2021 7th International Conference of the Immersive Learning Research Network (iLRN)

                    View 2021 7th International Conference of the Immersive Learning Research Network (iLRN)

Conference Theme: Transcend: Accelerating Learning Engagement in XR across Time, Place, and Imagination

Transcendence is perhaps life’s highest calling. During times of difficulty such as the one facing humanity now with the global Pandemic, we are called to be resolute in surviving, sure, but also to go beyond and help others, to use what’s available to us now in ways that will help us go far beyond what we’ve done before. Envisioning what’s possible under truly challenging circumstances is a high calling for educators: the creation of a future where all may prosper. Transcendence is also inherent in the ultimate role of Science, itself, proven by History in enabling us over time to see what it is true and to leverage our knowledge for the betterment of humankind and the world. Transcendence is work but it’s also leveraged by vision and hope – the source of which is often found throughout the Arts and Humanities – in design, illustration, music, performance, and inspirational events coordination.

At iLRN 2021, we call on the many kinds of experts involved in Immersive Learning to envision how we might use these powerful new XR tools and the emergent knowledge of How People Learn to transform learning, working, play, and our communities. We call on the experts of these disciplines to envision ways of working together to better engage in our work in ways befitting the world we live in – and the world we could build together with vision, integrity, and collaborative discipline.

Transcendence is about SEEING things that we could not see before. Showing students a vision of the cosmos – or the micro-worlds of life living in a drop of rainwater; of displaying the invisible but nevertheless powerful connections between complex and abstract realities at work in the modern world. Making consequences tangible and impacts visible through augmented and virtual reality may provide humanity with whole new sets of powerful ways to give people the perspective and capacity to make better decisions and navigate the complex interconnected modern world.

We are all pulled toward envisioning a better world. After a dark Winter, the Spring. Help iLRN play a role in helping shine a light toward ways we might go beyond our past and create in the future something new and full of possibilities for tomorrow’s learners.

Join the community at iLRN 2021 and help us envision and create the future. TRANSCEND.

This Academic Proceedings volume is part of the Academic Track and is published by IEEE.

To access the full documents please visit IEEE's website: https://ieeexplore.ieee.org/xpl/conhome/9459238/proceeding.

Editors

  • Daphne Economou, University of Westminster, UK
  • Anasol Peña-Rios, British Telecom Research Labs, UK
  • Andreas Dengel, Goethe Universität Frankfurt am Main, Germany
  • Heather Dodds, Independent Consultant, USA
  • Markos Mentzelopoulos, University of Westminster, UK
  • Alexander Klippel, The Pennsylvania State University, USA 
  • Kai Erenli, University of Applied Sciences bfi Vienna, Austria
  • Mark J. Lee, Charles Sturt University, Australia and Immersive Learning Research Network, USA
  • Jonathon Richter, iLRN President and CEO, USA

ISBN 978-1-7348995-2-8/21

Copyright ©2021 - IEEE. For reprints and permissions policies please visit IEEE's website.

The papers in this publication reflect the authors' opinions. Their inclusion in this publication does not necessarily constitute endorsement by the editors or the Immersive Learning Research Network.

To cite this volume please use the recommended format:

Economou, D., Dengel, A., Peña-Rios, A., Doods, H., Mentzelopoulos, M., Klippel, A., Erenli, K., Lee, M. J. W. & Richter, J. (Eds.) (2021). Immersive Learning Research Network. Proceedings of 7th International Conference, iLRN 2021, Online, May 17 - June 10, 2021. Immersive Learning Research Network. ISBN 978-1-7348995-2-8/21

For more information on the Academic Proceedings please visit https://publications.immersivelrn.org/index.php/academic.

For more information on the Practitioner Proceedings please visit https://publications.immersivelrn.org/index.php/practitioner.

