Sign in to use this feature.

Years

Between: -

Subjects

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Journals

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Article Types

Countries / Regions

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Search Results (646)

Search Parameters:
Keywords = immersive education

Order results
Result details
Results per page
Select all
Export citation of selected articles as:
23 pages, 1650 KiB  
Article
Generative AI-Enhanced Virtual Reality Simulation for Pre-Service Teacher Education: A Mixed-Methods Analysis of Usability and Instructional Utility for Course Integration
by Sumin Hong, Jewoong Moon, Taeyeon Eom, Idowu David Awoyemi and Juno Hwang
Educ. Sci. 2025, 15(8), 997; https://doi.org/10.3390/educsci15080997 (registering DOI) - 5 Aug 2025
Abstract
Teacher education faces persistent challenges, including limited access to authentic field experiences and a disconnect between theoretical instruction and classroom practice. While virtual reality (VR) simulations offer an alternative, most are constrained by inflexible design and lack scalability, failing to mirror the complexity [...] Read more.
Teacher education faces persistent challenges, including limited access to authentic field experiences and a disconnect between theoretical instruction and classroom practice. While virtual reality (VR) simulations offer an alternative, most are constrained by inflexible design and lack scalability, failing to mirror the complexity of real teaching environments. This study introduces TeacherGen@i, a generative AI (GenAI)-enhanced VR simulation designed to provide pre-service teachers with immersive, adaptive teaching practice through realistic GenAI agents. Using an explanatory case study with a mixed-methods approach, the study examines the simulation’s usability, design challenges, and instructional utility within a university-based teacher preparation course. Data sources included usability surveys and reflective journals, analyzed through thematic coding and computational linguistic analysis using LIWC. Findings suggest that TeacherGen@i facilitates meaningful development of teaching competencies such as instructional decision-making, classroom communication, and student engagement, while also identifying notable design limitations related to cognitive load, user interface design, and instructional scaffolding. This exploratory research offers preliminary insights into the integration of generative AI in teacher simulations and its potential to support responsive and scalable simulation-based learning environments. Full article
Show Figures

Figure 1

15 pages, 4422 KiB  
Article
Advanced Deep Learning Methods to Generate and Discriminate Fake Images of Egyptian Monuments
by Daniyah Alaswad and Mohamed A. Zohdy
Appl. Sci. 2025, 15(15), 8670; https://doi.org/10.3390/app15158670 (registering DOI) - 5 Aug 2025
Abstract
Artificial intelligence technologies, particularly machine learning and computer vision, are being increasingly utilized to preserve, restore, and create immersive virtual experiences with cultural artifacts and sites, thus aiding in conserving cultural heritage and making it accessible to a global audience. This paper examines [...] Read more.
Artificial intelligence technologies, particularly machine learning and computer vision, are being increasingly utilized to preserve, restore, and create immersive virtual experiences with cultural artifacts and sites, thus aiding in conserving cultural heritage and making it accessible to a global audience. This paper examines the performance of Generative Adversarial Networks (GAN), especially Style-Based Generator Architecture (StyleGAN), as a deep learning approach for producing realistic images of Egyptian monuments. We used Sigmoid loss for Language–Image Pre-training (SigLIP) as a unique image–text alignment system to guide monument generation through semantic elements. We also studied truncation methods to regulate the generated image noise and identify the most effective parameter settings based on architectural representation versus diverse output creation. An improved discriminator design that combined noise addition with squeeze-and-excitation blocks and a modified MinibatchStdLayer produced 27.5% better Fréchet Inception Distance performance than the original discriminator models. Moreover, differential evolution for latent-space optimization reduced alignment mistakes during specific monument construction tasks by about 15%. We checked a wide range of truncation values from 0.1 to 1.0 and found that somewhere between 0.4 and 0.7 was the best range because it allowed for good accuracy while retaining many different architectural elements. Our findings indicate that specific model optimization strategies produce superior outcomes by creating better-quality and historically correct representations of diverse Egyptian monuments. Thus, the developed technology may be instrumental in generating educational and archaeological visualization assets while adding virtual tourism capabilities. Full article
(This article belongs to the Special Issue Novel Applications of Machine Learning and Bayesian Optimization)
Show Figures

