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2019 2019 IEEE/ACM 4th International Workshop on Emotion Awareness in Software Engineering (SEmotion)  
SE for Practice A Longitudinal Study on the Maintainers' Sentiment of a Large Scale Open Source Ecosystem Fostering Positive Affects in Software Development Environments Using Extended Reality 42 Rohit  ...  University of Munich), Jan Philip Bernius (Technical University of Munich), and Bernd Bruegge (Technical University of Munich) Towards Recognizing the Emotions of Developers Using Biometrics: The Design  ... 
doi:10.1109/semotion.2019.00004 fatcat:g2td4ufnvvfmngwtjxupf7sqqm

Challenges and Opportunities of Mixed Reality Systems in Education

Pascal Knierim, Thomas Kosch, Matthias Hoppe, Albrecht Schmidt
2018 Mensch & Computer  
However, the development of compelling mixed reality applications that foster enhanced knowledge transfer lags behind.  ...  Mixed reality gained much research attention in recent years due to the availability of capable hardware.  ...  MR displays in combination with sensors allows us to extend the human vision and visualize in-depth details of learning material in place of occurrence.  ... 
doi:10.18420/muc2018-ws07-0471 dblp:conf/mc/KnierimKH018 fatcat:quqczv7i3nd7xayzwyuo5q5oge

Virtual Reality for Experiential Education: A User Experience Exploration

Christian Schott, Stephen Marshall
2020 Australasian Journal of Educational Technology  
The trial of a VR-based experiential education tool followed by semi-structured interviews revealed many positive user perspectives that lend strong support for the technology's use for experiential education  ...  The UX framework contributes a deeper analysis of the positive and negative experiences by applying the three UX facets, beyond instrumental facet, emotion & affect facet, and the experiential facet, which  ...  stakeholders in the reality-informed environment being explored.  ... 
doi:10.14742/ajet.5166 fatcat:tupmmrtmzffkza5r26rjn6rbeu

Using Visualization of Convolutional Neural Networks in Virtual Reality for Machine Learning Newcomers

Nadine Meissler, Annika Wohlan, Nico Hochgeschwender, Andreas Schreiber
2019 2019 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR)  
For that purpose, we examine how CNNs can be visualized in Virtual Reality (VR), as a virtual environment offers the opportunity to focus users on content through effects such as immersion and presence  ...  Software systems and components are increasingly based on machine learning methods, such as Convolutional Neural Networks (CNNs).  ...  Those emotional responses not only foster an increased use but positively influences affective and cognitive factors such as learning outcome [23] .  ... 
doi:10.1109/aivr46125.2019.00031 dblp:conf/aivr/MeisslerWHS19 fatcat:357obp4xwfbftoq3g27ikkp5nq

Astrojumper

Samantha Finkelstein, Andrea Nickel, Tiffany Barnes, Evan A. Suma
2010 Proceedings of the 28th of the international conference extended abstracts on Human factors in computing systems - CHI EA '10  
To address the problem of motivation, we have developed Astrojumper, a stereoscopic virtual reality exergame which was designed to fit the needs of children with autism.  ...  Preliminary playtesting of Astrojumper has been positive, and we plan to run an extensive evaluation assessing the effectiveness of this system on children with and without autism.  ...  We believe that a virtual reality exergame may be a successful motivation for children with autism to engage in exercise, helping to reduce their meltdowns and foster academic development.  ... 
doi:10.1145/1753846.1754124 dblp:conf/chi/FinkelsteinNBS10 fatcat:sltgs7gbhfektkq3uktovut4dq

Augmented Reality and Its Influence on Cognitive Thinking in Learning

Caroline Kairu
2021 American Journal of Educational Research  
There will be a discussion on the gaps in research on augmented reality in higher education and best practices on the use of augmented reality.  ...  An increase in patients' cognitive processes using augmented reality in the medical industry where patients use augmented reality tasks to regain cognition, mobility, and ability to perform basic human  ...  The portable software platform in the augmented reality games allows developers to create cost-effective reality simulation games.  ... 
doi:10.12691/education-9-8-6 fatcat:yqdx35m7d5gkte6fymplnl3doe

Experiencing the Sense of Presence within an Educational Desktop Virtual Reality

Borbála Berki
2020 Acta Polytechnica Hungarica  
This study examines the sense of presence in MaxWhere desktop virtual reality. Thirty-one people participated in the research. The participants spend about fifteen minutes in the virtual environment.  ...  For measuring presence, the Igroup Presence Questionnaire (IPQ) was used. The results showed that more automatic navigation positively relates to spatial presence.  ...  The learning outcome is affected by the presence: they have a positive relationship in just a ten minute session [23] .  ... 
doi:10.12700/aph.17.2.2020.2.14 fatcat:rnoq4y22zvfqzcbc645ahu3hdu

Developing Music Harmony Awareness in Young Students through an Augmented Reality Approach