Published: 30-07-2021

Conference Proceeedings

  • Engagement in In-Game Questionnaires - Perspectives from Users and Experts

    Alexander Steinmaurer, Martin Sackl, Christian Gutl
    7-13
    DOI: https://doi.org/10.56198/6wdd6n12
  • Evaluation Design Methodology for an AR App for English Literacy Skills

    Jennifer Tiede, Silke Grafe, Farzin Matin, Eleni Mangina, Rita Treacy
    14-18
    DOI: https://doi.org/10.56198/8vs82c68
  • Using Support Vector Machine on EEG Signals for College Students' Immersive Learning Evaluation

    Boxin Wan, Wenshan Huang, Ludi Bai, Junqi Guo
    19-23
    DOI: https://doi.org/10.56198/c9xpcq87
  • Work-in-Progress—Design Method of a Real-Time Monitoring System for ICT Evaluation Process in Education Based on CesiumJS 3D Visualization

    Chen Wu, Meng Chen, Di Wu, Jiman Ma, Jian Xu, Binbin Ma
    24-26
    DOI: https://doi.org/10.56198/mpxc8x44
  • MAD Learn: An Evidence-based Affordance Framework to Assessing Learning Apps

    Christothea Herodotou
    27-34
    DOI: https://doi.org/10.56198/n33av873
  • Great Paintings in Fully Immersive Virtual Reality

    Hubert Cecotti
    35-42
    DOI: https://doi.org/10.56198/7v8tcd18
  • Alternative Design For An Interactive Exhibit Learning In Museums: How Does User Experience Differ Across Different Technologies-VR, Tangible, And Gesture

    Pornphan Phichai, Julie Williamson, Matthew Barr
    43-50
    DOI: https://doi.org/10.56198/5jy7h986
  • Communal Spaces as Ludic Resources of Learning with Augmented Reality and Board Games

    Kenneth Y T Lim, Yuk Yi Wong, Ahmed Hazyl Hilmy
    51-55
    DOI: https://doi.org/10.56198/sw9j8232
  • Comparison of Direct and Vicarious VR Learning Experience: A Perspective from Accessibility and Equity

    Gege Li, Heng Luo, Shaopeng Hou, Min Zhu
    56-60
    DOI: https://doi.org/10.56198/1a87mq46
  • Inclusive VR through Inclusive Co-Design with Neurodiverse Learners

    Ibrahim Dahlstrom-Hakki, Teon Edwards, Jamie Larsen, Zachary Alstad, Gerald Belton, Daniel Lougen, Daniel Santana
    61-65
    DOI: https://doi.org/10.56198/ysgp7045
  • Work-in-Progress—Integrated Reading Assistance in an Immersive Environment

    Kojiro Yano
    66-68
    DOI: https://doi.org/10.56198/5fe37523
  • Work-In-Progress—Exploring VR Conference Navigation Employing Audio Cues

    Gil Robern, Alvaro Uribe-Quevedo, Mahadeo Sukhai, Peter Coppin, Teresa Lee, Robert Ingino
    69-71
    DOI: https://doi.org/10.56198/pbmrvj10
  • Immersive Technology in the Public School Classroom: When a Class Meets

    Samuel Williams, Rowena Enatsky, Holly Gillcash, James J. Murphy, Denis Gracanin
    72-79
    DOI: https://doi.org/10.56198/g6e1sc87
  • Project Learn&Play: Piloting a Game-based Instruction for Students in Comparison to an Engineering Lecture

    Anna Seidel, Franziska Weidle, Claudia Börner
    80-84
    DOI: https://doi.org/10.56198/vrtweg57
  • Interactive Game-Based Exploration of an Underwater Paleontological Site

    Corly Huang, Qiming Chen, Vid Petrovic, Dominique Rissolo, Leanne Chukoskie
    85-89
    DOI: https://doi.org/10.56198/jkw0an62
  • Work-In-Progress—Mathstation – A Grade School Math Supplement Serious Game

    David A. Plecher, Jonathan Borowski
    90-92
    DOI: https://doi.org/10.56198/sdshdr06
  • Work-in-Progress—AR-supported Collaborative Game for Understanding Complex Systems

    Man Su
    93-95
    DOI: https://doi.org/10.56198/hyetdb64
  • Work-in-Progress—The Use of Plane-Detection Augmented Reality in Learning Geometry

    Hunhui Na
    96-98
    DOI: https://doi.org/10.56198/pzxexz70
  • Work-in-Progress—Plant Cell Biology Education Using Advanced 3D Technologies for K–12 Students

    Sayuri Tanabashi
    99-101
    DOI: https://doi.org/10.56198/v3vvqn63
  • Work-in-Progress—Specific Heat of Water Experiment: Augmented Reality Chemistry Lab

    Ryan Wirjadi, Alex Vuong, Frank Liu, Robert LiKamWa
    102-104
    DOI: https://doi.org/10.56198/x7zed438
  • Work-in-Progress–Watershed Explorers: Designing a Virtual Reality Game to Promote Local Watershed Literacy