Figure 1

14 pages, 638 KiB  
Article
Implementation and Evaluation of a VR/AR-Based Assistive Technology for Dyslexic Learners: An Exploratory Case Study
by María Lozano-Álvarez, Sonia Rodríguez-Cano, Vanesa Delgado-Benito and Miguel Ángel García-Delgado
Societies 2025, 15(8), 215; https://doi.org/10.3390/soc15080215 - 4 Aug 2025
Abstract
This exploratory case study investigates the implementation and educational impact of a Virtual Reality (VR)- and Augmented Reality (AR)-based assistive technology developed to support learners with dyslexia. The intervention, delivered via mobile devices and VR headsets, incorporated gamified and interactive content aimed at [...] Read more.
This exploratory case study investigates the implementation and educational impact of a Virtual Reality (VR)- and Augmented Reality (AR)-based assistive technology developed to support learners with dyslexia. The intervention, delivered via mobile devices and VR headsets, incorporated gamified and interactive content aimed at enhancing cognitive skills such as attention, inhibition, narrative memory, and phonological awareness. Two in-depth case studies were conducted with primary school students formally diagnosed with dyslexia. Cognitive performance was assessed using the NEPSY-II neuropsychological battery, and user experience was evaluated using the Technology Acceptance Model (TAM). The results showed positive trends in executive function and language-related skills, as well as high motivation and satisfaction. While these findings suggest promising benefits of immersive educational technologies in dyslexia intervention, conclusions regarding efficacy cannot be drawn due to the limited sample size. Further research with larger and controlled designs is needed to validate these initial observations. Full article
Show Figures

Figure 1

48 pages, 12327 KiB  
Article
Enhancing Landscape Architecture Construction Learning with Extended Reality (XR): Comparing Interactive Virtual Reality (VR) with Traditional Learning Methods
by S. Y. Andalib, Muntazar Monsur, Cade Cook, Mike Lemon, Phillip Zawarus and Leehu Loon
Educ. Sci. 2025, 15(8), 992; https://doi.org/10.3390/educsci15080992 (registering DOI) - 4 Aug 2025
Abstract
The application of extended reality (XR) in design education has grown substantially; however, empirical evidence on its educational benefits remains limited. This two-year study examines the impact of incorporating a virtual reality (VR) learning module into undergraduate landscape architecture (LA) construction courses, focusing [...] Read more.
The application of extended reality (XR) in design education has grown substantially; however, empirical evidence on its educational benefits remains limited. This two-year study examines the impact of incorporating a virtual reality (VR) learning module into undergraduate landscape architecture (LA) construction courses, focusing on brick masonry instruction. A conventional learning sequence—lecture, sketching, CAD, and 3D modeling—was supplemented with an immersive VR experience developed using Unreal Engine 5 and deployed on Meta Quest devices. In Year 1, we piloted a preliminary version of the module with landscape architecture students (n = 15), and data on implementation feasibility and student perception were collected. In Year 2, we refined the learning module and implemented it with a new cohort (n = 16) using standardized VR evaluation metrics, knowledge retention tests, and self-efficacy surveys. The findings suggest that when sequenced after a theoretical introduction, VR serves as a pedagogical bridge between abstract construction principles and physical implementation. Moreover, the VR module enhanced student engagement and self-efficacy by offering experiential learning with immediate feedback. The findings highlight the need for intentional design, institutional support, and the continued development of tactile, collaborative simulations. Full article
(This article belongs to the Special Issue Beyond Classroom Walls: Exploring Virtual Learning Environments)
Show Figures

