Extended Reality (XR) is a simple term used to describe emerging technologies like Virtual Reality (VR) and Augmented Reality (AR).
XR technologies are being rapidly developed and deployed across sectors like education and industry and will transform digital communication and human interaction over the next decade. This site is a compilation of resources designed to help you understand the use cases for XR.
Do you remember the shift from print and desktop publishing to the internet and multimedia? XR is predicted to be part of a new shift, from digital 2D to virtual 3D.
The 1990’s question: “What is the Internet?” sounds a lot like the 2022 question: “What is the Metaverse?”
Those leading the way in this landscape will define use cases, nurture the technology, invent complementary technologies, and address the challenges. Although there are barriers to mass adoption of fully immersive experiences (using VR Headsets, for example) it is an important landscape to explore to understand the novel challenges and opportunities that will evolve. Less immersive experiences can be created for users to access experiences using the web or on a mobile device. If the use cases you see below are possible right now, consider what these technologies are to become in the next 2 years, or 5-10 years!
XR is a wave of hardware, applications, and immersive experiences that exist now and are predicted to be part of the next advancement of the internet (sometimes referred to as the Metaverse).
Scan the list below to get a sense of the a breadth of use cases for immersive technology that are emerging in Industry. To learn more about Industry Verticals, visit the VR/AR Association. To access an online directory of XR focused companies, vist the XR EcoMap.
The potential of XR as a learning tool is gaining interest from researchers across the disciplines. The examples below show a breadth of XR use cases for teaching and learning.
Consider the variety of ways below that you can introduce students to immersive technology (both as creators or consumers of the technologies). 360 VR, Social VR platforms, Open Content for XR, AR and VR development tools, and custom Simulations/Games are all part of the growing ecosystem of types of immersive experiences that are emerging across the disciplines. Picking the right experience for your students will depend on your goals, learning outcomes, audience, and either your comfort level with the new technology or your need for custom support.
Existing user-centred design guidelines, emerging XR guidelines, and industry knowledge bases are good starting points for designing your specific experience. Guidance provided by aforementioned sources can be adjusted for the new abilities and requirements of XR experiences.
As with 2D experiences, best practice for 3D XR experiences is to proactively design with accessibility in mind. Accessibility challenges exist in 3D spaces.
The cross-disciplinary list below shows where XR research and exploration is happening at the University of Waterloo.
XR is often refered to as part of the next computing platform but there are barriers to mainstream XR use. Many of the challenges are repeats of 2D technology that persist in the 3D environment (e.g. accessibility, scalability). Infrastructure, workforce training, complementary technologies, and policy and standards need to be established. More efficacy research is needed. More content is needed.
Resources below provide more information on XR challenges.
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General Journal Articles VR
Ashtari, N., Bunt, A., Mcgrenere, J., Nebeling, M., & Chilana, P. K. (2020). Creating Augmented and Virtual Reality Applications: Current Practices, Challenges, and Opportunities. Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. https://doi.org/10.1145/3313831.3376722
Gaspar, H., Morgado, L., Mamede, H., Oliveira, T., Manjón, B., & Gütl, C. (2019). Research priorities in immersive learning technology: the perspectives of the iLRN community. Virtual Reality, 24(2), 319–341. https://doi.org/10.1007/s10055-019-00393-x
Garzón, J., Pavón, J., & Baldiris, S. (2019). Systematic review and meta-analysis of augmented reality in educational settings. Virtual Reality, 23(4), 447–459. https://doi.org/10.1007/s10055-019-00379-9
González-Zamar, M.-D., & Abad-Segura, E. (2020). Implications of Virtual Reality in Arts Education: Research Analysis in the Context of Higher Education. Education Sciences, 10(9), 225. https://doi.org/10.3390/educsci10090225
Jang, S., Aguero-Barrantes, P., & Christenson, R. (2022, August). Augmented and Virtual Reality Resource Infrastructure for Civil Engineering Courses. In 2022 ASEE Annual Conference & Exposition.