    Robson Araujo-Junior, Alec Bodzin, Thomas Hammond, David Anastasio, Beigie Lam, Jeremy Mack, Daphne Mayer, Robert Neitz, Kate Semmens, Chad Schwartz, Jason Slipp
    105-107
    DOI: https://doi.org/10.56198/gqvn2b36
  • Work-in-Progress—Game Design Informed by Learning Progressions for Science Practices

    Shari J. Metcalf, Amanda Sommi, Sima Haddadin, Jennifer Scianna, David Gagnon
    108-110
    DOI: https://doi.org/10.56198/tdr6pt94
  • Work-in-Progress—Building WaterWays: Investigating AR for Environmental Education

    Corrine J. Brenner, Jessica Ochoa Hendrix, Mandë Holford
    111-113
    DOI: https://doi.org/10.56198/ppxn8w56
  • Work-in-Progress—Design and Evaluation of Mixed Reality Programs for Cybersecurity Education

    Chien Chung Shen, Yan-Ming Chiou, Chrystalla Mouza, Teomara Rutherford
    114-116
    DOI: https://doi.org/10.56198/sqfa9y10
  • Doctoral Colloquium—Pandemic Pirouettes: AR Ballet Exploring Data Ethics for the Computing Classroom

    Genevieve Smith Nunes, Alex Shaw
    117-119
    DOI: https://doi.org/10.56198/m141jq09
  • Doctoral Colloquium—Immersive Media in Remote Schooling: “I Was Surprised at How Engaged I Was”

    Eileen McGivney
    120-122
    DOI: https://doi.org/10.56198/hkp26c13
  • Game-Based Religion Education In Virtual Environments: A Pilot Study

    Verena Wetzel, Andreas Dengel
    123-127
    DOI: https://doi.org/10.56198/b0a5z410
  • Learning Organology in Virtual Environments: A Pilot Study for Virtual Music Education

    Marie Haferkamp, Andreas Dengel
    128-132
    DOI: https://doi.org/10.56198/bst84y27
  • Work-in-Progress—Language, Culture, and Heritage: The VR Experience The Book of Distance and Teaching the Family Folklore Project

    Rachel R. Tatro-Duarte, Charles W. MacQuarrie
    133-135
    DOI: https://doi.org/10.56198/xp8d5f05
  • Doctoral Colloquium—VeRdict: Imbuing VR Language Learning Applications with Dictionary Functionality

    Louis Lecailliez, Noel H. Vincent
    136-138
    DOI: https://doi.org/10.56198/6bvsmb47
  • Gamification in Mixed-Reality Exergames for Older Adult Patients in a Mobile Immersive Diagnostic Center: A Pilot Study in the BewARe Project.

    Ilona Buchem, Kristian Hildebrand, Susan Vorwerg, Oskar Stamm, Yvonne Bialek
    139-146
    DOI: https://doi.org/10.56198/bvm41v30
  • Virtual Reality Applications for the Treatment of Anxiety and Mental Disorders

    Saeed Safikhani, Johanna Pirker, Selina Christin Wriessnegger
    147-154
    DOI: https://doi.org/10.56198/2mq36s49
  • COVIDCampus Game: Making Safer Choices

    Mina C. Johnson-Glenberg, Ricardo Nieland Zavala, Hector Taylor, Mehmet Kosa, Apostol Xavier, Hannah Bartolomea, Don Balanzat, Jude Rayan, Anoosh Kapadia
    155-162
    DOI: https://doi.org/10.56198/srg4a624
  • A Medical Ontology Informed User Experience Taxonomy to Support Co-creative Workflows for Authoring Mixed Reality Medical Education Spaces

    Panagiotis E. Antoniou, Panagiotis-Marios Filippidis, Evangelos Chondrokostas, Panagiotis D. Bamidis, Charalampos Bratsas
    163-170
    DOI: https://doi.org/10.56198/5c2e5x95
  • An Academic Conference in Virtual Reality?— Evaluation of a SocialVR Conference

    Miriam Mulders, Raphael Zender
    1-6
    DOI: https://doi.org/10.56198/
  • Engagement in In-Game Questionnaires - Perspectives from Users and Experts

    Alexander Steinmaurer, Martin Sackl, Christian Gutl
    7-13
    DOI: https://doi.org/10.56198/
  • Evaluation Design Methodology for an AR App for English Literacy Skills

