Raine Kauppinen, Merja Drake, K. Anttila, Eveliina Lindgren
{"title":"Implementing Virtual Reality Based Competence Recognition","authors":"Raine Kauppinen, Merja Drake, K. Anttila, Eveliina Lindgren","doi":"10.1109/ICIET51873.2021.9419617","DOIUrl":null,"url":null,"abstract":"In this paper, we discuss using VR (virtual reality) in competence recognition. In education, VR is an increasingly used technology, and competence recognition is an essential task, for example, in vocational education as well as in the evaluation of learning. In vocational settings, effective competence recognition is also increasingly significant for employers since many potential employees, such as immigrants, are without formal degrees or education but have adequate competencies. For identifying relevant competencies in this setting, we present two novel competence recognition models suitable for VR based competence recognition. In addition, we discuss two types of relevant VR implementations and provide examples of them using Oculus Quest VR technology with Unity and 3DVista development platforms. Furthermore, we evaluate the applicability and significance of these models and the user experience of the VR implementations.","PeriodicalId":156688,"journal":{"name":"2021 9th International Conference on Information and Education Technology (ICIET)","volume":"2 4 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-03-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 9th International Conference on Information and Education Technology (ICIET)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICIET51873.2021.9419617","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
In this paper, we discuss using VR (virtual reality) in competence recognition. In education, VR is an increasingly used technology, and competence recognition is an essential task, for example, in vocational education as well as in the evaluation of learning. In vocational settings, effective competence recognition is also increasingly significant for employers since many potential employees, such as immigrants, are without formal degrees or education but have adequate competencies. For identifying relevant competencies in this setting, we present two novel competence recognition models suitable for VR based competence recognition. In addition, we discuss two types of relevant VR implementations and provide examples of them using Oculus Quest VR technology with Unity and 3DVista development platforms. Furthermore, we evaluate the applicability and significance of these models and the user experience of the VR implementations.