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Are We Ready for a VR Classroom?: A Review of Current Designs and a Vision of Future Virtual Reality Classrooms

Published: 26 September 2019 Publication History

Abstract

With the advance of head-mounted virtual reality technology and their lower cost, it is foreseeable that an online course can be delivered in a virtual reality (VR) classroom. This paper introduces head-mounted VR technology, discusses the current designs of VR applications, and depicts a vision of future VR classrooms.

References

[1]
P. Pazour; A. Janecek; H. Hlavacs. "Virtual Reality Conferencing" Proceedings of 2018 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR).
[2]
K. Oiwake; K. Komiya; H. Akasaki; T. Nakajima. "VR Classroom: Enhancing Learning Experience with Virtual Classrooms" 2018 Eleventh International Conference on Mobile Computing and Ubiquitous Network (ICarnegie Mellon University).

Cited By

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  • (2025)Beyond trust: exploring contextual influences on embodiment technologyLearning, Media and Technology10.1080/17439884.2024.2449466(1-14)Online publication date: 15-Feb-2025
  • (2024)Attention Guidance In The Wild: An Experiment Testing Visual Guidance Cues for VR Field Trips at High Schools2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW62533.2024.00035(173-179)Online publication date: 16-Mar-2024
  • (2023)The research on the self-regulation strategies support for virtual interactionMultimedia Tools and Applications10.1007/s11042-023-17519-883:16(49723-49747)Online publication date: 3-Nov-2023
  • Show More Cited By

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  1. Are We Ready for a VR Classroom?: A Review of Current Designs and a Vision of Future Virtual Reality Classrooms

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    Published In

    cover image ACM Conferences
    SIGITE '19: Proceedings of the 20th Annual SIG Conference on Information Technology Education
    September 2019
    206 pages
    ISBN:9781450369213
    DOI:10.1145/3349266
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 26 September 2019

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    Author Tags

    1. future classrooms
    2. online learning
    3. virtual reality
    4. vr classroom

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    SIGITE '19 Paper Acceptance Rate 23 of 57 submissions, 40%;
    Overall Acceptance Rate 176 of 429 submissions, 41%

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    Cited By

    View all
    • (2025)Beyond trust: exploring contextual influences on embodiment technologyLearning, Media and Technology10.1080/17439884.2024.2449466(1-14)Online publication date: 15-Feb-2025
    • (2024)Attention Guidance In The Wild: An Experiment Testing Visual Guidance Cues for VR Field Trips at High Schools2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW62533.2024.00035(173-179)Online publication date: 16-Mar-2024
    • (2023)The research on the self-regulation strategies support for virtual interactionMultimedia Tools and Applications10.1007/s11042-023-17519-883:16(49723-49747)Online publication date: 3-Nov-2023
    • (2020)Acceptability of High School class in VR and its Evaluation2020 24th International Conference Information Visualisation (IV)10.1109/IV51561.2020.00044(220-225)Online publication date: Sep-2020

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