    Jennifer Tiede, Silke Grafe, Farzin Matin, Eleni Mangina, Rita Treacy
    14-18
    DOI: https://doi.org/10.56198/
  • Using Support Vector Machine on EEG Signals for College Students' Immersive Learning Evaluation

    Boxin Wan, Wenshan Huang, Ludi Bai, Junqi Guo
    19-23
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—Design Method of a Real-Time Monitoring System for ICT Evaluation Process in Education Based on CesiumJS 3D Visualization

    Chen Wu, Meng Chen, Jian Xu, Di Wu, Binbin Ma, Jiman Ma
    24-26
    DOI: https://doi.org/10.56198/
  • MAD Learn: An Evidence-based Affordance Framework to Assessing Learning Apps

    Christothea Herodotou
    27-34
    DOI: https://doi.org/10.56198/
  • Great Paintings in Fully Immersive Virtual Reality

    Hubert Cecotti
    35-42
    DOI: https://doi.org/10.56198/
  • Alternative Design For An Interactive Exhibit Learning In Museums: How Does User Experience Differ Across Different Technologies-VR, Tangible, And Gesture

    Pornphan Phichai, Julie Williamson, Matthew Barr
    43-50
    DOI: https://doi.org/10.56198/
  • Communal Spaces as Ludic Resources of Learning with Augmented Reality and Board Games

    Kenneth Y T Lim, Yuk Yi Wong, Ahmed Hazyl Hilmy
    51-55
    DOI: https://doi.org/10.56198/
  • Comparison of Direct and Vicarious VR Learning Experience: A Perspective from Accessibility and Equity

    Gege Li, Heng Luo, Shaopeng Hou, Min Zhu
    56-60
    DOI: https://doi.org/10.56198/
  • Inclusive VR through Inclusive Co-Design with Neurodiverse Learners

    Ibrahim Dahlstrom-Hakki, Teon Edwards, Jamie Larsen, Zachary Alstad, Gerald Belton, Daniel Lougen, Daniel Santana
    61-65
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—Integrated Reading Assistance in an Immersive Environment

    Kojiro Yano
    66-68
    DOI: https://doi.org/10.56198/
  • Work-In-Progress—Exploring VR Conference Navigation Employing Audio Cues

    Gil Robern, Alvaro Uribe-Quevedo, Mahadeo Sukhai, Peter Coppin, Teresa Lee, Robert Ingino
    69-71
    DOI: https://doi.org/10.56198/
  • Immersive Technology in the Public School Classroom: When a Class Meets

    Samuel Williams, Denis Gracanin, Rowena Enatsky, Holly Gillcash, James J. Murphy
    72-79
    DOI: https://doi.org/10.56198/
  • Project Learn&Play: Piloting a Game-based Instruction for Students in Comparison to an Engineering Lecture

    Anna Seidel, Franziska Weidle, Claudia Börner
    80-84
    DOI: https://doi.org/10.56198/
  • Interactive Game-Based Exploration of an Underwater Paleontological Site

    Corly Huang, Qiming Chen, Vid Petrovic, Dominique Rissolo, Leanne Chukoskie
    85-89
    DOI: https://doi.org/10.56198/
  • Work-In-Progress—Mathstation – A Grade School Math Supplement Serious Game

    David A. Plecher, Jonathan Borowski
    90-92
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—AR-supported Collaborative Game for Understanding Complex Systems

    Man Su
    93-95
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—The Use of Plane-Detection Augmented Reality in Learning Geometry

    Hunhui Na
    96-98
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—Plant Cell Biology Education Using Advanced 3D Technologies for K–12 Students

    Sayuri Tanabashi
    99-101
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—Specific Heat of Water Experiment: Augmented Reality Chemistry Lab

    Ryan Wirjadi, Alex Vuong, Frank Liu, Robert LiKamWa
    102-104
    DOI: https://doi.org/10.56198/
  • Work-in-Progress–Watershed Explorers: Designing a Virtual Reality Game to Promote Local Watershed Literacy

    Robson Araujo-Junior, Alec Bodzin, Thomas Hammond, David Anastasio, Beigie Lam, Jeremy Mack, Daphne Mayer, Robert Neitz, Kate Semmens, Chad Schwartz, Jason Slipp
    105-107
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—Game Design Informed by Learning Progressions for Science Practices