Figure 1

42 pages, 1202 KiB  
Article
Exploring Key Factors Influencing the Processual Experience of Visitors in Metaverse Museum Exhibitions: An Approach Based on the Experience Economy and the SOR Model
by Ronghui Wu, Lin Gao, Jiaxin Li, Anxin Xie and Xiao Zhang
Electronics 2025, 14(15), 3045; https://doi.org/10.3390/electronics14153045 - 30 Jul 2025
Viewed by 157
Abstract
With the advancement of immersive technologies, metaverse museum exhibitions have become an increasingly important medium through which audiences access cultural content and experience artistic works. This study aims to identify the key factors influencing visitors’ processual experiences in metaverse museum exhibitions and to [...] Read more.
With the advancement of immersive technologies, metaverse museum exhibitions have become an increasingly important medium through which audiences access cultural content and experience artistic works. This study aims to identify the key factors influencing visitors’ processual experiences in metaverse museum exhibitions and to explore how these factors collectively contribute to the formation of satisfaction with the visiting experience. Adopting an interdisciplinary theoretical perspective, the study integrates the Experience Economy theory with the Stimulus–Organism–Response (SOR) model to construct a systematic theoretical framework. This framework reveals how exhibition-related stimuli affect visitors’ behavioral intentions through psychological response pathways. Specifically, perceived educational appeal, interactive entertainment, escapist experience, and perceived visual aesthetics are defined as stimulus variables, while psychological immersion, emotional trigger, and cognitive engagement are introduced as organismic variables to explain their effects on satisfaction with the visiting experience and social sharing intention as response variables. Based on 507 valid responses, Partial Least Squares Structural Equation Modeling (PLS-SEM) was employed for empirical analysis. The results indicate that interactive entertainment and escapist experience have significant positive effects on psychological responses, serving as key drivers of deep visitor engagement. Emotional Trigger acts as a significant mediator between exhibition stimuli and satisfaction with the visiting experience, which in turn significantly predicts social sharing intention. In contrast, perceived educational appeal and perceived visual aesthetics exhibit weaker impacts at the cognitive and behavioral levels. This study not only identifies these weakened pathways but also proposes optimization strategies grounded in experiential construction and cognitive synergy, offering guidance for enhancing the educational function and deep experiential design of metaverse exhibitions. The findings validate the applicability of the Experience Economy theory and the SOR model in metaverse cultural contexts and deepen our understanding of the psychological mechanisms underlying immersive cultural experiences. This study further provides a pathway for shifting exhibition design from a “content-oriented” to an “experience-driven” approach, offering theoretical and practical insights into enhancing audience engagement and cultural communication effectiveness in metaverse museums. Full article
(This article belongs to the Special Issue Metaverse, Digital Twins and AI, 3rd Edition)
Show Figures

Figure 1

15 pages, 1527 KiB  
Systematic Review
Using Virtual Reality Simulators to Enhance Laparoscopic Cholecystectomy Skills Learning
by Irene Suh, Hong Li, Yucheng Li, Carl Nelson, Dmitry Oleynikov and Ka-Chun Siu
Appl. Sci. 2025, 15(15), 8424; https://doi.org/10.3390/app15158424 - 29 Jul 2025
Viewed by 148
Abstract
(1) Medical training is changing, especially for surgeons. Virtual reality simulation is an excellent way to train surgeons safely. Studies show that surgeons who train with simulation have demonstrated improved technical skills in fundamental surgical procedures. The purpose of this study is to [...] Read more.
(1) Medical training is changing, especially for surgeons. Virtual reality simulation is an excellent way to train surgeons safely. Studies show that surgeons who train with simulation have demonstrated improved technical skills in fundamental surgical procedures. The purpose of this study is to determine the overall impact of virtual reality training on laparoscopic cholecystectomy performance and to explore whether specific training protocols or the addition of feedback confer any advantages for future surgeons. (2) MEDLINE (PubMed), Embase (Ovid SP), Web of Science, Google Scholar, and Scopus were searched for the literature related to virtual reality training, immersive simulation, laparoscopic surgical skills training, and medical education. Study quality was assessed using the Cochrane Risk of Bias Tool and NIH Quality Assessment Tool. (3) A total of 55 full-text articles were reviewed. Meta-analysis showed that virtual reality training is an effective method for learning cholecystectomy surgical skills. (4) Conclusions: Performance, measured by objective structured assessments and time to task completion, is improved with virtual reality training compared with no additional training. Positive effects of simulation training were evident in global rating scores and operative time. Continuous feedback on movement parameters during laparoscopic cholecystectomy skills training impacts skills acquisition and long-term retention. Full article
Show Figures

