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Immersive Environments

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lightbulbAbout this topic
Immersive environments refer to digitally created spaces that fully engage users through sensory stimuli, often utilizing virtual reality (VR), augmented reality (AR), or mixed reality (MR) technologies. These environments aim to enhance user experience by simulating real-world or fantastical settings, facilitating interaction and exploration in a three-dimensional context.
lightbulbAbout this topic
Immersive environments refer to digitally created spaces that fully engage users through sensory stimuli, often utilizing virtual reality (VR), augmented reality (AR), or mixed reality (MR) technologies. These environments aim to enhance user experience by simulating real-world or fantastical settings, facilitating interaction and exploration in a three-dimensional context.

Key research themes

1. How can immersive environments enhance educational outcomes through culturally and pedagogically informed design?

This research area investigates the intersection of immersive technologies with educational theories and instructional design principles to create effective learning environments. It emphasizes cultural competence, media literacy, and the integration of game-based and virtual reality elements to engage diverse learners, especially digital natives, and address challenges in subjects like literacy and STEM.

Key finding: Proposes a novel theoretical framework for Educational Immersive Environments (EIEs) grounded in experiential learning and sound pedagogical principles. Demonstrates through a UK primary school literacy trial that EIEs, based... Read more
Key finding: Introduces the Ecology of Culturally Competent Design theory tailored to immersive learning environments, highlighting the necessity of situating cultural and diversity contexts authentically within virtual/3D educational... Read more
Key finding: Through the SIMiLLE project, demonstrates the technical feasibility and pedagogical value of virtual world environments for language learning by immersing students in culturally authentic socio-linguistic settings. Empirical... Read more

2. What methodologies and frameworks best define and evaluate user experience, presence, and quality in immersive media systems?

This theme addresses the diverse frameworks and interdisciplinary challenges in defining immersion, presence, and Quality of Experience (QoE) in immersive media. It explores system-centric and user-centric perspectives, proposes standardized definitions, and surveys evaluation methodologies critical for advancing immersive technologies in communication, entertainment, and education.

Key finding: Provides a comprehensive interdisciplinary survey and consensus-building framework defining Immersive Media Experience (IMEx) by distinguishing system properties (immersion as perceptual submersion through technology) and... Read more
Key finding: Reviews recent advances in immersive communication technologies and proposes a taxonomy classifying systems by interaction, mobility, vision scope, social environment, and communication modes. Emphasizes the importance of... Read more
Key finding: Identifies key research challenges in immersive entertainment including presence, believable character design, novel interactions, and social experiences. Highlights the need for rigorous understanding of presence constructs... Read more

3. How can immersive environments facilitate collaboration and inclusivity in diverse domains such as design, education, and accessibility?

This line of research investigates immersive environments as platforms for collaborative design processes, language acquisition, neurodivergent support, and cultural heritage engagement. It highlights the democratizing potential of multiuser virtual reality, multisensory immersive spaces, and living museums to foster participatory, culturally sensitive, and inclusive experiences that transcend traditional boundaries and enhance user agency.

Key finding: Through a three-month experimental study with designers and non-designers, demonstrates that multiuser immersive virtual reality (MIVR) fosters equitable, real-time collaboration across disciplines. Shows that MIVR enhances... Read more
Key finding: Presents a co-created multisensory, immersive environment tailored to neurodivergent university students, integrating extended reality (XR) and inclusive design principles. Finds that such immersive spaces foster autonomy,... Read more
Key finding: Analyzes miniature parks as immersive cultural heritage sites that shape visitors' perceptions of religion, identity, and nationhood. Highlights the use of immersive media (e.g., augmented reality, 4D cinema) within these... Read more
Key finding: Shows how immersive virtual worlds (e.g., Open Wonderland) create culturally situated spaces that support collaborative language learning, enabling authentic interaction and social presence among remote users. This enhances... Read more