    Shari J. Metcalf, Amanda Sommi, Sima Haddadin, Jennifer Scianna, David Gagnon
    108-110
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—Building WaterWays: Investigating AR for Environmental Education

    Corrine J. Brenner, Jessica Ochoa Hendrix, Mandë Holford
    111-113
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—Design and Evaluation of Mixed Reality Programs for Cybersecurity Education

    Chien Chung Shen, Yan-Ming Chiou, Chrystalla Mouza, Teomara Rutherford
    114-116
    DOI: https://doi.org/10.56198/
  • Doctoral Colloquium—Pandemic Pirouettes: AR Ballet Exploring Data Ethics for the Computing Classroom

    Genevieve Smith Nunes, Alex Shaw
    117-119
    DOI: https://doi.org/10.56198/
  • Doctoral Colloquium—Immersive Media in Remote Schooling: “I Was Surprised at How Engaged I Was”

    Eileen McGivney
    120-122
    DOI: https://doi.org/10.56198/
  • Game-Based Religion Education In Virtual Environments: A Pilot Study

    Verena Wetzel, Andreas Dengel
    123-127
    DOI: https://doi.org/10.56198/
  • Learning Organology in Virtual Environments: A Pilot Study for Virtual Music Education

    Marie Haferkamp, Andreas Dengel
    128-132
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—Language, Culture, and Heritage: The VR Experience The Book of Distance and Teaching the Family Folklore Project

    Rachel R. Tatro-Duarte, Charles W. MacQuarrie
    133-135
    DOI: https://doi.org/10.56198/
  • Doctoral Colloquium—VeRdict: Imbuing VR Language Learning Applications with Dictionary Functionality

    Louis Lecailliez, Noel H. Vincent
    136-138
    DOI: https://doi.org/10.56198/
  • Gamification in Mixed-Reality Exergames for Older Adult Patients in a Mobile Immersive Diagnostic Center: A Pilot Study in the BewARe Project.

    Ilona Buchem, Kristian Hildebrand, Susan Vorwerg, Yvonne Bialek, Oskar Stamm
    139-146
    DOI: https://doi.org/10.56198/
  • Virtual Reality Applications for the Treatment of Anxiety and Mental Disorders

    Saeed Safikhani, Johanna Pirker, Selina Christin Wriessnegger
    147-154
    DOI: https://doi.org/10.56198/
  • COVIDCampus Game: Making Safer Choices

    Mina C. Johnson Glenberg, Mehmet Kosa, Don Balanzat, Ricardo Nieland Zavala, Xavier Apostol, Jude Rayan, Hector Taylor, Hannah Bartolomea, Anoosh Kapadia
    155-162
    DOI: https://doi.org/10.56198/
  • A Medical Ontology Informed User Experience Taxonomy to Support Co-creative Workflows for Authoring Mixed Reality Medical Education Spaces

    E. Antoniou, Marios Filippidis, Evangelos Chondrokostas, D. Bamidis, Charalampos Bratsas
    163-170
    DOI: https://doi.org/10.56198/
  • Modeling Educator Use of Virtual Reality Simulations in Nursing Education Using Epistemic Network Analysis

    Mamta. Shah, Amanda Siebert Evenstone, Brendan Eagan, Roxanne Holthaus
    171-178
    DOI: https://doi.org/10.56198/
  • CureQuest: A Digital Game for New Drug Discovery

    Ben Chang, Janice Gabrilove, Mei Si, Shawn Lawson, Kathleen Ruiz
    179-185
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—Development of Immersive Nursing Skills Learning System and Evaluation of Learning Effectiveness

    Yi Chou Tsai, Gwan Ling Lin, Cheng Chi Cheng
    186-188
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—WebXR to Support Student Wellbeing and Anxiety

    Mhanaj Hossain, Daphne Economou, Jeffrey Ferguson
    189-191
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—A Preliminary Eye Tracking and HMD Orientation Comparison to Determine Focus on a Cardiac Auscultation Training Environment

    Shawn Matthews, Norman Jaimes, Fahad Alam, Kody Wood, Adam Dubrowski, David Rojas, Alvaro Uribe Quevedo, Bill Kapralos
    192-194
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—Design and Evaluation of 360 VR Immersive Interactions in Nursing Education

