Metaverse technology is emerging as a global trend, offering virtual activities with real-world experiences. This paper presents a systematic review of research trends from 2012–2022 to determine the prevalence and current conditions of metaverse technology in education. The PRISMA framework (selected reporting items for systematic review and meta-analysis) guided this systematic review. 42 studies were selected from the Scopus database, with more than 70 studies or references from Google Scholar kept as supporting data after quality assessment. The results indicate that research interest in metaverse technology has significantly increased in the last ten years, peaking in 2022. Augmentation and simulation are the most prominent uses of metaverse technology in the learning process. C. Moro (2017) is the most cited author on this topic, with 313 citations, followed by P. Wang (2022) with 264 citations and P. Pelargos (2022) with 163 citations. AR and VR are the most widely used types of metaverse technology. Hopefully, this review will be useful for researchers, educators, and future research on the metaverse and education.
Recognizing hand-object interactions presents a significant challenge in computer vision. It arises due to the varying nature of hand-object interactions. Moreover, estimating the 3D position of a hand from a single frame can be problematic, especially when the hand obstructs the view of the object from the observer’s perspective. In this article, we present a novel approach to recognizing objects and facilitating virtual interactions, using a steering wheel as an illustrative example. We propose a real-time solution for identifying hand-object interactions in eXtended reality (XR) environments. Our approach relies on data captured by a single RGB camera during a manipulation scenario involving a steering wheel. Our model pipeline consists of three key components: (a) a hand landmark detector based on the MediaPipe cross-platform hand tracking solution; (b) a three-spoke steering wheel model tracker implemented using the faster region-based convolutional neural network (Faster R-CNN) architecture; and (c) a gesture recognition module designed to analyze interactions between the hand and the steering wheel. This approach not only offers a realistic experience of interacting with steering-based mechanisms but also contributes to reducing emissions in the real-world environment. Our experimental results demonstrate the natural interaction between physical objects in virtual environments, showcasing precision and stability in our system.
Augmented reality (AR) offers a novel way to enrich museum visits by deepening engagement and enhancing learning. This study presents the development of a mobile application for the Abylkhan Kasteyev State Museum of Arts (Almaty, Kazakhstan), designed to recognize and visualize exhibits through AR. Using computer vision and machine learning, the application identifies artifacts via a smartphone camera and overlays interactive 3D models in an augmented environment. The system architecture integrates Flutter plugins for AR rendering, YOLOv8 for exhibit recognition, and a cloud database for dynamic content updates. This combination enables an immersive educational experience, allowing visitors to interact with digital reconstructions and multimedia resources linked to the exhibits. Pilot testing in the museum demonstrated recognition accuracy above 97% and received positive feedback on usability and engagement. These results highlight the potential of AR-based mobile applications to increase accessibility to cultural heritage and enhance visitor interaction. Future work will focus on enlarging the exhibit database, refining performance, and incorporating additional interactive features such as multi-user collaboration, remote access, and gamified experiences.
Recognizing hand-object interactions presents a significant challenge in computer vision. It arises due to the varying nature of hand-object interactions. Moreover, estimating the 3D position of a hand from a single frame can be problematic, especially when the hand obstructs the view of the object from the observer’s perspective. In this article, we present a novel approach to recognizing objects and facilitating virtual interactions, using a steering wheel as an illustrative example. We propose a real-time solution for identifying hand-object interactions in eXtended reality (XR) environments. Our approach relies on data captured by a single RGB camera during a manipulation scenario involving a steering wheel. Our model pipeline consists of three key components: (a) a hand landmark detector based on the MediaPipe cross-platform hand tracking solution; (b) a three-spoke steering wheel model tracker implemented using the faster region-based convolutional neural network (Faster R-CNN) architecture; and (c) a gesture recognition module designed to analyze interactions between the hand and the steering wheel. This approach not only offers a realistic experience of interacting with steering-based mechanisms but also contributes to reducing emissions in the real-world environment. Our experimental results demonstrate the natural interaction between physical objects in virtual environments, showcasing precision and stability in our system.