{"title":"Basic Research & Theory in Immersive Learning","authors":"","doi":"10.23919/ilrn55037.2022.9815947","DOIUrl":"https://doi.org/10.23919/ilrn55037.2022.9815947","url":null,"abstract":"","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125522590","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Mixed Reality Teaching Course for Formal Higher Education","authors":"Benedikt Hensen, R. Klamma","doi":"10.23919/iLRN55037.2022.9815961","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815961","url":null,"abstract":"The advancements of mixed reality technologies enable a productive application of mixed reality in various fields. This increases the demand for skilled mixed reality developers. Current curricula do not offer dedicated mixed reality courses in higher education that provide the necessary competences. We demonstrate a lab course for mixed reality software engineering in a bachelor program at a technical university with its learning goals and the identified skills to support future mixed reality computer scientists. The course was conducted five times over two and a half years with a total of 38 students. In all instances, the same open-source software project was used as a boundary object to train agile software engineering, mixed reality development competences, and presentation skills. As the course teaches state-of-the-art agile workflows, its aim is to prepare students for scientific projects, a bachelor thesis and industry training scenarios in mixed reality.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114622192","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Work-In-Progress—A Mobile Augmented Reality Application for Learning about Trademark Registration in Intellectual Property Education","authors":"Jorge Bacca-Acosta, Jenny-Paola Lis-Gutiérrez, Cecilia Ávila-Garzón, Marithza Sandoval-Escobar, Jairo Cardenas-Criollo","doi":"10.23919/iLRN55037.2022.9815982","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815982","url":null,"abstract":"Intellectual Property (IP) education plays a key role for support and creativity in society. However, research on IP education has not paid attention to the potential that AR could bring to this field. This work-in-progress paper presents an augmented reality mobile application developed in Unity for learning trademark registration as part of the first phase of a research project studying the uses of AR in intellectual property education. This paper describes the design of the application and some screenshots of the final developed version, the research method, instruments to evaluate the application, and preliminary findings. The main contribution of this paper is a use case of AR in the field of intellectual property education, an example of designing an app for this topic and some insights into the benefits of AR in the field of intellectual property education.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126248467","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Work-in-Progress—Unity between the Two Worlds: Microscopic Data-Based Immersive Experience","authors":"Sayuri Tanabashi, Toshiyuki Tange","doi":"10.23919/iLRN55037.2022.9815940","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815940","url":null,"abstract":"Since the 21st century, advanced technologies have prompted the divergence of learning materials. Recently, learning materials for immersive learning, adopting contents based on raw microscopic data, are emerging. As such, technologic advancement of microscopy has been emerging, as well as that of learning materials. This work-in-progress study describes the approach to envision the structure and function of organelles in plant cells based on more precise raw microscopic data as learning material for students.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125621635","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Annita Varella, P. Antoniou, J. Pickering, Charalampos Chatzimallis, P. Bamidis
{"title":"Evaluating Co-Creative XR Resource Design and Development; Observations From the Field.","authors":"Annita Varella, P. Antoniou, J. Pickering, Charalampos Chatzimallis, P. Bamidis","doi":"10.23919/iLRN55037.2022.9815915","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815915","url":null,"abstract":"There has been an increased interest in medical education and, specifically, in identifying appropriate methods to ensure efficiency in medical students’ learning process. The design and development of Immersive experiential technologies, including Virtual patients, chatbots, and Virtual, Augmented, or Mixed Reality (VR/AR/MR), through co-creative methods, find fertile ground to support medical educational material. The aim of the current paper was to evaluate the perceptions and gain insights on healthcare technologists’ and educators’ experience regarding a series of co-creation sessions conducted during the design and development of XR educational resources. Results of the qualitative research showed that co-creation can be an interactive and engaging method that involves individuals from multidisciplinary backgrounds for effectively designing XR educational resources. However, strict adherence to best practices, as described in this work, is required to avoid hindering the effectiveness of the process and the quality of the final resources.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128982882","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Work-in-Progress—Exploring Model Based Automated Response Systems to Enhance Student Outcomes","authors":"Josiah Koh, Michael A. Cowling, Meena Jha, K. Sim","doi":"10.23919/iLRN55037.2022.9815987","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815987","url":null,"abstract":"The advancement of Artificial Intelligence (AI) has sparked great excitement and expectation of its use in education. Integral to that is the idea of an Automated Response System (ARS). Huge strides have been made in the adaption of ARS in education, although a suitable theoretical framing has yet to be explored, especially in the context of designing an ARS. A previous proposal to use the community of inquiry (CoI) model was presented, but a case could be made that the link between the perception, attitudes and outcomes could be much better explored as part of the design. Hence, a different approach involving the technology acceptance model (TAM) model is explored in this paper toward its use to design an ARS to help statistics students better meet a more holistic learning outcome.