    Jinsil Hwaryoung Seo, Caleb Kicklighter, Brittany Garcia, Soo Wan Chun, Elizabeth Wells-Beede
    195-197
    DOI: https://doi.org/10.56198/
  • Place-Based Learning Through a Proxy – Variations in the Perceived Benefits of a Virtual Tour

    Jan Oliver Wallgrun, Alexander Klippel, Eric Knapp, Jiayan Zhao, Alan Taylor, Pejman Sajjadi
    198-205
    DOI: https://doi.org/10.56198/
  • Spatial Learning with Extended Reality—A Review of User Studies

    Bing Liu, Linfang Ding, Liqiu Meng
    206-210
    DOI: https://doi.org/10.56198/
  • Work-in-Progress–Virtual Field Trips to Increase Geoscience Accessibility and Student Engagement

    Matthew Donnelly, Adaobi Nebuwa, Jaclyn S. Baughman, Stacy A. Doore
    211-213
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—Improve Spatial Learning by Chunking Navigation Instructions in Mixed Reality

    Bing Liu, Zhicheng Zhan
    214-216
    DOI: https://doi.org/10.56198/
  • Look at It This Way: A Comparison of Metaphors for Directing the User’s Gaze in eXtended Reality Training Systems

    F. Gabriele Prattico, Federico De Lorenzis, Fabrizio Lamberti
    217-224
    DOI: https://doi.org/10.56198/
  • Asymmetrical Game Design Approaches Solve Didactic Problems in VR Engineer Trainings

    Uli Meyer, Jonathan Becker, Thomas Mueller, Andre Jeworutzki, Susanne Draheim, Kai von Luck
    225-229
    DOI: https://doi.org/10.56198/
  • A Preliminary Scoping Review of Immersive Virtual Soft Skills Learning and Training of Employees

    Tone Lise Dahl
    230-234
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—Augmented Reality Enriched Project Guide for Mechanical Engineering Students

    Radu Comes, Calin Neamtu, Zsolt Levente Buna
    235-237
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—Digital Twin and Gamification for Designing an Educational Lab for Circular Economy

    Samira Keivanpour
    238-240
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—Using Immersive Virtual Reality in Field Service Telecom Engineers Training

    Ozkan Cem Bahceci, Anasol Peña-Rios, Vikas Gupta, Anthony Conway, Gilbert Owusu
    241-243
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—Enhancing Training in Virtual Reality with Hand Tracking and a Real Tool

    Joy Gisler, Andreas Kunz, Valentin Holzwarth, Christian Hirt
    244-246
    DOI: https://doi.org/10.56198/
  • Doctoral Colloquium—A Qualitative Study to Explore the Use of Augmented Reality as Performance Support in Industries

    Yao Huang
    247-249
    DOI: https://doi.org/10.56198/
  • VERITAS: Mind-Mapping in Virtual Reality

    Robert Sims, Abhijit Karnik
    250-257
    DOI: https://doi.org/10.56198/
  • Space, a Central Frontier—The Role of Spatial Abilities When Learning the Structure of 3D AR Objects

    Jule M. Krüger, Daniel Bodemer
    258-265
    DOI: https://doi.org/10.56198/
  • A series of virtual reality (VR) sessions was developed to explore students’ perceptions of the use of VR as a teaching intervention during lectures in an undergraduate taxation module. The study was based on the theoretical framework of the Technology Ac

    Tanya Hill, Hanneke du Preez
    266-272
    DOI: https://doi.org/10.56198/
  • Mobile Augmented Reality Applications in Teaching: A Proposed Technology Acceptance Model

    George Koutromanos, Tassos A. Mikropoulos
    273-280
    DOI: https://doi.org/10.56198/
  • Integrating a Teaching Concept for the Use of Virtual Reality in University Teaching

    Adrian Henrich, Tobias Schultze, Oliver Riedel, Anette Weisbecker
    281-288
    DOI: https://doi.org/10.56198/
  • Influence of HMD Type and Spatial Ability on Experiences and Learning in Place-based Education

    Pejman Sajjadi, Peter La Femina, Jiayan Zhao, Alexander Klippel, Jan Oliver Wallgrun
    289-296
    DOI: https://doi.org/10.56198/
  • Exploring the Real-Time Touchless Hand Interaction and Intelligent Agents in Augmented Reality Learning Applications

    Muhammad Zahid Iqbal, Eleni Mangina, Abraham G. Campbell
    417-424
    DOI: https://doi.org/10.56198/
  • Narrative-Driven Immersion and Students’ Perceptions in an Online Software Programming Course

