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M. Akif Akdag

dblp:419/8137 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2025
0000-0002-2219-4366ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Learning and educational technologies · 100%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Learning and educational technologies
immersive learning
0.912025
Enhancing Learning and Knowledge Retention of Abstract Physics Concepts with Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025
Virtual and augmented reality › virtual reality
VR for education
0.312025
Enhancing Learning and Knowledge Retention of Abstract Physics Concepts with Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025

Methods — techniques the papers use, named apart from their topics

questionnaire · 1.7controlled study · 1.7
YearPublicationVenuePosition
2025 Enhancing Learning and Knowledge Retention of Abstract Physics Concepts with Virtual Reality
abstract
Virtual reality (VR) is increasingly recognized as a powerful tool for science education, offering interactive environments to explore intangible concepts. Traditional teaching methods often struggle to convey abstract concepts in science, where many phenomena are not directly observable. VR can address this issue by modeling and visualizing complex and unobservable entities and processes, allowing learners to dynamically interact with what would otherwise not be directly perceptible. However, relatively few controlled studies have compared immersive VR learning with equivalent hands-on laboratory learning in physics education, particularly for more abstract topics. In this work, we designed a VR-based physics lab that is capable of visualizing electrons and electromagnetic fields to teach fundamental concepts of electronics and magnetism, closely replicating a traditional electronics learning kit used as a baseline for comparison. We evaluated the impact of the two conditions (VR versus traditional) on students' learning outcomes, motivation, engagement, and cognitive load. Our results show significantly higher knowledge retention in the VR group compared to the traditional group. Also, while there were no significant differences in immediate comprehension between the two groups, participants in the VR group spent substantially more time engaged with the learning content. These findings highlight the potential of visually enriched virtual environments to enhance the learning experience and improve knowledge retention of intangible scientific concepts.
M. Akif Akdag, Jean Botev, Steffen Rothkugel
IEEE Trans. Vis. Comput. Graph.1