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"59 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127668872","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Serious Game in Fully Immersive Virtual Reality for Teaching Astronomy Based on the Messier Catalog","authors":"H. Cecotti","doi":"10.23919/iLRN55037.2022.9815994","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815994","url":null,"abstract":"Fully-immersive virtual reality (VR) can be used to display 3D data so it is possible to use different vantage points and scales to observe these data. VR provides the perception of depth that is essential to appreciate distances and positions of 3D data points. In this paper, we propose a serious game in fully immersive virtual reality related to astronomy education. It allows users to learn about the positions and types of deep sky objects that are in the Messier catalog. The present work has multiple purposes: to teach the location of Messier objects in the night sky, to learn about the main types of deep sky objects, and to raise awareness of the consequences of light pollution on the night sky as some of the Messier objects can be observed with the naked eye in dark sky locations. The usability, workload, and potential VR symptoms have been assessed with undergraduate students. The results support the conclusion that VR has a key impact on the immersion of the users in the learning activities, with a laser pointer allowing to access easily all the different functionalities. The gameplay based on visual search exploits the 3D space in VR; the hints allow users with no prior knowledge of the topic to complete the tasks. With no motion and objects located at a far distance within the environment, the VR environment does not induce any VR symptoms.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"174 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133268325","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Work-in-Progress—Designing Evaluation Modules in the VR-based Simulation for Learners with Intellectual Disabilities","authors":"Yeonju Tak, Daeun Kim, Jeeheon Ryu","doi":"10.23919/iLRN55037.2022.9815934","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815934","url":null,"abstract":"The purpose of this work-in-progress paper is to develop an evaluation module in the VR-based simulation for learners with intellectual disabilities. The observation screen provides feedback to learners and evaluates their personal learning achievement. The simulation is designed to view the performance of the learner, offering visual and auditory feedback. The usability evaluation for learners with intellectual disabilities was conducted using grounded theory. In terms of performance, the observation screen helped identify difficulties in the learners’ spatial navigation, individual interaction, and learning tasks. The teacher can provide appropriate feedback on the learner’s difficulties using the observation screen.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"149 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133693172","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Supporting Watershed Literacy with a Desktop Virtual Reality Exploration Game","authors":"Robson Araujo Junior, Alec M. Bodzin","doi":"10.23919/iLRN55037.2022.9815959","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815959","url":null,"abstract":"A prototype desktop Virtual Reality (dVR) exploration game was developed as a curriculum enhancement activity for promoting watershed literacy with middle school students. It focuses on the spatial components, geography, and history of their local watershed. The dVR exploration game was implemented in the summer of 2021 in eastern USA during the COVID-19 pandemic with 35 learners aged 10–14 during summer school. Immediately before and after gameplay completion, the participants answered a 9-item watershed literacy measure assessing essential elements of watershed understandings. The preliminary findings revealed players’ improved ability to identify their own local watershed and how it connected to the ocean by rivers, creeks, and human-made structures. The watershed literacy measure was found to be a valid and reliable instrument.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122246499","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
L. Paletta, M. Schneeberger, Lilian Reim, W. Kallus, Andreas Peer, Christian Schönauer, M. Pszeida, Amir Dini, Stefan Ladstätter, A. Weber, Richard Feischl, G. Aumayr
{"title":"Work-in-Progress—Digital Human Factors Measurements in First Responder Virtual Reality-Based Skill Training","authors":"L. Paletta, M. Schneeberger, Lilian Reim, W. Kallus, Andreas Peer, Christian Schönauer, M. Pszeida, Amir Dini, Stefan Ladstätter, A. Weber, Richard Feischl, G. Aumayr","doi":"10.23919/iLRN55037.2022.9815976","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815976","url":null,"abstract":"First responders engage in highly stressful situations at the emergency site that may induce stress, fear, panic and a collapse of clear thinking. Staying cognitively under control under these circumstances is a necessary condition to avoid useless risk-taking and particularly to provide accurate situation reports to organize appropriate support in time. This work-in-progress applied a flexible virtual reality (VR) training environment to investigate the performance of reporting under rather realistically simulated mission conditions. In a pilot study, representative emergency forces of the Austrian volunteer fire brigade and paramedics of the Johanniter organization participated in an exploratory pilot study that tested a formalized reporting schema (LEDVV), applying equivalent stress in both, (i) real (physical strain) and non-immersive (cognitive strain), and (ii) fully immersive training environments. Wearable psychophysiological measuring technology was applied to estimate the cognitive-emotional stress level under both training conditions. The results indicate that situation reports achieve a high level of cognitive-emotional stress and should be thoroughly trained. Furthermore, the results motivate the use of VR environments for the training of stress-resilient decision-making behavior of emergency forces.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"99 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126050647","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}