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How Will VR Enter University Classrooms? Multi-stakeholders Investigation of VR in Higher Education
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Outgoing claims: the papers this work cites, builds on, or argues with.
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Designing Inclusive Virtual Reality Experiences
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Student Perceptions of Virtual Reality in Higher Education
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Don’t make me sick: investigating the incidence of cybersickness in commercial virtual reality headsets
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Immersive $$360^{\circ }$$ 360 ∘ video user experience: impact of different variables in the sense of presence and cybersickness
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A review of the use of virtual reality head-mounted displays in education and training
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Perceptions toward adopting virtual reality as a teaching aid in information technology
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A structural equation modeling investigation of the emotional value of immersive virtual reality in education
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A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda
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Embedding immersive virtual reality in classrooms: Ethical, organisational and educational lessons in bridging research and practice
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Narrative and gaming experience interact to affect presence and cybersickness in virtual reality
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Principles Based on Social Cues in Multimedia Learning: Personalization, Voice, Image, and Embodiment Principles
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Constructivism: A theory of knowledge
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Students' Attitudes Towards Educational Virtual Environments
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Virtual reality systems enhance students’ achievements in engineering education
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Assessing Google Cardboard virtual reality as a content delivery system in business classrooms
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Using virtual reality in the classroom: preservice teachers’ perceptions of its use as a teaching and learning tool
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Reflections on interdisciplinary team development for the design of a platform for computer supported collaborative play
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Research on Presence in Virtual Reality: A Survey
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Learning Theory Foundations of Simulation-Based Mastery Learning
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A Comparison between Oculus Rift and a Low-Cost Smartphone VR Headset: Immersive User Experience and Learning
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The Uncanny Valley [From the Field]
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CAVE: An Emerging Immersive Technology -- A Review
inferredcites →https://doi.org/10.1109/vr50410.2021openalex-snapshot
2021 IEEE Virtual Reality and 3D User Interfaces (VR)
inferredcites →https://doi.org/10.1109/vs-games.2016.7590343openalex-snapshot
Design for Collaboration in Mixed Reality: Technical Challenges and Solutions
inferredcites →https://doi.org/10.1111/bjet.13038openalex-snapshot
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Communication Within Virtual Reality: Creating a Space for Research
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A gender matching effect in learning with pedagogical agents in an immersive virtual reality science simulation
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Virtual reality in K‐12 and higher education: A systematic review of the literature from 2000 to 2019
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MY IDEA IS OUR IDEA! SUPPORTING USER-DRIVEN INNOVATION ACTIVITIES IN CROWDSOURCING COMMUNITIES
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Tactile Drones - Providing Immersive Tactile Feedback in Virtual Reality through Quadcopters
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Wireality: Enabling Complex Tangible Geometries in Virtual Reality with Worn Multi-String Haptics
inferredcites →https://doi.org/10.1145/3313831.3376722openalex-snapshot
Creating Augmented and Virtual Reality Applications: Current Practices, Challenges, and Opportunities
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Is the Pen Mightier than the Controller? A Comparison of Input Devices for Selection in Virtual and Augmented Reality
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Extended Reality (XR) Remote Research: a Survey of Drawbacks and Opportunities
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HandPainter - 3D Sketching in VR with Hand-based Physical Proxy
inferredcites →https://doi.org/10.1145/3411764.3445335openalex-snapshot
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inferredcites →https://doi.org/10.1145/3411764.3445515openalex-snapshot
Streaming VR Games to the Broad Audience: A Comparison of the First-Person and Third-Person Perspectives
inferredcites →https://doi.org/10.1145/3411764.3445596openalex-snapshot
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Gesture Knitter: A Hand Gesture Design Tool for Head-Mounted Mixed Reality Applications
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inferredcites →https://doi.org/10.1145/3449146openalex-snapshot
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Proceedings of the third international conference on Collaborative virtual environments
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inferredcites →https://doi.org/10.12700/aph.17.2.2020.2.3openalex-snapshot
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Virtual reality: What is the state of play in education?
inferredcites →https://doi.org/10.14742/ajet.3840openalex-snapshot
Virtualisation devices for student learning: Comparison between desktop-based (Oculus Rift) and mobile-based (Gear VR) virtual reality in medical and health science education
inferredcites →https://doi.org/10.1515/9783110443905openalex-snapshot
Mensch und Computer 2015 - Workshopband
inferredcites →https://doi.org/10.19173/irrodl.v18i4.3022openalex-snapshot
A Preliminary Exploration of the Relationships Between Student-Created OER, Sustainability, and Students Success
inferredcites →https://doi.org/10.29140/jaltcall.v16n3.388openalex-snapshot
Virtual reality in education: The promise, progress, and challenge
inferredcites →https://doi.org/10.3389/frobt.2020.00004openalex-snapshot
Virtual Reality Is Sexist: But It Does Not Have to Be
inferredcites →https://doi.org/10.33965/celda2019_201911l012openalex-snapshot
STUDENT PERCEPTIONS OF VIRTUAL REALITY IN HIGHER EDUCATION
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inferredcites →https://doi.org/10.4018/978-1-60566-830-7openalex-snapshot
Online Education and Adult Learning: New Frontiers for Teaching Practices
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Modeling the Metaverse: A Theoretical Model of Effective Team Collaboration in 3D Virtual Environments
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Possible Application Of Virtual Reality In Geography Teaching
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Challenges and Strategies for Educational Virtual Reality
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Incoming claims: where this work appears in other papers’ reference lists and arguments.
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A Systematic Review of Immersive Virtual Reality in STEM Education: Advantages and Disadvantages on Learning and User Experience
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Navigating the Virtual Classroom With Virtual Reality
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