Figure 1

24 pages, 1016 KiB  
Article
Harnessing Intelligent GISs for Educational Innovation: A Bibliometric Analysis of Real-Time Data Models
by Eloy López-Meneses, Irene-Magdalena Palomero-Ilardia, Noelia Pelícano-Piris and María-Belén Morales-Cevallos
Educ. Sci. 2025, 15(8), 976; https://doi.org/10.3390/educsci15080976 - 29 Jul 2025
Viewed by 324
Abstract
This study explores the potential of Intelligent Geographic Information Systems (GISs) in advancing educational practices through the integration of real-time data models. The objective is to investigate how GIS technology can enhance teaching and learning by providing interactive and dynamic learning environments. The [...] Read more.
This study explores the potential of Intelligent Geographic Information Systems (GISs) in advancing educational practices through the integration of real-time data models. The objective is to investigate how GIS technology can enhance teaching and learning by providing interactive and dynamic learning environments. The research employs a bibliometric analysis based on the Scopus database, covering the period from 2000 to 2024, to identify key trends, the evolution of GIS applications in education, and their pedagogical impact. Findings reveal that GISs, particularly when incorporating real-time data, enable a more immersive learning experience, facilitate data-driven decision-making, and promote student engagement through project-based learning. However, challenges such as the lack of specialized training for educators and limitations in technological infrastructure remain significant barriers to widespread adoption. The study concludes that Intelligent GISs have the potential to transform education by fostering personalized, interdisciplinary learning and enhancing educational management. It emphasizes the need for further research aimed at developing user-friendly systems and addressing ethical concerns to ensure the benefits of GIS technology are accessible to all students. Future studies should examine the long-term effects of GISs on student outcomes and explore their integration into diverse educational contexts. Full article
Show Figures

Figure 1

19 pages, 690 KiB  
Article
Lots of Digital Files? How Digital Hoarding Is Related to the Academic Performance of University Students
by Natalia Bravo-Adasme, Alejandro Cataldo, Hedy Acosta-Antognoni, Elizabeth Grandón, Nicolás Bravo and Margarita Valdés
Int. J. Environ. Res. Public Health 2025, 22(8), 1186; https://doi.org/10.3390/ijerph22081186 - 29 Jul 2025
Viewed by 521
Abstract
Digital hoarding (DH) is an emerging behavior with potential implications for psychological well-being and daily functioning. While traditionally associated with physical hoarding disorder, DH presents unique challenges in digital environments, particularly among university students increasingly immersed in technology. This study examines the relationship [...] Read more.
Digital hoarding (DH) is an emerging behavior with potential implications for psychological well-being and daily functioning. While traditionally associated with physical hoarding disorder, DH presents unique challenges in digital environments, particularly among university students increasingly immersed in technology. This study examines the relationship between DH and academic performance, proposing a theoretical model in which academic engagement and academic burnout act as mediating mechanisms. Drawing on the Job Demands–Resources Theory, we provide evidence that DH contributes to a health impairment process that negatively affects student outcomes. Our findings reveal DH as a novel predictor of academic burnout, highlighting its detrimental impact on academic performance. These results carry significant theoretical and practical implications, offering new insights into the role of technology-related anxiety disorders in educational settings. From a practical perspective, our study underscores the need for higher education institutions to implement targeted interventions focused on emotional regulation and learning strategies to mitigate the negative effects of DH. Despite limitations related to sample specificity and cross-sectional data, this research opens avenues for future longitudinal studies and interventions aimed at addressing DH in both academic and professional contexts. By linking digital behaviors to mental health and performance, this work aligns with public health interests in understanding technology’s impact on youth well-being. Full article
(This article belongs to the Section Behavioral and Mental Health)
Show Figures

