Collaboration and learning within immersive virtual reality
Proceedings of the third international conference on Collaborative virtual environments
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Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Design of Virtual Environments
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Students‘ Attitudes Towards Educational Virtual Environments
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Proceedings of the 2nd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Mixed Reality Applications in Urban Environments
BT Technology Journal
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IEEE Transactions on Visualization and Computer Graphics
Mixed Reality in Education, Entertainment, and Training
IEEE Computer Graphics and Applications
Experiences from the use of a shared multimedia space for e-learning in Brazil primary schools
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
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Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
Towards environment-to-environment (E2E) multimedia communication systems
SAME '08 Proceedings of the 1st ACM international workshop on Semantic ambient media experiences
Proceedings of the 20th International Conference of the Association Francophone d'Interaction Homme-Machine
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Proceedings of the 1st ACM SIGCHI symposium on Engineering interactive computing systems
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UAHCI '09 Proceedings of the 5th International Conference on Universal Access in Human-Computer Interaction. Part III: Applications and Services
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IVIC '09 Proceedings of the 1st International Visual Informatics Conference on Visual Informatics: Bridging Research and Practice
A review of using virtual reality for learning
Transactions on edutainment I
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Computers & Education
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Computers & Education
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The new digital landscape is influencing and challenging conventional delivery modes in education. Mixed Reality (MR), one of the newest technologies explored in edutainment, promises the potential to revolutionise learning and teaching, making learners' experience more "engaging". In this paper, we will introduce a MR classroom developed for a local primary school in Singapore. Currently, two modules on Solar System and Plant System had been developed in our MR classroom, providing support for classroom teaching and self-learning. This novel, interesting learning experience is provided by combining tangible interactions and mixed reality technologies. History has shown us that as new technologies evolve, there is a need to carry out user studies as early as possible, to identify and address usability and usefulness issues. There is little known work carried out to understand students' acceptance of the MR technology for learning, and the factors pertinent to influence their intention to use it. A study on our MR classroom was conducted. Participants were surveyed on their perceptions towards the Plant Mixed Reality program. Preliminary results seemed to indicate participants' intention to use MR for learning, and it was influenced directly by perceived usefulness, and indirectly through perceived ease of use and social influence. The paper concludes with a discussion on design implications on MR systems.