| Semester | Fall Semester, 2025 | ||
| Department | Master's Program in Global Communication and Innovation Technology, First Year Master's Program in Global Communication and Innovation Technology, Second Year Master's Program in Global Communication and Innovation Technology, Third Year | ||
| Course Name | Immersive Realities: Augmented, Virtual and Mixed Reality | ||
| Instructor | CHANG CHUN-HAO | ||
| Credit | 3.0 | ||
| Course Type | Elective | ||
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Weekly Assigned Readings:
[2-1] Alotaibi, M. N., & Malkawi, E. (2025). Learning beyond realities: Exploring virtual reality, augmented reality, and mixed reality in higher education—A systematic literature review. Discover Education, 4(1), 59. https://doi.org/10.1007/s44217-025-00559-7 [2-2] Vasarainen, M., Paavola, S., & Vetoshkina, L. (2021). A systematic literature review on extended reality: Virtual, augmented and mixed reality in working life. International Journal of Virtual Reality, 21(2), 1–28. https://doi.org/10.20870/IJVR.2021.21.2.4620 [2-3] Mitchell, B. (2023, August 24). AR vs. VR vs. MR vs. XR: What’s the difference? Lifewire. https://www.lifewire.com/ar-vs-vr-vs-mr-vs-xr-7089737 [2-4] Shoard, C. (2025, August 27). ‘We are seeing a new maturity’: How ‘extended reality’ is coming of age at the Venice film festival. The Guardian. https://www.theguardian.com/film/2025/aug/27/venice-film-festival-extended-reality-cinema-vr
[3-1] Crogman, H. T., Cano, V. D., Pacheco, E., Sonawane, R. B., & Boroon, R. (2025). Virtual reality, augmented reality, and mixed reality in experiential learning: Transforming educational paradigms. Education Sciences, 15(3), 303. https://doi.org/10.3390/educsci15030303 [3-2] Chen, G., Wang, H., Liang, A., Oubibi, M., & Zhou, Y. (2025). From detached observer to immersive participant: An augmented reality-based experiential learning approach to promote academic performance and learning behaviors in science education. Computers in Human Behavior Reports, 19, 100522. https://doi.org/10.1016/j.chbr.2025.100522 [3-3] Czerkawski, B. C. (2021). Learning experience design for augmented reality. Research in Learning Technology, 29, 2429. https://doi.org/10.25304/rlt.v29.2429
[5-1] Lehrman, A. L., & Kourtesis, P. (2025). Embodied learning through immersive virtual reality. Journal of Cognitive Enhancement, 9(1), 1-15. [5-2] Fahim, M., & Rezanejad, A. (2014). An introduction to embodied cognition. International Journal of Language and Linguistics, 2(4), 283–289. https://doi.org/10.11648/j.ijll.20140204.16 [5-3] Lin, L., Li, C., Xiong, Z., & Chen, X. (2023). Design strategies for VR science and education games from an embodied cognition perspective: A literature-based meta-analysis. Frontiers in Psychology, 14, 1162224. https://doi.org/10.3389/fpsyg.2023.1162224 [5-4] Mansour, N., Aras, C., Kleine Staarman, J., & Alotaibi, S. B. M. (2025). Embodied learning of science concepts through augmented reality technology. Education and Information Technologies, 30(6), 8245–8275. https://doi.org/10.1007/s10639-024-13120-0
[9-1] Fernández-Ruiz, M., Ruiz-Torres, D., & Puente, H. (2023). Environmental visualization and exploration in mobile augmented reality games: Redefining the spatial affordances. Interaction Design and Architecture(s). https://doi.org/10.55612/s-5002-056-004 [9-2] Lim, K. Y. T., Liang, A. J. C., Fang, Y., & Kuok, B. Z. W. (2025). Annotating the Field: Investigating the Affordances of Mixed Reality for Learning Beyond the Classroom. Virtual Worlds, 4 (2), 23. https://doi.org/10.3390/virtualworlds4020023 [9-3] Keshavarzi, M., Wu, M., Chin, M. N., Chin, R. N., & Yang, A. Y. (2019). Affordance analysis of virtual and augmented reality mediated communication. arXiv. https://doi.org/10.48550/arXiv.1904.04723 [9-4] Dincelli, E. (2022). Immersive virtual reality in the age of the Metaverse. Information Systems Frontiers, 25(3), 101819. https://doi.org/10.1016/j.is.2022.101819
[12-1] Cao, Y., Ng, G.-W., & Ye, S.-S. (2025). A systematic review of evidence-based design and pedagogical principles in educational virtual reality environments. Educational Research Review, 47, 100676. https://doi.org/10.1016/j.edurev.2025.100676 [12-2] Sahu, S. (2025, June 15). Designing for the immersive world: A UX designer’s guide to AR, VR, and XR. UX Planet. https://uxplanet.org/designing-for-the-immersive-world-a-ux-designers-guide-to-ar-vr-and-xr-c2414802be59 [12-3] Johnson-Glenberg, M. C. (2018). Immersive VR and education: Embodied design principles that include gesture and hand controls. Frontiers in Robotics and AI, 5, 81.
Supplementary books Dooley, K. J., & Lindquist, E. A. (Eds.). (2020). Immersive media and storytelling: Interactive technologies and the future of narrative. Routledge. Liu, D., Dede, C., Huang, R., & Richards, J. (Eds.). (2017). Virtual, augmented, and mixed realities in education. Springer. https://doi.org/10.1007/978-981-10-5490-7 Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778. https://doi.org/10.1016/j.compedu.2019.103778 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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