Figure 1

27 pages, 4327 KiB  
Article
The Art Nouveau Path: Promoting Sustainability Competences Through a Mobile Augmented Reality Game
by João Ferreira-Santos and Lúcia Pombo
Multimodal Technol. Interact. 2025, 9(8), 77; https://doi.org/10.3390/mti9080077 - 29 Jul 2025
Viewed by 316
Abstract
This paper presents a qualitative case study on the design, implementation, and validation of the Art Nouveau Path, a mobile augmented reality game developed to foster sustainability competences through engagement with Aveiro’s Art Nouveau built heritage. Grounded in the GreenComp framework and [...] Read more.
This paper presents a qualitative case study on the design, implementation, and validation of the Art Nouveau Path, a mobile augmented reality game developed to foster sustainability competences through engagement with Aveiro’s Art Nouveau built heritage. Grounded in the GreenComp framework and developed through a Design-Based Research approach, the game integrates location-based interaction, narrative storytelling, and multimodal augmented reality and multimedia content to activate key competences such as systems thinking, futures literacy, and sustainability-oriented action. The game was validated with 33 in-service schoolteachers, both through a simulation-based training workshop and a curricular review of the game. A mixed-methods strategy was used, combining structured questionnaires, open-ended reflections, and curricular review. The findings revealed strong emotional and motivational engagement, interdisciplinary relevance, and alignment with formal education goals. Teachers emphasized the game’s capacity to connect local identity with global sustainability challenges through immersive and reflective experiences. Limitations pointed to the need for enhanced pedagogical scaffolding, clearer integration into STEAM subjects, and broader accessibility across technological contexts. This study demonstrates that these games, when grounded in competence-based frameworks and inclusive design, can meaningfully support multimodal, situated learning for sustainability and offer valuable contributions to pedagogical innovation in Education for Sustainable Development. Full article
Show Figures

Figure 1

24 pages, 1008 KiB  
Article
Artificial Intelligence and Immersive Technologies: Virtual Assistants in AR/VR for Special Needs Learners
by Azza Mohamed, Rouhi Faisal, Ahmed Al-Gindy and Khaled Shaalan
Computers 2025, 14(8), 306; https://doi.org/10.3390/computers14080306 - 28 Jul 2025
Viewed by 299
Abstract
This article investigates the revolutionary potential of AI-powered virtual assistants in augmented reality (AR) and virtual reality (VR) environments, concentrating primarily on their impact on special needs schooling. We investigate the complex characteristics of these virtual assistants, the influential elements affecting their development [...] Read more.
This article investigates the revolutionary potential of AI-powered virtual assistants in augmented reality (AR) and virtual reality (VR) environments, concentrating primarily on their impact on special needs schooling. We investigate the complex characteristics of these virtual assistants, the influential elements affecting their development and implementation, and the joint efforts of educational institutions and technology developers, using a rigorous quantitative approach. Our research also looks at strategic initiatives aimed at effectively integrating AI into educational practices, addressing critical issues including infrastructure, teacher preparedness, equitable access, and ethical considerations. Our findings highlight the promise of AI technology, emphasizing the ability of AI-powered virtual assistants to provide individualized, immersive learning experiences adapted to the different needs of students with special needs. Furthermore, we find strong relationships between these virtual assistants’ features and deployment tactics and their subsequent impact on educational achievements. This study contributes to the increasing conversation on harnessing cutting-edge technology to improve educational results for all learners by synthesizing current research and employing a strong methodological framework. Our analysis not only highlights the promise of AI in increasing student engagement and comprehension but also emphasizes the importance of tackling ethical and infrastructure concerns to enable responsible and fair adoption. Full article
Show Figures

