Proceedings of the 2017 ACM Workshop on Intelligent Interfaces for Ubiquitous and Smart Learning 2017
DOI: 10.1145/3038535.3038541
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Virtual Reality for Special Educational Needs

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Cited by 11 publications
(5 citation statements)
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“…Furthermore, the adoption of VR for teaching subjects at different educational levels has acquired relevance, especially in those subjects that require practice skills. As a result, there are successful experiences of VR adoption in education, such as teaching languages and culture [27], cinema [28], special education [29], physics [30], anatomy [31], medicine [32], engineering [33], or computer science [12].…”
Section: A Virtual Reality In Educationmentioning
confidence: 99%
See 1 more Smart Citation
“…Furthermore, the adoption of VR for teaching subjects at different educational levels has acquired relevance, especially in those subjects that require practice skills. As a result, there are successful experiences of VR adoption in education, such as teaching languages and culture [27], cinema [28], special education [29], physics [30], anatomy [31], medicine [32], engineering [33], or computer science [12].…”
Section: A Virtual Reality In Educationmentioning
confidence: 99%
“…The work of Cheng et al [27] provides statistically significant results on the increase in the sense of cultural involvement of the participants. Furthermore, VR interaction and collaboration with VR has a positive impact on skill acquisition, as demonstrated in students with special needs [29] or VR activities that foster collaboration between multiple students and communication capabilities in an immersive way [41]. Collaboration and interaction increase greatly in multiplayer immersion experiences [13].…”
Section: B Educational Outcomes Of Virtual Realitymentioning
confidence: 99%
“…During the experience with VR, the individual is exposed to multisensory information, surrounded by a three-dimensional representation, being able to move about in the virtual environment, observe it from different angles, participate in it, interact and, eventually, modify it (Buzio et al, 2017; Wallace et al, 2010). Users feel they can look around and move through the virtual environment (Malloy and Milling, 2010).…”
Section: Introductionmentioning
confidence: 99%
“…With several advantages and an expected increasing access and growth in the future (Hilty et al, 2020; Rizzo & Koenig, 2017), VR presents itself as a promising alternative to conventional interventions (Adery et al, 2018; Nijman et al, 2019). During the experience in VR, the individual is exposed to multisensory information, surrounded by a three-dimensional representation, being able to move around in the virtual environment, observe it from different angles, participate in it, interact, and, eventually, modify it (Buzio et al, 2017; Wallace et al, 2010). Users feel like they can look around and move through the simulated environment (Malloy & Milling, 2010).…”
mentioning
confidence: 99%