Hamilton, D., McKechnie, J., Edgerton, E., & Wilson, C. (2020). Immersive virtual reality as a pedagogical tool in education: a systematic literature review of quantitative learning outcomes and experimental design. Journal of Computers in Education. https://doi.org/10.1007/s40692-020-00169-2
Jensen, L., & Konradsen, F. (2018). A review of the use of virtual reality head-mounted displays in education and training. Education and Information Technologies, 23(4), 1515–1529. https://doi-org.proxy.lib.uwaterloo.ca/10.1007/s10639-017-9676-0
Martín‐Gutiérrez, J., Mora, C. E., Añorbe‐Díaz, B., & González‐Marrero, A. (2017). Virtual technologies trends in education. EURASIA Journal of Mathematics Science and Technology Education, 13(2), 469–486.
Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney‐Kennicutt, W., & Davis, T. J. (2014). Effectiveness of virtual reality‐based instruction on students’ learning outcomes in K‐12 and higher education: A meta‐ analysis. Computers & Education, 70, 29–40. https://doi.org/10.1016/ j.compedu.2013.07.033
Pigatt, Y., & Braman, J. (2021). Engaging Students in a Computer Diversity Course Through Virtual Worlds. Current and Prospective Applications of Virtual Reality in Higher Education Advances in Higher Education and Professional Development, 170-193. doi:10.4018/978-1-7998-4960-5.ch008
Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778. https://doi.org/10.1016/j.compedu.2019.103778
Sala, N. (2021). Virtual Reality, Augmented Reality, and Mixed Reality in Education. Current and Prospective Applications of Virtual Reality in Higher Education Advances in Higher Education and Professional Development, 48-73. doi:10.4018/978-1-7998-4960-5.ch003
Sun, R., Wu, Y. J., & Cai, Q. (2018). The effect of a virtual reality learning environment on learners’ spatial ability. Virtual Reality, 23(4), 385–398. https://doi.org/10.1007/s10055-018-0355-2
Wang, Y. (2021). Technical Details and Educational Applications for Virtual Reality Technologies. Current and Prospective Applications of Virtual Reality in Higher Education Advances in Higher Education and Professional Development, 74-95. doi:10.4018/978-1-7998-4960-5.ch004
Wu, B., Yu, X., & Gu, X. (2020). Effectiveness of immersive virtual reality using head‐mounted displays on learning performance: A meta‐analysis. British Journal of Educational Technology. https://doi.org/10.1111/bjet.13023
Xin, Y. (2022). Influence of learning engagement on learning effect under a virtual reality (VR) environment. International Journal of Emerging Technologies in Learning (IJET), 17(05), 226–237. https://doi.org/10.3991/ijet.v17i05.29451
General Augmented Reality
Akcayir, M., & Akcayir, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1–11. https://doi.org/10.1016/ j.edurev.2016.11.002
Pellas, N., Fotaris, P., Kazanidis, I., & Wells, D. (2018). Augmenting the learning experience in primary and secondary school education: a systematic review of recent trends in augmented reality game-based learning. Virtual Reality, 23(4), 329–346. https://doi.org/10.1007/s10055-018-0347-2
Spitzer, M., Gsellmann, I., Hebenstreit, M., Damalas, S. & Ebner, M., (2019). A Research Agenda to Deploy Technology Enhanced Learning with Augmented Reality in Industry. Mensch und Computer 2019 - Workshopband. Bonn: Gesellschaft für Informatik e.V. doi: 10.18420/muc2019-ws-300-05
Sriadhi, S., Hamid, A., Sitompul, H., & Restu, R. (2022). Effectiveness of augmented reality-based learning media for engineering-physics teaching. International Journal of Emerging Technologies in Learning (IJET), 17(05), 281–293. https://doi.org/10.3991/ijet.v17i05.28613
Videnovik, M., Trajkovik, V., Kiønig, L. V., & Vold, T. (2020). Increasing quality of learning experience using augmented reality educational games. Multimedia Tools and Applications, 79(33–34), 23861–23885. https://doi.org/10.1007/s11042-020-09046-7
Wang, M., Callaghan, V., Bernhardt, J., White, K., & Peña-Rios, A. (2017). Augmented reality in education and training: pedagogical approaches and illustrative case studies. Journal of Ambient Intelligence and Humanized Computing, 9(5), 1391–1402. https://doi.org/10.1007/s12652-017-0547-8