Figure 1

10 pages, 216 KiB  
Article
Integrating Advance Care Planning into End-of-Life Education: Nursing Students’ Reflections on Advance Health Care Directive and Five Wishes Assignments
by Therese Doan and Sumiyo Brennan
Nurs. Rep. 2025, 15(8), 270; https://doi.org/10.3390/nursrep15080270 (registering DOI) - 28 Jul 2025
Viewed by 256
Abstract
Background/Objectives: End-of-life care is a vital part of nursing education that has been overlooked until recent years. Advance care planning should be incorporated into the prelicensure nursing curriculum to build student nurses’ confidence in aiding patients and families with their preferred future [...] Read more.
Background/Objectives: End-of-life care is a vital part of nursing education that has been overlooked until recent years. Advance care planning should be incorporated into the prelicensure nursing curriculum to build student nurses’ confidence in aiding patients and families with their preferred future care plans. Advance care planning tools, such as the Advance Health Care Directive (AHCD) and Five Wishes, provide experiential learning opportunities that bridge theoretical knowledge with real-world patient advocacy. In this study, students were asked to complete either the AHCD or Five Wishes document as though planning for their own end-of-life care, encouraging personal reflection and professional insight. Embedding these assignments into nursing education strengthens students’ confidence in facilitating end-of-life discussions. This study applied Kolb’s experiential learning theory, including concrete experience, reflective observation, abstract conceptualization, and active experimentation, to explore student nurses’ perspectives on the Advance Health Care Directive and Five Wishes assignments, as well as their understanding of end-of-life care. Methods: This study used an exploratory–descriptive qualitative design featuring one open-ended question to collect students’ views on the assignments. Results: The final sample comprised 67 prelicensure student nurses from Bachelor of Science and Entry-Level Master’s programs. The Advance Health Care Directive and/or Five Wishes assignment enhanced students’ understanding of end-of-life decision-making. Conclusions: It is essential to complete the assignment and immerse oneself in an end-of-life situation to grasp patients’ perspectives and concerns regarding when to engage in difficult conversations with their patients. Full article
(This article belongs to the Section Nursing Education and Leadership)
15 pages, 717 KiB  
Article
Bridging Theory and Practice with Immersive Virtual Reality: A Study on Transfer Facilitation in VET
by David Kablitz
Educ. Sci. 2025, 15(8), 959; https://doi.org/10.3390/educsci15080959 - 25 Jul 2025
Viewed by 335
Abstract
This study explores the potential of immersive virtual reality (IVR) to enhance knowledge transfer in vocational education, particularly in bridging the gap between academic learning and practical workplace application. The focus lies on relevant predictors for actual learning transfer, namely knowledge acquisition and [...] Read more.
This study explores the potential of immersive virtual reality (IVR) to enhance knowledge transfer in vocational education, particularly in bridging the gap between academic learning and practical workplace application. The focus lies on relevant predictors for actual learning transfer, namely knowledge acquisition and the transfer-related self-efficacy. Additionally, the Cognitive Affective Model of Immersive Learning (CAMIL) is used to investigate potential predictors in IVR learning. This approach allows for empirical testing of the CAMIL and validation of its assumptions using empirical data. To address the research questions, a quasi-experimental field study was conducted with 141 retail trainees at a German vocational school. Participants were assigned to either an IVR group or a control group receiving traditional instruction. The intervention spanned four teaching sessions of 90 min each, focusing on the design of a retail sales area based on sales-promoting principles. To assess subject-related learning outcomes, a domain-specific knowledge test was developed. In addition, transfer-related self-efficacy and other relevant constructs were measured using Likert-scale questionnaires. The results show that IVR-based instruction significantly improves knowledge acquisition and transfer-related self-efficacy compared to traditional teaching methods. In terms of the CAMIL-based mechanisms, significant correlations were found between transfer-related self-efficacy and factors such as interest, motivation, academic self-efficacy, embodiment, and self-regulation. Additionally, correlations were found between knowledge acquisition and relevant predictors such as interest, motivation, and self-regulation. These findings underscore IVR’s potential to facilitate knowledge transfer in vocational school, highlighting the need for further research on its long-term effects and the actual application of learned skills in real-world settings. Full article
(This article belongs to the Special Issue Dynamic Change: Shaping the Schools of Tomorrow in the Digital Age)
Show Figures

Figure 1

30 pages, 3348 KiB  
Review
Augmented Reality and Virtual Reality in Exergaming
by Georgios Lampropoulos, Theofylaktos Anastasiadis and Juan Garzón
Future Internet 2025, 17(8), 332; https://doi.org/10.3390/fi17080332 - 25 Jul 2025
Viewed by 376
Abstract
This study presents a systematic review regarding the use of augmented reality and virtual reality in exergaming by analyzing studies published during 2010–2025. This study focuses on providing an overview of the field and on examining and synthesizing the findings of related studies [...] Read more.
This study presents a systematic review regarding the use of augmented reality and virtual reality in exergaming by analyzing studies published during 2010–2025. This study focuses on providing an overview of the field and on examining and synthesizing the findings of related studies to identify the contexts, applications, and domains in which extended reality exergames are being used and the related implications, benefits, and challenges. Based on the results, augmented reality and virtual reality exergames offer immersive, enjoyable, engaging, and personalized experiences that support physical, cognitive, and emotional well-being, while enhancing physical performance, cognitive functioning, psychological outcomes, and mental health. They promote motivation, active lifestyles, and sustainable health behaviors across diverse populations, including older adults, individuals with disabilities, and neurological groups, as well as the general adult and youth populations. Although emphasis is placed on their use in physical and cognitive rehabilitation and treatment, they also show great potential to be effectively used in different domains, including education. Among the technologies examined, the significant majority of studies focused on virtual reality exergames, a limited number of studies involved augmented reality, and only a few studies examined mixed reality, extended reality, and the metaverse. Finally, nine main topics were identified through topic modeling, providing a clear representation of the core themes within the literature. Full article
Show Figures

