In recent years, aiming to enhance and extend user experiences beyond the real world, Extended Reality (XR) has emerged to become a new paradigm that enables a plethora of applications [1], e.g., online gaming, online conferencing, social media, etc. XR refers to the human-machine interactions that combine real and virtual environments with the support of computing/communications technologies and wearable devices. The XR content is generated by providers or other users, including audio, video and other metadata. In general, the generated XR content is transmitted to XR devices and rendered into XR scenes (i.e., to generate an image from a 2D or 3D model by means of a computer program), where users can experience a hybrid experience of the real and virtual worlds.
An XR Environment for AI Education: Design and First Implementation
This work in progress paper presents and motivates the design of a novel extended reality (XR) environment for artificial intelligence (AI) education, and presents its first implementation. The learner is seated at a table and wears an XR headset that allows them to see both the real world and a visualization of a neural network. The
visualization is adjustable. The learner can inspect each layer, each neuron, and each connection. The learner can also choose a different input image, or create their own image to feed to the network. The inference is computed on the headset, in real time. The neural network configuration and its weights are loaded from an onnx file, which supports a variety of architectures as well as changing the weights to illustrate the training process.
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- Award ID(s):
- 2309564
- PAR ID:
- 10496728
- Publisher / Repository:
- IEEE
- Date Published:
- Journal Name:
- IEEE VR KELVAR Workshop: K-12+ Embodied Learning through Virtual and Augmented Reality
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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