# Towards a Social Virtual Reality Learning Environment in High Fidelity

arXiv: https://arxiv.org/abs/1707.05859 · HTML: https://mlsanity.com/paper/1707.05859/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 18 Jul 2017.

## Built on by (most cited first, 3 of 3)

- [Imperceptible Adversarial Examples for Fake Image Detection](https://mlsanity.com/paper/2106.01615/) (2021)
- [A Systematic Review on Interactive Virtual Reality Laboratory](https://mlsanity.com/paper/2203.15783/) (2022)
- [Open-World Object Detection via Discriminative Class Prototype Learning](https://mlsanity.com/paper/2302.11757/) (2023)

## Abstract (arXiv)

Virtual Learning Environments (VLEs) are spaces designed to educate students remotely via online platforms. Although traditional VLEs such as iSocial have shown promise in educating students, they offer limited immersion that diminishes learning effectiveness. This paper outlines a virtual reality learning environment (VRLE) over a high-speed network, which promotes educational effectiveness and efficiency via our creation of flexible content and infrastructure which meet established VLE standards with improved immersion. This paper further describes our implementation of multiple learning modules developed in High Fidelity, a "social VR" platform. Our experiment results show that the VR mode of content delivery better stimulates the generalization of lessons to the real world than non-VR lessons and provides improved immersion when compared to an equivalent desktop version.