    Mario Madureira Fontes, Ceres Morais, Leonel Morgado, Daniela Pedrosa, Aline Costa, Tânia Araújo, Jose Cravino
    297-303
    DOI: https://doi.org/10.56198/
  • Failure and Success in Using Mozilla Hubs for Online Teaching in a Movie Production Course

    Thommy Eriksson
    304-311
    DOI: https://doi.org/10.56198/
  • Getting There? Together. Cultural Framing of Augmented and Virtual Reality for Art Education

    Regina Maria Bäck, Rainer Wenrich, Birgit Dorner
    312-319
    DOI: https://doi.org/10.56198/
  • The Effect of Spatial Design on User Memory Performance Using the Method of Loci in VR

    Pierre-Francois Gerard, Frederic Fol Leymarie, William Latham
    320-327
    DOI: https://doi.org/10.56198/
  • METAL: Explorations into Sharing 3D Educational Content across Augmented Reality Headsets and Light Field Displays

    Mengya Zheng, Xingyu Pan, Xuanhui Xu, Abraham G. Campbell
    328-333
    DOI: https://doi.org/10.56198/
  • Toward A User-Centred Design Approach for AR Technologies in Online Higher Education

    Mitchell Peters, Laura Calvet Linan, Laura Porta Simo, Pierre Bourdin Kreitz, Antoni Marin Amatller
    334-341
    DOI: https://doi.org/10.56198/
  • Measuring and Comparing QoE of Hybrid VR Applications under Increased Network Load

    Ioannis Doumanis, Daphne Economou, Lemonia Argyriou
    342-348
    DOI: https://doi.org/10.56198/
  • Towards an Immersive Learning Knowledge Tree - a Conceptual Framework for Mapping Knowledge and Tools in the Field

    Dennis Beck, Christian Gütl, Scott Warren, Leonel Morgado, Andreas Dengel, Jonathon Richter, Mark Lee, Minjuan Wang
    349-356
    DOI: https://doi.org/10.56198/
  • A Taxonomy for Immersive Experience Design

    J. J. Ruscella, Mohammad F. Obeid
    357-361
    DOI: https://doi.org/10.56198/
  • Logibot: Investigating Engagement and Development of Computational Thinking Through Virtual Reality

    Robert Sims, Nathan Rutherford, Thomas Smith, Prashanthy Sukumaran, Abhijit Karnik, Nikola Yotov
    362-366
    DOI: https://doi.org/10.56198/
  • ELLE-ments of Learning: A Framework for Analyzing Multimodal Technical Communication Strategies in an Educational VR Game

    Emily K. Johnson
    367-370
    DOI: https://doi.org/10.56198/
  • The Impact of Virtual Reality, Augmented Reality, and Interactive Whiteboards on the Attention Management in Secondary School STEM Teaching

    Maria Erofeeva, Nils Oliver Klowait
    371-375
    DOI: https://doi.org/10.56198/
  • Implementing Decentralized Virtual Time in P2P Collaborative Learning Environment for Web XR

    Nikolai Suslov
    376-379
    DOI: https://doi.org/10.56198/
  • Beyond the Horizon: Integrating Immersive Learning Environments in the Everyday Classroom

    Andreas Dengel, Josef Buchner, Miriam Mulders, Johanna Pirker
    380-384
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—360-Degree Immersive Storytelling Video to Create Empathetic Response

    Matthew Hollick, Christian Acheampong, Mahdi Ahmed, Daphne Economou, Jeffrey Ferguson
    385-387
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—Motivation in Virtual Reality Chinese Language Learning in the Context of COVID-19

    Grace Chih-Nuo Chao, Morris Siu-Yung Jong, Eric Tsun-Hin Luk
    388-390
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—Is Virtual Reality Simulation Ineffective for Skill Acquisition Training?

    Museok Jeong, Sungmin Lim, Taehyeong Lim, Jeeheon Ryu
    391-393
    DOI: https://doi.org/10.56198/
  • Work-In-Progress—Teaching Invisible Phenomena and Virtual Experiments: Immersion or Augmentation?

