Understanding Virtual Reality
By A. Cawkell. J. Documentation, 2003
319 citations recorded by the source corpus.
Subfields: Computer Vision and Pattern Recognition, Mechanical Engineering, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/1335247b326c5e468202d7d92844e22703f076cc
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In Computer Vision and Pattern Recognition
In Mechanical Engineering
In Human-Computer Interaction
Citations in the corpus
- Investigating learners' attitudes toward virtual reality learning environments: Based on a constructivist approach (2010, methodology): “VR technologies that support immersive learning are seen as having great potential for social scaffolding in cooperative/collaborative learning (Hodge, Tabrizi, Farwell, & Wuensch, 2008; Sherman & Craig, 2003).”
- An Augmented Reality-based Mobile Learning System to Improve Students' Learning Achievements and Motivations in Natural Science Inquiry Activities (2014, background): “For example, Chu, Hwang, Huang, and Wu (2008) developed a learning system that guided students to learn about the characteristics and life cycle of plants on a school campus using mobile communication and RFID (Radio Frequency Identification).”
- Immersive Virtual Reality Serious Games for Evacuation Training and Research: A Systematic Literature Review (2018, background): “Therefore, IVR has the potential to allow participants to behave and react as close as possible to reality (Sherman & Craig, 2003).”
- Definition, framework and research issues of smart learning environments - a context-aware ubiquitous learning perspective (2014, background): “However, for a smart learning environment, these currently popular technologies might not be good enough (Sherman and Craig 2003).”