2021 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR) 2021
DOI: 10.1109/aivr52153.2021.00060
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ScienceVR: A Virtual Reality Framework for STEM Education, Simulation and Assessment

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Cited by 10 publications
(16 citation statements)
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“…A recent study by Kuznetcova and colleagues [ 32 ] showed that VR intervention improved middle school students’ visuospatial self-efficacy. Another related study involving three comparison groups (i.e., VR, Desktop VR, and 2D) showed increased usability and learning outcomes for the immersive VR group as compared to the other groups [ 33 ]. Virtual reality training has also been used to promote spatial ability in older adults with mild cognitive impairment [ 34 ], allocentric space representations in young males [ 35 ], as well as spatial visualization and mental rotation in a controlled experiment [ 12 ].…”
Section: Literature Reviewmentioning
confidence: 99%
“…A recent study by Kuznetcova and colleagues [ 32 ] showed that VR intervention improved middle school students’ visuospatial self-efficacy. Another related study involving three comparison groups (i.e., VR, Desktop VR, and 2D) showed increased usability and learning outcomes for the immersive VR group as compared to the other groups [ 33 ]. Virtual reality training has also been used to promote spatial ability in older adults with mild cognitive impairment [ 34 ], allocentric space representations in young males [ 35 ], as well as spatial visualization and mental rotation in a controlled experiment [ 12 ].…”
Section: Literature Reviewmentioning
confidence: 99%
“…The five studies were preceded by a prestudy, in which we asked participants to create a group name and a creative team logo together. The prestudy enabled participants to familiarize themselves with and acclimate to the computermediated environment to be used during the main studies, something we considered particularly important for the usage of virtual-reality headsets in the metaverse setting (for a similar approach, see Qorbani et al, 2021). This approach should also minimize potential ordering effects due to unfamiliarity and insecurity with the headsets.…”
Section: A Series Of Five Studies: Timeline Settings and Study Designsmentioning
confidence: 99%
“…Accessibility issues in VR and AR were identified as a noticeable study gap in several literature reviews over the past decade [4] [5][6] [7]. As the population of people with a disability grows [8][9] [10], there is a very limited pool of research addressing barriers for students with disabilities in science laboratories, or best practices for facilitating accessibility in the laboratory environment [11].…”
Section: Improving Accessibility Of Elevation Control In An Immersive...mentioning
confidence: 99%