The Educational uses of 360o Videos and low-cost HMDs. Reflecting on the Results of Seven Projects
Author:
Publisher
Springer Science and Business Media LLC
Subject
Computer Science Applications,Human-Computer Interaction,Education,Mathematics (miscellaneous)
Link
https://link.springer.com/content/pdf/10.1007/s10758-023-09666-6.pdf
Reference51 articles.
1. Ardisara, A., & Fung, F. M. (2018). Integrating 360° videos in an undergraduate chemistry laboratory course. Journal of Chemical Education, 2018, 1881–1884. https://doi.org/10.1021/acs.jchemed.8b00143.
2. Argyriou, L., Economou, D., & Bouki, V. (2020). Design methodology for 360 immersive video applications: The case study of a cultural heritage virtual tour. Personal and Ubiquitous Computing, 1–17. https://doi.org/10.1007/s00779-020-01373-8.
3. Argyriou, L., Economou, D., Bouki, V., & Doumanis, I. (2016). Engaging immersive video consumers: Challenges regarding 360-degree gamified video applications. Proceedings of the 15th International Conference on Ubiquitous Computing and Communications and 2016 International Symposium on Cyberspace and Security (IUCC-CSS), 145–152. IEEE. https://doi.org/10.1109/IUCC-CSS.2016.028.
4. Berns, A., Mota, J. M., Ruiz-Rube, I., & Dodero, J. M. (2018). Exploring the potential of a 360° video application for foreign language learning. Proceedings of the Sixth International Conference on Technological Ecosystems for Enhancing Multiculturality-TEEM’18, 776–780. ACM. https://doi.org/10.1145/3284179.3284309.
5. Brown, B., Boda, P., Ribay, K., Wilsey, M., & Perez, G. (2021). A technological bridge to equity: How VR designed through culturally relevant principles impact students’ appreciation of science. Learning, Media and Technology, 46(4), 564–584. https://doi.org/10.1080/17439884.2021.1948427
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