
In
today’s
era,
English
learning
is
becoming
more
and
important,
the
combination
of
science
technology
education
has
become
an
important
research
direction.
still
suffering
from
problems
low
efficiency
students’
difficulties.
order
to
solve
this
problem,
we
are
based
on
exploring
development
potential
VR-based
cultural
situational
teaching
model.
study,
investigate
current
status
combining
applying
VR
with
literature
review
method,
then
conducted
a
questionnaire
survey
comprehensively
assess
effect
role
in
learning.
Finally,
conclude
that
good
application
prospect
culture
teaching,
which
can
stimulate
enthusiasm
for
enhance