Anatomy
Maresky, H., Oikonomou, A., Ali, I., Ditkofsky, N., Pakkal, M., & Ballyk, B. (2018). Virtual reality and cardiac anatomy: Exploring immersive three‐dimensional cardiac imaging, a pilot study in undergraduate medical anatomy education. Clinical Anatomy, 32(2), 238–243. https://doi.org/10.1002/ca.23292
Built Environment
Zhang, Y., Liu, H., Kang, S., & Al-Hussein, M. (2020). Virtual reality applications for the built environment: Research trends and opportunities. Automation in Construction, 118, 103311. doi:10.1016/j.autcon.2020.103311
Business
De Gauquier, L., Brengman, M., Willems, K., & Kerrebroeck, H. (2019). Leveraging advertising to a higher dimension: experimental research on the impact of virtual reality on brand personality impressions. Virtual Reality, 23(3), 235–253. https://doi.org/10.1007/s10055-018-0344-5
Gironacci, I. M. (2021). State of the Art of Extended Reality Tools and Applications in Business. Transdisciplinary Perspectives on Risk Management and Cyber Intelligence Advances in Information Security, Privacy, and Ethics, 105-118. doi:10.4018/978-1-7998-4339-9.ch008
Xu, C., Demir-Kaymaz, Y., Hartmann, C., Menozzi, M., & Siegrist, M. (2021). The comparability of consumers’ behavior in virtual reality and real life: A validation study of virtual reality based on a ranking task. Food Quality and Preference, 87, 104071. doi:10.1016/j.foodqual.2020.104071
Chemistry
Dunnagan, C. L., Dannenberg, D. A., Cuales, M. P., Earnest, A. D., Gurnsey, R. M., & Gallardo-Williams, M. T. (2019b). Production and Evaluation of a Realistic Immersive Virtual Reality Organic Chemistry Laboratory Experience: Infrared Spectroscopy. Journal of Chemical Education, 97(1), 258–262. https://doi.org/10.1021/acs.jchemed.9b00705
Media, Communications, Journalism, Storytelling, and Performance
Chang, Y., Chou, C., Chuang, M., Li, W., & Tsai, I. (2020) Effects of virtual reality on creative design performance and creative experiential learning, Interactive Learning Environments. doi: 10.1080/10494820.2020.1821717
Kukkakorpi, M., & Pantti, M. (2020) A Sense of Place: VR Journalism and Emotional Engagement. Journalism Practice. https://doi.org/10.1080/17512786.2020.1799237
Lytridis, C., & Tsinakos, A. (2018) Evaluation of the ARTutor augmented reality educational platform in tertiary education. Smart Learning Environments, 5. https://doi-org.proxy.lib.uwaterloo.ca/10.1186/s40561-018-0058-x
Martir, T. (2020, August). Performative-R: A New Way Of Storytelling. Presented at SIGGRAPH ’20 Talks: Special Interest Group on Computer Graphics and Interactive Techniques. https://doi.org/10.1145/3388767.3407367
Uskali, T., Gynnild, A., Jones, S., & Sirkkunen, E. (Eds.). (2021). Immersive Journalism as Storytelling (1st ed.). Routledge. Retrieved November 17, 2020, from https://openresearchlibrary.org
Crime Scene Investigation
Mayne, R., & Green, H. (2020). Virtual reality for teaching and learning in crime scene investigation. Science & Justice, 60(5), 466–472. https://doi.org/10.1016/j.scijus.2020.07.006
Design, and Illustration
Rosales, E., Rodriguez, J., & Sheffer, A. (2019). SurfaceBrush: from virtual reality drawings to manifold surfaces. ACM Transactions on Graphics (TOG), 38(4), 1–15. https://doi.org/10.1145/3306346.3322970
Soylucicek, S. (2019). Looking through the Sphere; Illustration in virtual reality. Global Journal of Arts Education, 9(1), 22-28. https://doi.org/10.18844/gjae.v9i2.3953
Earth Sciences
Klippel, A., Zhao, J., Jackson, K. L., La Femina, P., Stubbs, C., Wetzel, R., Blair, J., ... & Oprean, D. (2019). Transforming Earth Science Education Through Immersive Experiences: Delivering on a Long Held Promise. Journal of Educational Computing Research, 57(7), 1745–1771. https://journals-sagepub-com.proxy.lib.uwaterloo.ca/doi/full/10.1177/0735633119854025
Engineering
Alhalabi, W. S. (2016). Virtual reality systems enhance students’ achievements in engineering education. Behaviour & Information Technology, 35(11), 919–925. https://doi.org/10.1080/0144929X.2016.1212931
