Part 1: Designing Immersive Experiences across Contexts: Exploring Student Attention in the Metaverse: a Systematic Literature Review from the Perspective of Design and Ergonomics.- A Neuroeducational Approach in the Integration of Virtual Reality Technologies in the Development of Serious Games: Case Study in the Field of Occupational Safety and Risk Prevention.- Does Virtual Reality Allow Essay Participants Better Conditions to Get Information Regarding the Perception of Architectural Contexts?.- Panoramic 360 Image Versus 2D Video: What is the Best Inside Virtual Reality?.- Kinesics Language Interaction in Virtual Reality.- Comparing the Therapeutic Effects of Using Traditional Methods and Virtual Reality Headset in the Treatment of Depression and Anxiety.- Analysis of the Impact on Immersive Experience: Narrative Effects in First and Third Person Perspectives.- IMARISS: Story Creation Tools - Inspiration Mobile Augmented Reality Interactive Story System.
- Virtual Reality Image Creation in the Era of Artificial Intelligence. Part 2: Technology, Design, and Learner Engagement: Research on Strategies of Virtual Reality Technology to Promote Astronomy Science Popularization Education in Primary Schools.- Analysis of Gamification Strategies for Children's Safety Popularization Education Based on AR Technology.- The Impact of Innovative Education Driven by Design Thinking and Training Model of Innovative Talents on Student Engagement: The Moderating Role of Background of Blockchain Technology.- A Study on the Application of Digital Products Designed to Improve Primary School Students' Literacy Skills.- Bridging Cello Learning with Technological Innovations: An Exploration of Interaction Design Opportunities.- Unlocking Interactive Learning: Applying Bioecological Theory to Parent-child Interaction in Educational Product Design.- Research on an Educational Toy for Preschool Children's Oral Care Based on Persuasive Design.
- Optimizing the Student Evaluation System in Higher Education: A Comprehensive Approach from the Perspective of Student Experience. Part 3: User Experience in Tangible and Intangible Cultural Heritage: Research on the Value Development and Spatial Experience of Rural Ecological Landscape in Lingnan.- Bibliometric Analysis on Intangible Cultural Heritage and Experience Marketing in China.- Visitor's Museum Experience Model in Mixed Reality Environment from the Perspective of 4E Cognition.- The Impact of Gamified AR Format on Engagement for Site Museum Tours.- User Experience Evaluation of an Immersive Virtual Reality Experience: The Case of the Palmela Dukes' Mausoleum in Lisbon's Prazeres Cemetery.- Research on the Application of Digital Technology in Museum-based Aesthetic Education of Children.- User Experience Research in China's Tourism Industry Based on Knowledge Map.