Federico Avanzini, Adriano Baratè, Mauro Cottini, Luca Andrea Ludovico, Marcella Mandanici
2020 Proceedings of the 4th International Conference on Computer-Human Interaction Research and Applications  
Thus the application not only fosters music education activities in the classroom, but also extends them outside the school times and places, promoting educational practices in informal and private contexts  ...  This paper presents AREmbody, an augmented-reality mobile application for the development of tonal harmony awareness.  ...  app for iOS that we designed and developed with the aim to foster music harmony awareness in young students; finally, in Section 5 we will draw conclusions.  ... 
doi:10.5220/0010144700560063 dblp:conf/chira/AvanziniBCLM20 fatcat:4qjbq5poynh4reh4goweqroefa

A Framework for Extended Reality System Development in Manufacturing

Liang Gong, Asa Fast-Berglund, Bjorn Johansson
2021 IEEE Access  
This paper presents a framework for developing extended reality (XR) systems within manufacturing context.  ...  INDEX TERMS Extended reality, virtual reality, mixed reality, augmented reality, virtual manufacturing.  ...  SOFTWARE FOR EXTENDED REALITY The XR systems used in manufacturing are developed using various software.  ... 
doi:10.1109/access.2021.3056752 fatcat:fakp5s2tkzbtraytw7kmq4fqce

Virtual Reality Classrooms Strategies For Creating A Social Presence

Elizabeth M. Hodge, M.H.N. Tabrizi, Mary A. Farwell, Karl L. Wuensch
2007 Zenodo  
Furthermore, the project was designed to integrate both interactive (real-time) classes conducted in the Virtual Reality (VR) environment while also creating archived VR sessions for student use in retaining  ...  With this in mind the research project was developed to investigate the use of virtual environments on student satisfaction and the effectiveness of course delivery.  ...  Students view lectures online in a virtual reality environment setting.  ... 
doi:10.5281/zenodo.1059836 fatcat:pkw2rydvbbh5ha6qcfd64n247a

Workshop on Virtual and Augmented Reality in Everyday Context (VARECo)

Benjamin Weyers, Daniel Zielasko, Alexander Kulik, Eike Langbehn, Markus Funk
2019 Mensch & Computer  
The workshop is meant as a forum for researchers and practitioners interested in the investigation of open questions in the use of VR and AR technology in everyday context.  ...  The workshop is comprised of a paper session for the presentation of current and ongoing work as well as an interactive session, in which open research questions in this addressed context will be identified  ...  Markus is interested in using Virtual Reality for education and is further researching how Virtual Reality can be made more immersive by using haptic feedback.  ... 
doi:10.18420/muc2019-ws-120 dblp:conf/mc/WeyersZKLF19 fatcat:aaiimw7scvfq3i6ufyfnf3yc7u

Augmented and Mixed Reality in Language Learning

Panagiotis Panagiotidis
2021 European Journal of Education  
The use of Extended Reality technologies in education, and especially in language learning, has attracted the interest of language experts for the last 15 years.  ...  Towards this end, AR/MR technologies, the theoretical bases of their use in language education, as well as the available for each technology hardware and software solutions are presented in more detail  ...  In this paper, the theoretical bases of Augmented and Mixed Reality use in language education, as well as the available for its technology hardware and software solutions, are presented in more detail.  ... 
doi:10.26417/501ibq23c fatcat:h6qpomqu7fcvvlx66mlnfw3aru

The Role of Emotion, Values, and Beliefs in the Construction of Innovative Work Realities [chapter]

Isabel Ramos, Daniel M. Berry, João Á. Carvalho
2002 Lecture Notes in Computer Science  
drive organizational human action is needed in order to invent the requirements of such a software system.  ...  This paper argues that (1) for an organization, a software system implements a shared vision of a future work reality and that (2) understanding the emotions, feelings, values, beliefs, and interests that  ...  The beliefs that a person holds about the reality in which he lives define for him the nature of that reality, his position in it, and the range of possible relationships to that reality and its parts  ... 
doi:10.1007/3-540-46019-5_22 fatcat:vr6b3ozzijftdkgfi54t3vshhy

roomXT: Advanced Video Communication for Joint Dining over a Distance

Felix Heidrich, Carsten Roecker, Kai Kasugai, Peter Russell, Martina Ziefle
2012 Proceedings of the 6th International Conference on Pervasive Computing Technologies for Healthcare  
The dinner table is visually extended into the virtual environment in which a live video stream of the dining partner is shown.  ...  This paper illustrates the development of the roomXT system, a mixed reality communication system for the home domain.  ...  In this case, a cumbersome green-screen setup would not be necessary and users at both ends could have a more similar experience. 3) Software Infrastructure: We developed a Java software that is used for  ... 
doi:10.4108/icst.pervasivehealth.2012.248679 dblp:conf/ph/HeidrichKRRZ12 fatcat:iz33efjkvreabe4u3utofkiaqu

Design Patterns for Augmented Reality Learning Games [chapter]

Felix Emmerich, Roland Klemke, Thomas Hummes
2017 Lecture Notes in Computer Science  
With this paper, we aim to provide a step towards the structured use of design patterns for sensor-based AR games, which can also inform general application development in the field of AR.  ...  Augmented Reality (AR) is expected to receive a major uptake with the recent availability of high quality wearable AR devices such as Microsoft's Hololens.  ...  Game design patterns have been used to map cognitive and affective learning outcomes in AR games for learning [23] .  ... 
doi:10.1007/978-3-319-71940-5_15 fatcat:mudetvthifcwrgztruzvw4qpiy
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