An, S., Kim, Y., Jung, G., Jang, H., Song, C., & Ma, B. (2019). Development of Chemical Incident Response Training Program by Applying Virtual Reality Technology. In Proceedings of the 2019 3rd International Conference on Virtual and Augmented Reality Simulations (ICVARS '19). Association for Computing Machinery, New York, NY, USA, 6–10. doi:https://doi-org.proxy.lib.uwaterloo.ca/10.1145/3332305.3332308
Anjos, F. E. V., Rocha, L. A. O., Silva, D. O., & Pacheco, R. (2020). Virtual and augmented reality application in production engineering teaching-learning processes. Production, 30, 2–16. https://doi.org/10.1590/0103-6513.20190088
Balzerkiewitz, H., & Stechert, C. (2020). Use of Virtual Reality in Product Development by Distributed Teams. Procedia CIRP, 91, 577-582. doi:10.1016/j.procir.2020.02.216
Berni, A., & Borgianni, Y. (2020). Applications of Virtual Reality in Engineering and Product Design: Why, What, How, When and Where. Electronics (Basel), 9(7), 1064. https://doi.org/10.3390/electronics9071064
Cao, S., Nandakumar, K., Babu, R., & Thompson, B. (2020). Game play in virtual reality driving simulation involving head-mounted display and comparison to desktop display. Virtual Reality, 24(3), 503-513.
Halabi, O. (2019). Immersive virtual reality to enforce teaching in engineering education. Multimedia Tools and Applications, 79(3–4), 2987–3004. https://doi.org/10.1007/s11042-019-08214-8
Liagkou, V., Salmas, D., & Stylios, C. (2019). Realizing Virtual Reality Learning Environment for Industry 4.0. Procedia CIRP, 79, 712-717. doi:10.1016/j.procir.2019.02.025
Matsas, E., Vosniakos, G., & Batras, D. (2018). Prototyping proactive and adaptive techniques for human-robot collaboration in manufacturing using virtual reality. Robotics and Computer-Integrated Manufacturing, 50, 168–180. https://doi.org/10.1016/j.rcim.2017.09.005
Narasimha, S., Dixon, E., Bertrand, J. W., & Chalil Madathil, K. (2019). An empirical study to investigate the efficacy of collaborative immersive virtual reality systems for designing information architecture of software systems. Applied Ergonomics, 80, 175–186. https://doi.org/10.1016/j.apergo.2019.05.009
Nguyen, H., Pontonnier, C., Hilt, S., Duval, T., & Dumont, G. (2017). VR-based operating modes and metaphors for collaborative ergonomic design of industrial workstations. Journal on Multimodal User Interfaces, 11(1), 97–111. https://doi.org/10.1007/s12193-016-0231-x
Rehman, U., & Cao, S. (2015, October). Augmented reality-based indoor navigation using google glass as a wearable head-mounted display. In 2015 IEEE International Conference on Systems, Man, and Cybernetics (pp. 1452-1457). IEEE.
Rehman, U., & Cao, S. (2019). Comparative evaluation of augmented reality-based assistance for procedural tasks: a simulated control room study. Behaviour & Information Technology, 1-21.
Sriadhi, S., Hamid, A., Sitompul, H., & Restu, R. (2022). Effectiveness of augmented reality-based learning media for engineering-physics teaching. International Journal of Emerging Technologies in Learning (IJET), 17(05), 281–293. https://doi.org/10.3991/ijet.v17i05.28613
Wolfartsberger, J. (2019). Analyzing the potential of Virtual Reality for engineering design review. Automation in Construction, 104, 27–37. https://doi.org/10.1016/j.autcon.2019.03.018
Geography, Earth Science, Ecology, and Environment
Atwa, S. M. H., Ibrahim, M. G., Saleh, A. M., & Murata, R. (2019). Development of sustainable landscape design guidelines for a green business park using virtual reality. Sustainable Cities and Society, 48, 101543. https://doi.org/10.1016/j.scs.2019.101543
Detyna, M., & Kadiri, M. (2019). Virtual reality in the HE classroom: feasibility, and the potential to embed in the curriculum. Journal of Geography in Higher Education, 44(3), 474–485. https://doi.org/10.1080/03098265.2019.1700486
Keenan, C. P., Lincoln, C., Rogers, A., Gerson, V., Wingo, J., Vasquez-Kool, M., & Blanton, R.L. (2020). The Naturalist’s Workshop: Virtual Reality Interaction with a Natural Science Educational Collection. 2020 6th International Conference of the Immersive Learning Research Network (iLRN), San Luis Obispo, CA, USA, pp. 199-204, doi: 10.23919/iLRN47897.2020.9155162.
