XR4ED: Difference between revisions
Created page with "=== XR4ED Project === {| class='wikitable' style='margin:auto' |- ! CORDIS Reference !! Start date !! End date !! Coordinator |- | https://cordis.europa.eu/project/id/101093159 || 01/01/2023 || 31/12/2025 || CYENS CENTRE OF EXCELLENCE / Cyprus |} === Project description === The pandemic forced many changes in education at every level. Lockdowns designed to curb the spread of coronavirus accelerated the adoption of digital technology. This was a boost for Europe’s Ed..." |
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=== Project description === | === Project description === | ||
The pandemic forced many changes in education at every level. Lockdowns designed to curb the spread of coronavirus accelerated the adoption of digital technology. This was a boost for Europe’s EdTech sector, which continues to grow. The EU-funded XR4ED project will explore the use of the extended reality (XR) industry, which has evolved and maintained a leading role globally in software and content production. Specifically, it will investigate learning resources and advantages of learning using XR. The project will also set up a one-stop-shop and open marketplace for XR applications for learning, training and education. The findings will enable digital start-ups, SMEs, and industry active in the EdTech sector to further advance early prototypes, of digital learning solutions/apps using XR. | The pandemic forced many changes in education at every level. Lockdowns designed to curb the spread of coronavirus accelerated the adoption of digital technology. This was a boost for Europe’s EdTech sector, which continues to grow. The EU-funded XR4ED project will explore the use of the extended reality (XR) industry, which has evolved and maintained a leading role globally in software and content production. Specifically, it will investigate learning resources and advantages of learning using XR. The project will also set up a one-stop-shop and open marketplace for XR applications for learning, training and education. The findings will enable digital start-ups, SMEs, and industry active in the EdTech sector to further advance early prototypes, of digital learning solutions/apps using XR. | ||
=== Project outputs === | |||
==== Publications ==== | |||
{| class="wikitable sortable" | |||
! Domain !! Type of output !! Title !! DOI URL | |||
|- | |||
| Education, Training & Serious Games || Conference proceedings || The Reel Deal: Designing and Evaluating LLM-Generated Short-Form Educational Videos || https://doi.org/10.1145/3749012.3749048 | |||
|- | |||
| Education, Training & Serious Games || Conference proceedings || Perceptions and Challenges of Implementing XR Technologies in Education: A Survey-Based Study || https://doi.org/10.1007/978-3-031-56075-0_28 | |||
|- | |||
| Ethics, Society, Arts & Culture || Peer reviewed articles || Ethical Considerations of Extended Reality in the Workplace || https://doi.org/10.1109/MPRV.2025.3602230 | |||
|- | |||
| Extended Reality (VR/AR/MR) & HCI || Conference proceedings || VR as a “Drop-In” Well-Being Tool for Knowledge Workers || https://doi.org/10.1109/ISMAR67309.2025.00127 | |||
|- | |||
| Extended Reality (VR/AR/MR) & HCI || Conference proceedings || Increasing Meditation Efficiency with Virtual Reality || https://doi.org/10.1145/3613905.3651003 | |||
|- | |||
| Extended Reality (VR/AR/MR) & HCI || Conference proceedings || Stretch your reach: Studying Self-Avatar and Controller Misalignment in Virtual Reality Interaction || https://doi.org/10.1145/3613904.364226 | |||
|} | |||
Latest revision as of 12:57, 22 April 2026
XR4ED Project
| CORDIS Reference | Start date | End date | Coordinator |
|---|---|---|---|
| https://cordis.europa.eu/project/id/101093159 | 01/01/2023 | 31/12/2025 | CYENS CENTRE OF EXCELLENCE / Cyprus |
Project description
The pandemic forced many changes in education at every level. Lockdowns designed to curb the spread of coronavirus accelerated the adoption of digital technology. This was a boost for Europe’s EdTech sector, which continues to grow. The EU-funded XR4ED project will explore the use of the extended reality (XR) industry, which has evolved and maintained a leading role globally in software and content production. Specifically, it will investigate learning resources and advantages of learning using XR. The project will also set up a one-stop-shop and open marketplace for XR applications for learning, training and education. The findings will enable digital start-ups, SMEs, and industry active in the EdTech sector to further advance early prototypes, of digital learning solutions/apps using XR.
Project outputs
Publications
| Domain | Type of output | Title | DOI URL |
|---|---|---|---|
| Education, Training & Serious Games | Conference proceedings | The Reel Deal: Designing and Evaluating LLM-Generated Short-Form Educational Videos | https://doi.org/10.1145/3749012.3749048 |
| Education, Training & Serious Games | Conference proceedings | Perceptions and Challenges of Implementing XR Technologies in Education: A Survey-Based Study | https://doi.org/10.1007/978-3-031-56075-0_28 |
| Ethics, Society, Arts & Culture | Peer reviewed articles | Ethical Considerations of Extended Reality in the Workplace | https://doi.org/10.1109/MPRV.2025.3602230 |
| Extended Reality (VR/AR/MR) & HCI | Conference proceedings | VR as a “Drop-In” Well-Being Tool for Knowledge Workers | https://doi.org/10.1109/ISMAR67309.2025.00127 |
| Extended Reality (VR/AR/MR) & HCI | Conference proceedings | Increasing Meditation Efficiency with Virtual Reality | https://doi.org/10.1145/3613905.3651003 |
| Extended Reality (VR/AR/MR) & HCI | Conference proceedings | Stretch your reach: Studying Self-Avatar and Controller Misalignment in Virtual Reality Interaction | https://doi.org/10.1145/3613904.364226 |