Journal of Problem Based Learning in Higher Education 2017
DOI: 10.5278/ojs.jpblhe.v0i0.1542
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Collaboration and Dialogue in Virtual Reality

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Cited by 15 publications
(7 citation statements)
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“…Virtual Reality (VR) is the use of computer technology to create a simulated environment. Virtual Reality is the most immediately-recognizable component which is the head-mounted display (HMD) [29]. Human beings are visual creatures, and display technology is often the single biggest difference between immersive Virtual Reality systems and traditional user interfaces.…”
Section: E Virtual Reality (Vr)mentioning
confidence: 99%
See 1 more Smart Citation
“…Virtual Reality (VR) is the use of computer technology to create a simulated environment. Virtual Reality is the most immediately-recognizable component which is the head-mounted display (HMD) [29]. Human beings are visual creatures, and display technology is often the single biggest difference between immersive Virtual Reality systems and traditional user interfaces.…”
Section: E Virtual Reality (Vr)mentioning
confidence: 99%
“…The users or the general public become interested to try all the features that are available in the application and are enthusiastic to know prehistoric objects that exist in Indonesia. Gamification when applied in a collaborative and competitive learning model can foster collaborative ability among learners [16,29,39]. This has an impact on improving the learning process.…”
Section: ) Level 5 Is Called Goa Bronze (Bronze Cave)mentioning
confidence: 99%
“…Further-more, it is essential to clarify the terminology used, as there is a variety of terms often used improperly in the AEC industry, such as "immersive technologies", "immersive environments", "virtual environments", and "immersive realities", which can be confusing and make their application and expected outcomes challenging [41]. For example, Virtual Reality offers a qualitative representation of spaces at full scale, allowing users to explore them as if they were on-site and facilitating stakeholder engagement [42,43]. On the other hand, Augmented Reality and Mixed Reality blend the real world with the virtual, enabling the analysis of informational-geometric aspects [44][45][46].…”
Section: Background and Challenges To Implementing Immersivenessmentioning
confidence: 99%
“…make their application and expected outcomes challenging [41]. For example, Virtual Reality offers a qualitative representation of spaces at full scale, allowing users to explore them as if they were on-site and facilitating stakeholder engagement [42,43]. On the other hand, Augmented Reality and Mixed Reality blend the real world with the virtual, enabling the analysis of informational-geometric aspects [44][45][46].…”
Section: Background and Challenges To Implementing Immersivenessmentioning
confidence: 99%
“…The results found are detailed below:  The need to promote adaptation to technology (robots, BIM, VR) due to the current and future demands of the construction industry, including the design and construction of sustainable buildings [2], [4], [14], [16], [19].  The correspondence between the pedagogical approach and the selected technology, in terms of the characteristics of the software [14], [20], [21].  According to the approach established by the author (Design Thinking, VR), considering the digital tools that could support the elements of his approach [13], [22].…”
Section: Nummentioning
confidence: 99%