Klippel, A., Zhao, J., Oprean, D., Wallgrün, J. O., Stubbs, C., La Femina, P., & Jackson, K. L. (2019). The value of being there: toward a science of immersive virtual field trips. Virtual Reality, 24, 753-770. https://doi.org/10.1007/s10055-019-00418-5
Long, L., Dabrowski, G., & Grant, A. (2019). Using 360 Virtual Reality to Make Experiential Learning Accessible to All. Retrieved from https://er.educause.edu/blogs/2020/4/using-360-virtual-reality-to-make-experiential-learning-accessible-to-all
Markowitz, D., Laha, R., Perone, B., Pea, R., & Bailenson, J. (2018). Immersive Virtual Reality Field Trips Facilitate Learning About Climate Change. Frontiers in Psychology, 9, 2364. https://doi.org/10.3389/fpsyg.2018.02364
Martir, T. (2020, August). Performative-R: A New Way Of Storytelling. Presented at SIGGRAPH ’20 Talks: Special Interest Group on Computer Graphics and Interactive Techniques. https://doi.org/10.1145/3388767.3407367
Group Work, Problem Solving, and Social Learning
Abdullah, J., Mohd-Isa, W. N., & Samsudin, M. A. (2019). Virtual reality to improve group work skill and self-directed learning in problem-based learning narratives. Virtual Reality, 23(4), 461–471. https://doi.org/10.1007/s10055-019-00381-1
Scavarelli, A., Arya, A., & Teather, R. J. (2020b). Virtual reality and augmented reality in social learning spaces: a literature review. Virtual Reality. https://doi.org/10.1007/s10055-020-00444-8
Health, Medicine, and Kinesiology
Alfalah, S. F. M., Falah, J. F. M., Alfalah, T., Elfalah, M., Muhaidat, N., & Falah, O. (2018). A comparative study between a virtual reality heart anatomy system and traditional medical teaching modalities. Virtual Reality, 23(3), 229–234. https://doi.org/10.1007/s10055-018-0359-y
Baker, S., Waycott, J., Robertson, E., Carrasco, R., Neves, B. B., Hampson, R., & Vetere, F. (2020). Evaluating the use of interactive virtual reality technology with older adults living in residential aged care. Information Processing & Management, 57(3), 102105. https://doi.org/10.1016/j.ipm.2019.102105
Dreimane, S., & Daniela, L. (2020). Educational Potential of Augmented Reality Mobile Applications for Learning the Anatomy of the Human Body. Technology, Knowledge and Learning. https://doi.org/10.1007/s10758-020-09461-7
Hilty, D. M., Randhawa, K., Maheu, M. M., McKean, A. J. S., Pantera, R., Mishkind, M. C., & Rizzo, A. (2020). A Review of Telepresence, Virtual Reality, and Augmented Reality Applied to Clinical Care. Journal of Technology in Behavioral Science, 5(2), 178–205. https://doi.org/10.1007/s41347-020-00126-x
Javaid, M., & Haleem, A. (2020). Virtual reality applications toward medical field. Clinical Epidemiology and Global Health, 8(2), 600–605. https://doi.org/10.1016/j.cegh.2019.12.010
Li, L., Yu, F., Shi, D., Shi, J., Tian, Z., Yang, J., Wang, X., & Jiang, Q. (2017). Application of virtual reality technology in clinical medicine. American Journal of Translational Research, 9(9), 3867–3880.