All papers in Immersive Environments

This investigation studies the deployment of Artificial Intelligence-facilitated curricular drama as a mechanism designed to elevate the proficiency of Englishspeaking abilities. The study examines the pedagogical affordances and... more
This chapter explores the transformative potential of Artificial Intelligence (AI) in personalizing accounting education. It begins by introducing AI and personalized learning, highlighting their intersection and the advantages of... more
The reason is that with the incredible pace of development of AR and VR, both are going to revolutionize educational practices in a manner that will bring about drastic changes in traditional teaching and the ways in which students are... more
The present chapter highlights the interlinkages between pedagogy and assessment, as well as the importance of learning pedagogy of assessment for student teachers. Pedagogy and assessment are often viewed at terminal ends, but actually... more
This essay intervenes in contemporary discourse on the philosophy of education by reframing the city as an educational space. It argues that Walter Benjamin's city writing presents a methodology of critique that triangulates post-critical... more
Higher education is experiencing a profound pedagogical transformation through the integration of Artificial Intelligence and Metaverse technologies, a development that demands careful evaluation. This paper offers an initial step in that... more
This work aims to critically explore the potentialities of sound art within environments such as the metaverse, adopting a perspective that investigates the new configurations of the digital public sphere and its entanglement with sound.... more
In recent years, the integration of Artificial Intelligence (AI), Augmented Reality (AR), and Virtual Reality (VR) has revolutionized many industries, and education is no exception. For both high school and collegiate classrooms, these... more
The metaverse offers immersive and adaptive learning environments for neurodivergent students to thrive and reach their full potential. In this paper, we propose a generic framework that leverages metaverse services as an evolution beyond... more
The extensive implementation of digital technologies has generated significant cybersecurity risks for students in secondary education, highlighting substantial shortcomings in structured cybersecurity instruction, inadequate preparation... more
The Industry 5.0 concept for emerging sustainable education involves transforming every lesson into an interactive Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) experimental gamification. By producing immersive and... more
The modern metaphysical considerations being entertained with the advenient technological framework in virtual reality (VR) attempt to propose fundamental reconceptualizations of some ontological and epistemological factors surrounding... more
The perception of space plays a vital role in architectural design by shaping functional and sustainable environments centered on user experience. Integrating user feedback on spatial perception and interaction has become essential for... more
Japanese artist Yoshitomo Nara (b. 1959) is one of the most celebrated artists of his generation. He earned international acclaim for his Angry Girls, mostly large-format portraits with captivating eyes that are now considered icons of... more
Immersive-learning technologies-virtual reality (VR), augmented reality (AR), and digital-twin simulation-enable U.S. Navy submariners to rehearse rare, high-risk scenarios without jeopardizing crews or billion-dollar platforms. Unlike... more
Modelling, simulation and visualisation of forest cover is a very important aim for the sylviculture. Now the development of different techniques in tree and forest modelling, in GIS is sufficient to develop specific software used in... more
Background: Anxiety is a prevalent mental health concern among undergraduate students, adversely affecting academic performance, social functioning and emotional well-being. Its multifactorial causes and coping strategies, particularly in... more
Stroke is a disease with very high socio-economic impact. In average, the healthcare expenditure cost for Strokes across different countries in Europe and USA exceeds 3% of their entire healthcare expenditure, including inpatient... more
The thought of creating a museum without walls, an open — and imaginary museum, as Malraux would say — has surfaced in every civilization which, for one reason or another, had to seduce and win over their believers, their faithful, in... more
This study aimed to examine the impact of immersive experiences on Gen-Z in Indonesia and their repurchase intention of virtual heritage tours. Based on a recent suggestion to explore the effects of Mixed Reality on visitor experience, an... more
Il manuale esplora e valorizza l’intrattenimento esperienziale, offrendo un quadro teorico e pratico per progettare eventi capaci di coinvolgere, emozionare e stupire. In un contesto in cui il pubblico ricerca esperienze autentiche,... more
Mit dem Begriff Hyperrealismus erfasst die Hermeneutik eine spezifische Art der Ästhetik – und zwar die einer übertriebenen Realitätssimulation. Insbesondere im 21. Jahrhundert tritt diese Erscheinungsform in diversen populärkulturellen... more
Cinema has continued its quest to construct its own aesthetic and narrative forms since the first film screening in Paris in the late 19th century. At the center of this quest are the possibilities offered by the technological... more
