In this article, Choi and Rossitto investigated the limitations of virtual learning by examining in-person dance learning compared to virtual dance learning while wearing EEG headsets. They found that in-person learners outperformed virtual learners and that virtual learners had higher mirror neuron activity as assessed by Mu rhythm power.
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An Experiment to Assess the Usefulness of a Virtual Environment as a Method of Public Speaking Anxiety Exposure
This experiment assessed the effectiveness of a virtual environment as a method of exposure in the treatment of high school students’ public speaking anxiety. The results show that participants’ heartbeat was higher when they wore a VR headset than when they did not.
Read More...Influence of socioeconomic status on academic performance in virtual classroom settings
In this study, the authors conduct a survey to evaluate the impact of household socioeconomic status on effectiveness of distance learning for students.
Read More...The effect of the pandemic on the behavior of junior high school students
Here, seeking to understand how the COVID-19 pandemic affected the social interactions of junior high school students, the authors surveyed students, teachers, and parents. Contrary to their initial hypotheses, the authors found positive correlation between increased virtual contact during social isolation and in-person conflict and disregard for social norms after the pandemic. While the authors identified the limitations of their study, they suggest that further research into the effect of online interactions is becoming increasingly important.
Read More...The comparative effect of remote instruction on students and teachers
In this study, high school students and teachers responded to a survey consisting of Likert-type scale, multiple-choice, and open-ended questions regarding various aspects of remote instruction. After analyzing the data collected, they found that remote learning impacted high school students academically and socially. Students took longer to complete assignments, and both students and teachers felt that students do not learn as much in remote learning compared to in-person instruction. However, most high school students demonstrated a comprehensive understanding of the topics, and an overall negative impact on students' grades was not detected.
Read More...Effects of different synthetic training data on real test data for semantic segmentation
Semantic segmentation - labelling each pixel in an image to a specific class- models require large amounts of manually labeled and collected data to train.
Read More...Overcoming The Uncanny Valley Through Shared Stressful Experience with a Humanoid Robot
The "Uncanny Valley" is a phenomenon in which humans feel discomfort in the presence of objects that are almost, but not quite, human-like. In this study, the authors tested whether this phenomenon could be overcome by sharing a stressful experience with a humanoid robot. They found that human subjects more readily accepted a robot partner that they had previously shared a stressful experience with, suggesting a potential method for increasing the effectiveness of beneficial human-robot interactions by reducing the Uncanny Valley effect.
Read More...The Feasibility of Mixed Reality Gaming as a Tool for Physical Therapy Following a Spinal Cord Injury
Physical therapy, especially for patients with spinal cord injuries, can be a difficult and tedious experience. This can result in negative health outcomes, such as patients dropping out of physical therapy or developing additional health problems. In this study, the authors develop and test a potential solution to these challenges: a mixed reality game called Skyfarer that replaces a standard physical therapy regimen with an immersive experience that can be shared with their friends and family. The findings of this study suggest that mixed reality games such as Skyfarer could be effective alternatives to conventional physical therapy.
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