Virtual Reality and Mixed Reality for Virtual Learning Environments
By Zhigeng Pan, Adrian David Cheok, Hongwei Yang, Jiejie Zhu, Jiaoying Shi. International Conference on E-learning and Games, 2006
633 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/c73c5273f50e514565a454df3c473c194757b373
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Hsiu-Mei Huang
- Ulrich Rauch
- Shu-Sheng Liaw
- Sergio Ibáñez-Sánchez
- Carlos Flavián
- Eleonora Pantano
- V. Potkonjak
- Carlos Orús
Citations in the corpus
- Virtual laboratories for education in science, technology, and engineering: A review (2016, background): “An important role of the VLE is that it helps in improving the students’/learners’ ability of analyzing problems and exploring new concepts (Pan et al., 2006).”
- Virtual reality and augmented reality in social learning spaces: a literature review (2020, background): “As noted by several researchers, one of the main advantages of VR is the use of embodied interaction, whereby users feel as if they are strongly connected to their avatars within a virtual environment (Ahn and Bailenson 2011; Dede 2009; Johnson-Glenberg 2018; Pan et al. 2006; Wu et al. 2013).”
- Virtual Reality and Its Applications in Education: Survey (2019, background): “…by a student/requires the participation of a teacher/requires a group of students), the final user (for teacher/for student), the purpose (to learn/to practice/to check the knowledge/to present the knowledge) and the place of use (at home/in the classroom/in specific laboratory) [62–68].”
- The impact of virtual, augmented and mixed reality technologies on the customer experience (2019, background): “Thus, MR was conceived as the different points of the continuum at which real and virtual objects were merged (Milgram & Kishino, 1994; Pan, Cheok, Yang, Zhu, & Shi, 2006; Tamura, Yamamoto, & Katayama, 2001).”
- Enhancing the online decision-making process by using augmented reality: A two country comparison of youth markets (2017, background): “Prior studies showed the usefulness of these new worlds for enhancing the education process, by providing an entertaining context for learners able to maximize the knowledge transfer of complex concepts (Kaufmann and Schmalstieg, 2003; Pan et al., 2006).”
- EEG-Based Emotion Recognition: A State-of-the-Art Review of Current Trends and Opportunities (2020, background): “…of virtual computer graphic objects into a real three-dimensional scene, or alternatively the inclusions of real-world environment elements into a virtual environment [83]. rise of personal mobile devices [84] especially in 2010 accelerated the growth of AR applications in many [84–87].”
- Investigating learners' attitudes toward virtual reality learning environments: Based on a constructivist approach (2010, background): “Virtual reality (VR) is understood as the use of 3D graphic systems in combination with various interface devices to provide the effect of immersion in an interactive virtual environment (Pan et al., 2006).”
- Augmented reality to promote collaborative and autonomous learning in higher education (2015, background): “Following this trend, Pan, Cheok, Yang, Zhu, and Shi (2006) have already demonstrated that virtual learning applications may provide the adequate tools that allow users to learn in a quick and efficient way, interacting with virtual environments.”