    Marie-Luce Bourguet, Maria Romero- -Gonzalez
    394-396
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—Photogrammetry within Virtual Reality

    Abel A. Fernandez, Sabrina Rodriguez Mora, Ryan A. Damerell
    397-398
    DOI: https://doi.org/10.56198/
  • Work-In-Progress—An Intelligent Immersive Learning System Using AI, XR and Robots

    Louis Nisiotis, Lyuba Alboul
    399-401
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—A Serious Game for Social Distancing Awareness

    Jennifer Betzabe Samaniego- -Franco, Dunia Inés Jara- -Roa, Enrique Alejandro Fuertes- -Cevallos
    402-404
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—Immersing E-facilitators in Training: The Perspective of Project FAVILLE - Facilitators of Virtual Learning

    Susanne Lattke, Leonel Morgado, Ana Paula Afonso, Filipe Penicheiro, Lina Morgado, José António Moreira
    405-407
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—LIVE: Model for Learning in Interactive and Immersive Virtual Environments

    Brad Thompson
    408-410
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—VR-Enabled Pedagogy in a First-Year Seminar

    Qianou Ma, Lauren Herckis
    411-413
    DOI: https://doi.org/10.56198/
  • Doctoral Colloquium—Designing VR Environments for Distance Learning

    Richard Ngu Leubou, Benoˆıt Crespin, Marc Trestini
    414-416
    DOI: https://doi.org/10.56198/
  • Exploring the Real-Time Touchless Hand Interaction and Intelligent Agents in Augmented Reality Learning Applications

    Muhammad Zahid Iqbal, Eleni Mangina, Abraham G. Campbell
    417-424
    DOI: https://doi.org/10.56198/
  • Visualizing the Collaborative Problem Solving Process in an Immersive Cross Platform Game

    Meredith Thompson, Cigdem Uz Bilgin, Rik Eberhart, Flavio Cho, Melat Anteneh, Eric Klopfer
    425-430
    DOI: https://doi.org/10.56198/
  • Supporting Teachers' SRL Beliefs and Practices with Immersive Learning Environments: Evidence from a Unique Simulations-Based Program

    Orna Heaysman, Bracha Kramarski
    431-435
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—Effects of Interactive Conversation On In-Service Teacher Experience in Classroom Simulation for Teacher Training

    Eunbyul Yang, Chaeyeon Kim, Jeeheon Ryu
    436-438
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—Synapse VR: Catalyzing Collaboration Through Immersive Learning

    Cat Flynn, Seth Corrigan, Faby Gagné
    439-441
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—Supporting Software Engineering Education through Immersive Learning

    Filipe Fernandes, Cláudia Werner
    442-444
    DOI: https://doi.org/10.56198/
  • Work-in-Progress—Extracting, Describing and Representing Spatial Features of a Chemical Reaction inside a Virtual Reality Learning Environment

    Emmanuel Echeverri- -Jimenez, Maria Oliver- -Hoyo
    445-447
    DOI: https://doi.org/10.56198/
  • Special Session—Student Engagement with Reduced Bias in a Virtual Classroom Environment

    Esther Brandon, Raphael Freiwirth, Johannan Hjersman
    448-450
    DOI: https://doi.org/10.56198/
  • Special Session—Students on Game Immersion Workshop

    Markos Mentzelopoulos, David Bass- -Clark
    451-452
    DOI: https://doi.org/10.56198/
  • Workshop—Authoring Tools for XR Applications in Education

    Stefano Masneri, Ana Domínguez, Eleni Mangina
    453-454
    DOI: https://doi.org/10.56198/
  • Workshop—Drawing Equirectangular Perspectives for VR Panoramas with Eq A Sketch 360

    António B. Araújo
    455-457
    DOI: https://doi.org/10.56198/
  • Panel Session—Pluriversal Design Transitions for Higher Education Motivated by COVID-19

    Lupita Guillen Mandujano, Erdas Kuruc, Jun-Li Lu, Paola Sanoni, Xanat Vargas Meza Meza
    458-460
    DOI: https://doi.org/10.56198/
  • Panel Session—Co-creative Virtual Reality Content Development in Healthcare: Tackling The Content Availability Problem

    Panagiotis E. Antoniou Antoniou, Stathis Th. Konstantinidis, Panagiotis D. Bamidis
    461-463
    DOI: https://doi.org/10.56198/
  • An Academic Conference in Virtual Reality?— Evaluation of a SocialVR Conference

    Miriam Mulders, Raphael Zender
    1-6
    DOI: https://doi.org/10.56198/bfvwgz37