The Who in VR/AR for Education: A Scoping Review from IEEE Publications
DOI:
https://doi.org/10.54820/entrenova-2022-0001Keywords:
Virtual Reality, Augmented reality, Teaching; EducationAbstract
HEIs have continuously been the vanguard of novel technologies, pushing progress and establishing the afterward generation of scientists, businesspersons, and engineers. Virtual and augmented reality technologies are on the borderline of enlargement nowadays. To better understand who are essential actors in this new research area, we have extracted metadata of all published papers by IEEE, dating from 1990 to 2021, using keywords VR, AR, and Education. For each publication, we have extracted the list of all the authors, creating a co-authorship dataset. This dataset is then further processed using social network analysis metrics. The results are discussed to understand research publications' main actors driving VR/AR/Education trends.
References
Ahn, S., Lee, J., Kim, J., Chun, S., Kim, J., Kim, I., Ko, H. (2014), Insight: Webized mobile AR and real-life use cases. In 2014 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pp. 325-326.
Bheda, R., Bhimani, D., Dharamshi, F., Sheth, S., Menon, R., Somra, R., Toradmalle, D. (2021), Educational Advancements in the Field of Augmented Reality and Virtual Reality. In 2021 International Conference on Communication information and Computing Technology (ICCICT), pp. 1-4.
Bozzelli, G., Raia, A., Ricciardi, S., De Nino, M., Barile, N., Perrella, M., Palombini, A. (2019), “An integrated VR/AR framework for user-centric interactive experience of cultural heritage: The ArkaeVision project”, Digital Applications in Archaeology and Cultural Heritage, Vol.15.
Bucea-Manea-Ţoniş, R., Gurgu, E., Martins, O. M. D., Simion, V. E. (2021), “An Overview of How VR/AR Applications Assist Specialists in Developing Better Consumer Behavior and Can Revolutionize Our Life”, Consumer Happiness: Multiple Perspectives, pp. 231-253.
Chen, N. S., Hwang, W. Y., Chen, G. D. (2013), “The disruptive power of virtual reality (VR) and serious games for education”, Interactive Learning Environments, Vol.21 No.2, pp. 101-103.
Dede, C. J., Jacobson, J., Richards, J. (2017), Introduction: Virtual, augmented, and mixed realities in education, In Virtual, augmented, and mixed realities in education, Springer, Singapore, pp. 1-16
Dow, S., Mehta, M., Harmon, E., MacIntyre, B., Mateas, M. (2007), Presence and engagement in an interactive drama. In Proceedings of the SIGCHI conference on Human factors in computing systems, pp. 1475-1484.
Girvan, M., Newman, M. E. (2002), “Community structure in social and biological networks”, Proceedings of the national academy of sciences, Vol.99 No.12, pp. 7821-7826.
Gonzales, J. (2019), “To boost learning, just add movement”, available at https://www.cultofpedagogy.com/movement/ (10 January 2022)
Kadriu, A. (2013), “Discovering Value in Academic Social Networks: A Case Study in ResearchGate”, in the Proceedings of the 35th International Conference on Information Technology Interfaces, Cavtat, Croatia, IEEE, pp. 57-62.
Kazanidis, I., Pellas, N., Christopoulos, A. (2021), “A learning analytics conceptual framework for augmented reality-supported educational case studies”, Multimodal Technologies and Interaction, Vol.5 No.3, pp. 9.
Kurilovas, E. (2016), “Evaluation of quality and personalisation of VR/AR/MR learning systems”, Behaviour & Information Technology, Vol.35 No.11, pp. 998-1007.
Mallam, S. C., Nazir, S., Renganayagalu, S. K. (2019), “Rethinking maritime education, training, and operations in the digital era: applications for emerging immersive technologies”, Journal of Marine Science and Engineering, Vol.7 No.12, pp. 428.
Marienko, M., Nosenko, Y., Shyshkina, M. (2020), “Personalization of learning using adaptive technologies and augmented reality”, available at https://arxiv.org/ftp/arxiv/papers/2011/2011.05802.pdf (10 January 2022)
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, Vol.13 No.2, pp. 469-486.
Meng, M., Fallavollita, P., Blum, T., Eck, U., Sandor, C., Weidert, S., Navab, N. (2013), Kinect for interactive AR anatomy learning. In 2013 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pp. 277-278.
Moro, C., Štromberga, Z., Raikos, A., Stirling, A. (2017), “The effectiveness of virtual and augmented reality in health sciences and medical anatomy”, Anatomical sciences education, Vol.10 No.6, pp. 549-559.
Nidhom, A. M., Smaragdina, A. A., Dyah, K. G., Nur, R. A. B., Cahyono, P. S., Suswanto, H., Yunos, J. M. (2021), Live View Augmented Reality Technology Integrated IoT in Vocational Education Learning, In 2021 7th International Conference on Electrical, Electronics and Information Engineering (ICEEIE), pp. 210-215.
Paavola, S., Lipponen, L., Hakkarainen, K. (2004), “Models of innovative knowledge communities and three metaphors of learning”, Review of educational research, Vol.74 No.4, pp. 557-576.
Papanastasiou, G., Drigas, A., Skianis, C., Lytras, M., Papanastasiou, E. (2019), “Virtual and augmented reality effects on K-12, higher and tertiary education students’ twenty-first century skills”, Virtual Reality, Vol.23 No.4, pp. 425-436.
Sahatqija, K., Kadriu, A. (2019), Exploring Gender Role in Co-Authorship Networks for Computing Books: A Case Study in DBLP. ENTRENOVA-ENTerprise REsearch InNOVAtion, Vol.5 No.1, pp. 10-16.
Sahin, C., Nguyen, D., Begashaw, S., Katz, B., Chacko, J., Henderson, L., Dandekar, K. R. (2016), Wireless communications engineering education via Augmented Reality. In 2016 IEEE frontiers in education conference (FIE), pp. 1-7.
Sankaran, N. K., Nisar, H. J., Zhang, J., Formella, K., Amos, J., Barker, L. T., Kesavadas, T. (2019), Efficacy study on interactive mixed reality (IMR) software with sepsis prevention medical education, In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 664-670.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2022 ENTRENOVA - ENTerprise REsearch InNOVAtion
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.