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XR4ED

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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