How does ADA continuously adapt to address changing needs of researchers and artists? After the last research phase the focus was on further development of the social media functions of the living community, uploading and tool development... more
Questo manuale esplora le componenti esperienziali e interpretative della qualità espositiva. Pur nascendo nell’ambito dell’Art Experience e della Heritage Interpretation, i principi descritti sono applicabili a qualsiasi tipologia... more
The article explores the revolutionary impact of digital archives, focusing on performative interfaces, as demonstrated through the authors' extensive work on the netzspannung.org platform for media art and digital culture. Advocating for... more
This paper introduces a tool set consisting of open source libraries that are being developed to facilitate the quick and easy implementation of collaborative VR applications. It describes functionality that can be used for generating and... more
This book offers an academic analysis of the concept of heritage within the realm of oil-related urban development. It focuses on the term 'heritage', with a specific emphasis on 'oil heritage', exploring its varied implications for urban... more
In developing our ideas for an interdisciplinary team-taught course on Tropical Ecology and Ecopsychology, we decided to first immerse our students experientially by screening and viewing films together such as Microcosmos (1996) and My... more
The 360o panorama is studied as a new form of representation that emerged in the 18th century, which anticipated photography and, as the latter evolved, used it to obtain increasingly reliable representations of reality, even... more
The effect of a personalized technology-based warning on compliance was assessed using an immersive virtual environment (IVE). Sixty university students performed an end-of-day routine security check in the IVE. Participants were asked to... more
Über das Spektakel mechanischer Attraktionen. Die kulturelle Spezifik des Mechanischen Theaters Der Beitrag untersucht das Mechanische Theater als eigenständige Aufführungsform innerhalb der populären Kultur des 19. Jahrhunderts,... more
Medical education is increasingly in need of assessing how well emerging immersive technologies stack up against traditional teaching methods. This chapter offers a comparative look at spatial understanding in anatomy education across... more
This book explores the impacts of a desire that has motivated human beings since prehistory: the desire to enter an image. Over the centuries, every culture has tried to realize this wish with whatever visual resources were available at... more
This article investigates the dual function of garden inscriptions from the Renaissance to modern times, interpreting them both as instruments of aesthetic stylization and as means of ethical regulation. Starting with Petrarch's... more
com o objetivo de desenvolver tecnologias e metodologias para promover a aprendizagem, a partir do acervo de museus.
Multiuser Immersive Virtual Reality (MIVR) tools democratize the design process by enabling equitable contributions from designers and non-designers. This fosters enhanced interdisciplinary cooperation and broadens participation,... more
We present a room-sized telepresence system for informal gatherings rather than conventional meetings. Unlike conventional systems which constrain participants to sit in fixed positions, our system aims to facilitate casual conversations... more
The metaverse is emerging as a technological possibility full of potential in the educational context. This article analyzes the use of the metaverse and digital media as tools for critical and creative learning. Based on a qualitative... more
This work focuses on the development of a software link interface tool between the Looxid Link Device coupled to the HTC Vive Pro VR HeadSets and the Unity platform, to generate real-time interactivity in virtual reality applications. The... more
This article analyzes religion in the miniature parks of Madurodam in The Hague, the Netherlands, and Miniatürk in Istanbul, Turkey. I argue that miniature parks can be productively analyzed as sites that express how audiences are... more
The evolving landscape of higher education necessitates a nuanced approach to accommodating the diverse needs of neurodivergent students, including those identifying as having autism, dyslexia, dyspraxia, attention deficit hyperactivity... more
This paper presents a cross-disciplinary research approach to designing new tools for sound spatialization in immersive music environments. It addresses issues of interaction design and interface design by pooling knowledge from music... more
Videodance, a form that hybridizes technology and audiovisual language with dance, and virtual reality come together in this Final Degree Project to highlight the innovative and creative potential of the new artistic format. Through the... more
Development of new mediums affects the way humans think and create. This is happening in our era with audiovisual, digital, transport and telecommunications technologies. While some experts perceive this as a step towards utopia, others... more
Among the ongoing critical response to how recent technological developments in digital media have expanded previous cultural frameworks for social and historical memory, there is little discussion of how virtual reality has and will... more
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