2023 IEEE International Conference on Consumer Electronics (ICCE) 2023
DOI: 10.1109/icce56470.2023.10043465
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Machine Learning for Educational Metaverse: How Far Are We?

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Cited by 14 publications
(6 citation statements)
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“…One can be concerned about how children with disabilities handle their schooling. Researchers and institutions in Ahuja et al (2023), Avila (2017), Bilotti et al (2023), Brusamento et al (2019), Chávez et al (2020), Chen et al (2020), Chen, Lin, et al (2022), Dube and İnce (2019), Erturk and Reynolds (2020), Frydenberg and Andone (2018), Gather (n.d.), George et al (2020), Hachaj and Baraniewicz (2015), Hwang and Chien (2022), Hyun (2021), Jeon and Jung (2021), Kaddoura and Al Husseiny (2023), Kemp and Livingstone (2006), Kim et al (2022), Kyaw et al (2019), Kye et al (2021), Lin et al (2022), MacCallum and Parsons (2019), Minecraft (n.d.), Mitra (2023), Na et al (2022), Nolin et al (2016), Roblox Corporation (n.d.), Rojas et al (2023), Rospigliosi (2022), Said (2023), Sanchez‐Sepulveda et al (2020), Satava and Jones (2003), Second Life (n.d.‐a), Sobota et al (2023), Soriani and Bonafede (2023), Stull et al (2013), and Vernaza et al (2012) engaged in development of metaverse/AR/VR‐based education platforms. Authors Chen, Lin, et al (2022), Hyun (2021), Jeon and Jung (2021), and Kim et al (2022) used COVID‐19‐based approaches.…”
Section: Literature Reviewmentioning
confidence: 99%
“…One can be concerned about how children with disabilities handle their schooling. Researchers and institutions in Ahuja et al (2023), Avila (2017), Bilotti et al (2023), Brusamento et al (2019), Chávez et al (2020), Chen et al (2020), Chen, Lin, et al (2022), Dube and İnce (2019), Erturk and Reynolds (2020), Frydenberg and Andone (2018), Gather (n.d.), George et al (2020), Hachaj and Baraniewicz (2015), Hwang and Chien (2022), Hyun (2021), Jeon and Jung (2021), Kaddoura and Al Husseiny (2023), Kemp and Livingstone (2006), Kim et al (2022), Kyaw et al (2019), Kye et al (2021), Lin et al (2022), MacCallum and Parsons (2019), Minecraft (n.d.), Mitra (2023), Na et al (2022), Nolin et al (2016), Roblox Corporation (n.d.), Rojas et al (2023), Rospigliosi (2022), Said (2023), Sanchez‐Sepulveda et al (2020), Satava and Jones (2003), Second Life (n.d.‐a), Sobota et al (2023), Soriani and Bonafede (2023), Stull et al (2013), and Vernaza et al (2012) engaged in development of metaverse/AR/VR‐based education platforms. Authors Chen, Lin, et al (2022), Hyun (2021), Jeon and Jung (2021), and Kim et al (2022) used COVID‐19‐based approaches.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Through the educational Metaverse, experts in the field, universities, or governments can organize cost-effective health education programs that can be accessed online and remain available for an indefinite amount of time, reaching people all over the world at any time [20]. Key methodologies like Machine Vision and Neural Interfaces can play vital roles in educational metaverse [52]. Physical and behavioral education programs are practical examples of elements that can be included in distance learning.…”
Section: Brain Computer Interactionmentioning
confidence: 99%
“…The metaverse has been recognized as the next generation of social connections, representing a virtual world where people can "live" under the rules defined by the creator [21][22][23] . Impossible to supervise the social and psychological needs of the students, who proved challenging amidst the barriers encountered during the educational metaverse and machine learning incorporation [24] . Various platforms for the didactic metaverse facilitated the school's motivation and the learning topics about incorporating 3D technology, using professional projects or engineering areas, and it also established alternative learning for the complementary subject of media arts in the inclusive school.…”
Section: Didactic Metaverse and Aimentioning
confidence: 99%