Nissler, C., Nowak, M., Connan, M., Büttner, S., Vogel, J., Kossyk, I., Márton, Z., & Castellini, C. (2019). VITA—an everyday virtual reality setup for prosthetics and upper-limb rehabilitation. Journal of Neural Engineering, 16(2). https://doi.org/10.1088/1741-2552/aaf35f
Roswell, R., Cogburn, C., Tocco, J., Martinez, J., Bangeranye, C., Bailenson, J., ... & Smith, L. (2020). Cultivating Empathy Through Virtual Reality: Advancing Conversations About Racism, Inequity, and Climate in Medicine. Academic Medicine. https://doi.org/10.1097/ACM.0000000000003615
Tedman, R. (2017). Reality Vs Virtual Reality: Affective Domain Learning Outcomes In Medical Anatomy Teaching. EDULEARN17 Proceedings. doi:10.21125/edulearn.2017.0344
History/Cultural Heritage
Bekele, M. K., Pierdicca, R., Frontoni, E., Malinverni, E. S., & Gain, J. (2018). A Survey of Augmented, Virtual, and Mixed Reality for Cultural Heritage. Journal on Computing and Cultural Heritage, 11(2), 1-36. doi:10.1145/3145534
Litvak, E., & Kuflik, T. (2020). Enhancing cultural heritage outdoor experience with augmented-reality smart glasses. Personal and Ubiquitous Computing. https://doi.org/10.1007/s00779-020-01366-7
Ross, M., Wallis, K., (2020). Fourth VR: Indigenous virtual reality practice. Convergence: The International Journal of Research into New Media Technologies. https://doi.org/10.1177/1354856520943083
Humanities, Social Sciences
Botella, C., Fernández-Álvarez, J., Guillén, V., García-Palacios, A., & Baños, R. (2017). Recent progress in virtual reality exposure therapy for phobias: a systematic review. Current Psychiatry Reports, 19(7), 42.
Cakir, R., & Korkmaz, O. (2018). The effectiveness of augmented reality environments on individuals with special education needs. Education and Information Technologies, 24(2), 1631–1659. https://doi.org/10.1007/s10639-018-9848-6
Lindner, P., Miloff, A., Fagernäs, S., Andersen, J., Sigeman, M., Andersson, G., … Carlbring, P. (2019). Corrigendum to “Therapist-led and self-led one-session virtual reality exposure therapy for public speaking anxiety with consumer hardware and software: A randomized controlled trial.” Journal of Anxiety Disorders, 64, 90. https://doi.org/10.1016/j.janxdis.2019.04.002
Maples-Keller, J., Bunnell, B., Kim, S., & Rothbaum, B. (2017). The Use of Virtual Reality Technology in the Treatment of Anxiety and Other Psychiatric Disorders. Harvard Review of Psychiatry, 25(3), 103–113. https://doi.org/10.1097/hrp.0000000000000138
Niforatos, E., Palma, A., Gluszny, R., Vourvopoulos, A., & Liarokapis, F. (2020). Would you do it?: Enacting Moral Dilemmas in Virtual Reality for Understanding Ethical Decision-Making. Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. doi:10.1145/3313831.3376788
Olson-Morrison, D. L. (2021). Virtual Reality in Social Work Education. Current and Prospective Applications of Virtual Reality in Higher Education Advances in Higher Education and Professional Development, 232-256. doi:10.4018/978-1-7998-4960-5.ch011
Scavarelli, A., Arya, A., & Teather, R. J. (2020b). Virtual reality and augmented reality in social learning spaces: a literature review. Virtual Reality. https://doi.org/10.1007/s10055-020-00444-8
Sinha, N. (2021). Using Virtual Reality in College Student Mental Health Treatment. Current and Prospective Applications of Virtual Reality in Higher Education Advances in Higher Education and Professional Development, 257-273. doi:10.4018/978-1-7998-4960-5.ch012
Yaremych, H. E., & Persky, S. (2019). Tracing physical behavior in virtual reality: A narrative review of applications to social psychology. Journal of Experimental Social Psychology, 85, 103845. doi:10.1016/j.jesp.2019.103845
Language Learning
Parmaxi, A. (2020). Virtual reality in language learning: a systematic review and implications for research and practice. Interactive Learning Environments, 1–13. https://doi.org/10.1080/10494820.2020.1765392
Math
Abad-Segura, E., González-Zamar, M.-D., López-Meneses, E., & Vázquez-Cano, E. (2020). Financial Technology: Review of Trends, Approaches and Management. Mathematics, 8, 951.
