Advances in Virtual and Augmented Reality for Training and Assessment
1University College of Southeast Norway, Borre, Norway
2Liverpool John Moores University, Liverpool, UK
3Politecnico di Milano, Milan, Italy
4University of Central Florida, Orlando, USA
Advances in Virtual and Augmented Reality for Training and Assessment
Description
Recent advancements in Virtual and Augmented Reality (VR/AR) technology and its growing ubiquity have resulted in diverse and some unforeseen applications. Virtual and Augmented Reality not only has penetrated the high-end gaming and entertainment industries, but also has wider application and value for society. One particular area affordable, commercially available VR and AR that has potential to revolutionize is in training and education. Due to the high immersion and better control of virtual environments VR and AR experiences are no longer restricted to numbers or access to centralized training and education facilities. The fast-paced development of Virtual and Augmented Reality technology demands comprehensive research to explore best practices, novel applications, and value-added processes in training and education. Virtual and Augmented Reality and wearable technologies have diverse applications in training and education across a wide range of domains and disciplines, thus requiring systematic investigation to establish and advance both theoretical knowledge and practical applications.
In this special issue, we seek original research contributions that report novel approaches, methods, applications, and solutions of Virtual and Augmented Reality technology focused on training and performance assessment applications in vocational education, professional higher education, and training. Systematic literature reviews are also welcomed. Recent Advances in Virtual and Augmented Reality for Training and Assessment is open to cross-disciplinary research, with an emphasis on recent applications in the areas of education, learning, training simulators, user experience, and design.
Potential topics include but are not limited to the following:
- Simulator training and education
- Team training and collaborative learning
- Transfer of training and skill acquisition
- Human-Computer Interaction challenges
- VR and AR in training for complex operations
- Motivational aspects of VR and AR usage
- Gamification of education
- Learning in virtual environments
- Cloud-based learning and MOOC
- Competence and performance assessment
- Experimental design in VR and AR
- Applications of wearable technologies
- Adaptive user interfaces and experience
- Simulator sickness and sustainable use
- VR and AR system Usability
- VR and AR system training and familiarity