The concept of using eye-tracking in virtual reality for education has been researched in various fields over the past years. With this review, we aim to discuss the recent advancements and applications in this area, explain the technological aspects, highlight the advantages of this approach and inspire interest in the field. Eye-tracking has already been used in science for many decades and now has been substantially reinforced by the addition of virtual and augmented reality technologies. The first part of the review is a general overview of eye-tracking concepts, technical parts, and their applications. In the second part, the focus shifted toward the application of eye-tracking in virtual reality. The third part, first the description of the recently emerged concept of eye-tracking in virtual reality is given, followed by the current applications to education and studying, which has not been thoroughly described before. We describe the main findings, technological aspects, and advantages of this approach.
The dynamical behavior of networked systems is expected to reflect the properties of their coupling structure. Yet, symmetry-broken solutions often occur in symmetrically coupled networks. An example are so-called solitary states where the dynamics of one network node is different from the synchronized rest. Here, we investigate the structural constraints of networks for the appearance of solitary states. By performing a large number of numerical simulations, we find that such states occur with high probability in asymmetric networks, among them scale-free ones. We analyze the structural properties of the networks that support solitary states. We demonstrate that the minimum neighbor node degree of a solitary node is crucial for the appearance of solitary states. Finally, we perform bifurcation analysis of dimension-reduced systems, which confirm the importance of the connectivity of the neighboring nodes.
The concept of using eye-tracking in virtual reality for education has been researched in various fields over the past years. With this review, we aim to discuss the recent advancements and applications in this area, explain the technological aspects, highlight the advantages of this approach and inspire interest in the field. Eye-tracking has already been used in science for many decades and now has been substantially reinforced by the addition of virtual and augmented reality technologies. The first part of the review is a general overview of eye-tracking concepts and its applications. In the second part, the focus shifted towards application of eye-tracking in virtual reality. The third part is the description of the recently emerged concept of eye-tracking in virtual reality when applied to education and studying, which has not been thoroughly described before. We describe the main findings, technological aspects and advantages of this approach.
Visualization has always been a crucial part of the educational process. Implementing computer algorithms and virtual reality tools into it is vital for the new generation engineers, scientists and researchers. In the field of chemistry education, various software that allow dynamic molecular building and viewing are currently available. These software are now used to enhance the learning process and ensure better understanding of the chemical processes from the visual perspective. The present short communication provides a summary of these applications based on the NarupaXR program, which is a great educational tool that combines the functionality and simple design necessary for an educational tool. NarupaXR is used with a companion application “Narupa Builder'' which requires a different file format, therefore a converter that allows a simple transition between the two extensions has been developed. The converter sufficiently increases the efficiency of the educational process. The automatic converter is freely available on GitLab (https://gitlab.com/teamSCAMT/converter_mol2_to_xml). The current communication provides detailed written instructions that can simplify the installation process of the converter and facilitate the use of both the software and the hardware of the VR set.
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