Medina Herrera, L., Castro Pérez, J., & Juárez Ordóñez, S. (2019). Developing spatial mathematical skills through 3D tools: augmented reality, virtual environments and 3D printing. International Journal on Interactive Design and Manufacturing, 13(4), 1385–1399. https://doi.org/10.1007/s12008-019-00595-2
Science
Chien, Y.-C., Su, Y.-N., Wu, T.-T., & Huang, Y.-M. (2017). Enhancing students’ botanical learning by using augmented reality. Universal Access in the Information Society, 18(2), 231–241. https://doi.org/10.1007/s10209-017-0590-44
Dunnagan, C. L., Dannenberg, D. A., Cuales, M. P., Earnest, A. D., Gurnsey, R. M., & Gallardo-Williams, M. T. (2019a). Production and Evaluation of a Realistic Immersive Virtual Reality Organic Chemistry Laboratory Experience: Infrared Spectroscopy. Journal of Chemical Education, 97(1), 258–262. https://doi.org/10.1021/acs.jchemed.9b00705
Goff, E. E., Mulvey, K. L., Irvin, M. J., & Hartstone-Rose, A. (2018). Applications of Augmented Reality in Informal Science Learning Sites: a Review. Journal of Science Education and Technology, 27(5), 433–447. https://doi.org/10.1007/s10956-018-9734-4
Parong, J., & Mayer, R. E. (2018). Learning science in immersive virtual reality. Journal of Educational Psychology, 110(6), 785–797. https://doi.org/10.1037/edu0000241
Sriadhi, S., Hamid, A., Sitompul, H., & Restu, R. (2022). Effectiveness of augmented reality-based learning media for engineering-physics teaching. International Journal of Emerging Technologies in Learning (IJET), 17(05), 281–293. https://doi.org/10.3991/ijet.v17i05.28613
Tsichouridis C., Batsila M., Vavougios D., Ioannidis G. (2020) Virtual and Augmented Reality in Science Teaching and Learning. In Auer M., Hortsch H., Sethakul P. (Eds.) The Impact of the 4th Industrial Revolution on Engineering Education. ICL 2019. Advances in Intelligent Systems and Computing, vol 1134. Springer, Cham. https://doi-org.proxy.lib.uwaterloo.ca/10.1007/978-3-030-40274-7_20
Yoon, S., Anderson, E., Lin, J., & Elinich, K. (2017). How augmented reality enables conceptual understanding of challenging science content. Journal of Educational Technology & Society, 20(1), 156.
Zhou, X., Tang, L., Lin, D., & Han, W. (2020). Virtual & augmented reality for biological microscope in experiment education. Virtual Reality & Intelligent Hardware, 2(4), 316-329.
Safety Training
Colombo, S., & Golzio, L. (2016). The Plant Simulator as viable means to prevent and manage risk through competencies management: Experiment results. Safety Science, 84, 46–56. https://doi.org/10.1016/j.ssci.2015.11.021
Makransky, G., Borre‐Gude, S., & Mayer, R. E. (2019). Motivational and cognitive benefits of training in immersive virtual reality based on multiple assessments. Journal of Computer Assisted Learning, 35(6), 691–707. https://doi.org/10.1111/jcal.12375
STEM
Pellas, N., Kazanidis, I., Konstantinou, N., & Georgiou, G. (2016). Exploring the educational potential of three-dimensional multi-user virtual worlds for STEM education: A mixed-method systematic literature review. Education and Information Technologies, 22(5), 2235–2279. https://doi.org/10.1007/s10639-016-9537-2
Travel and Tourism
Gibson, A., & O’Rawe, M. (2018). Virtual reality as a travel promotional tool: Insights from a consumer travel fair. In T. Jung & M, C. T. Dieck (Eds.) Augmented Reality and Virtual Reality: Empowering Human, Place and Business (pp. 93-107). New York, NY: Springer.
Loureiro, S. M., Guerreiro, J., & Ali, F. (2020). 20 years of research on virtual reality and augmented reality in tourism context: A text-mining approach. Tourism Management, 77, 104028. doi:10.1016/j.tourman.2019.104028
Challenges
Blackwell, L., Ellison, N., Elliott-Deflo, N., & Schwartz, R. (2019). Harassment in Social Virtual Reality. Proceedings of the ACM on Human-Computer Interaction, 3(CSCW), 1–25. https://doi.org/10.1145/3359202
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References
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