Figure 1

15 pages, 2127 KiB  
Article
Accessible Interface for Museum Geological Exhibitions: PETRA—A Gesture-Controlled Experience of Three-Dimensional Rocks and Minerals
by Andrei Ionuţ Apopei
Minerals 2025, 15(8), 775; https://doi.org/10.3390/min15080775 - 24 Jul 2025
Viewed by 430
Abstract
The increasing integration of 3D technologies and machine learning is fundamentally reshaping mineral sciences and cultural heritage, establishing the foundation for an emerging “Mineralogy 4.0” framework. However, public engagement with digital 3D collections is often limited by complex or costly interfaces, such as [...] Read more.
The increasing integration of 3D technologies and machine learning is fundamentally reshaping mineral sciences and cultural heritage, establishing the foundation for an emerging “Mineralogy 4.0” framework. However, public engagement with digital 3D collections is often limited by complex or costly interfaces, such as VR/AR systems and traditional touchscreen kiosks, creating a clear need for more intuitive, accessible, and more engaging and inclusive solutions. This paper presents PETRA, an open-source, gesture-controlled system for exploring 3D rocks and minerals. Developed in the TouchDesigner environment, PETRA utilizes a standard webcam and the MediaPipe framework to translate natural hand movements into real-time manipulation of digital specimens, requiring no specialized hardware. The system provides a customizable, node-based framework for creating touchless, interactive exhibits. Successfully evaluated during a “Long Night of Museums” public event with 550 visitors, direct qualitative observations confirmed high user engagement, rapid instruction-free learnability across diverse age groups, and robust system stability in a continuous-use setting. As a practical case study, PETRA demonstrates that low-cost, webcam-based gesture control is a viable solution for creating accessible and immersive learning experiences. This work offers a significant contribution to the fields of digital mineralogy, human–machine interaction, and cultural heritage by providing a hygienic, scalable, and socially engaging method for interacting with geological collections. This research confirms that as digital archives grow, the development of human-centered interfaces is paramount in unlocking their full scientific and educational potential. Full article
(This article belongs to the Special Issue 3D Technologies and Machine Learning in Mineral Sciences)
Show Figures

Figure 1

10 pages, 700 KiB  
Article
Neurocognitive Foundations of Memory Retention in AR and VR Cultural Heritage Experiences
by Paula Srdanović, Tibor Skala and Marko Maričević
Electronics 2025, 14(15), 2920; https://doi.org/10.3390/electronics14152920 - 22 Jul 2025
Viewed by 249
Abstract
Immersive technologies such as augmented reality (AR) and virtual reality (VR) have emerged as powerful tools in cultural heritage education and preservation. Building on prior work that demonstrated the effectiveness of gamified XR applications in engaging users with heritage content and drawing on [...] Read more.
Immersive technologies such as augmented reality (AR) and virtual reality (VR) have emerged as powerful tools in cultural heritage education and preservation. Building on prior work that demonstrated the effectiveness of gamified XR applications in engaging users with heritage content and drawing on existing studies in neuroscience and cognitive psychology, this study explores how immersive experiences support multisensory integration, emotional engagement, and spatial presence—all of which contribute to the deeper encoding and recall of heritage narratives. Through a theoretical lens supported by the empirical literature, we argue that the interactive and embodied nature of AR/VR aligns with principles of cognitive load theory, dual coding theory, and affective neuroscience, supporting enhanced learning and memory consolidation. This paper aims to bridge the gap between technological innovation and cognitive understanding in cultural heritage dissemination, identifying concrete design principles for memory-driven digital heritage experiences. While promising, these approaches also raise important ethical considerations, including accessibility, cultural representation, and inclusivity—factors essential for equitable digital heritage dissemination. Full article
(This article belongs to the Special Issue Metaverse, Digital Twins and AI, 3rd Edition)
Show Figures

Figure 1

Back to TopTop