Virtual reality and augmented reality in social learning spaces: a literature review

Author:

Scavarelli AnthonyORCID,Arya Ali,Teather Robert J.

Publisher

Springer Science and Business Media LLC

Subject

Computer Graphics and Computer-Aided Design,Human-Computer Interaction,Software

Reference198 articles.

1. Abeysekera L, Dawson P (2015) Motivation and cognitive load in the flipped classroom: definition, rationale and a call for research. High Educ Res Dev 34(1):1–14

2. A-Frame (n.d.). https://aframe.io/. Accessed 5 Jan 2018

3. Aguerreche L, Duval T, Lécuyer A (2010) Comparison of three interactive techniques for collaborative manipulation of objects in virtual reality. CGI 2010 (Computer Graphics International)

4. Ahn SJ, Bailenson J (2011) Embodied experiences in immersive virtual environments: effects on pro-environmental self-efficacy and behavior. In: 97th annual conference of the national communication association

5. Akiduki H, Nishiike S, Watanabe H, Matsuoka K, Kubo T, Takeda N (2003) Visual-vestibular conflict induced by virtual reality in humans. Neurosci Lett 340(3):197–200. https://doi.org/10.1016/S0304-3940(03)00098-3

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