{"title":"Synchronous Multi-User Cross-Platform Virtual Reality for School Teachers","authors":"Francis Kambili-Mzembe, N. Gordon","doi":"10.23919/iLRN55037.2022.9815966","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815966","url":null,"abstract":"Motivated by a desire to apply Computer Science and Virtual Reality (VR) technology due to the need for improving secondary school education in Malawi, this paper presents a prototype of a synchronous multi-user cross-platform real-time 3D VR application. This tool can be used by VR application developers in assessing the feasibility of using VR technologies for secondary school teaching in Malawi. The prototype VR application illustrates the capabilities of the proposed development tools, as well as how the proposed technologies can be utilized in a design and implementation that accounts for the context of Malawi, where access to electricity and internet services are a challenge for many.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"110 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":"116555641","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}
Noah J. Glaser, M. Schmidt, Heath Palmer, Wanli Xing, Carla Schmidt
{"title":"Work-in-Progress–Computer Vision Methods to Examine Neurodiverse Gaze Patterns in 360-Video","authors":"Noah J. Glaser, M. Schmidt, Heath Palmer, Wanli Xing, Carla Schmidt","doi":"10.23919/iLRN55037.2022.9815974","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815974","url":null,"abstract":"Computer vision (CV) is a subset of artificial intelligence (AI) that focuses on enabling computers to detect and understand objects from visual stimuli and multimedia. With advances in computational power and open-source libraries, more educators and instructional designers are seeking to capitalize on the perceived benefits of CV. This work-in-progress paper reports the CV approach our research team has developed to explore the usage patterns of neurodiverse learners within a 360-degree spherical video-based virtual reality system.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"39 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":"125313156","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":"Enhancing K-16 Science Education with Augmented Reality: A Systematic Review of Literature from 2001 to 2020","authors":"Xinying Yin, Gege Li, Xinyan Deng, Heng Luo","doi":"10.23919/iLRN55037.2022.9815958","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815958","url":null,"abstract":"This study conducted a systematic review of 20 years of literature on the usage of augmented reality (AR) in K-16 science education. A total of 89 articles were selected as the research sample pool of this review after initial literature searching and manual filtering. The research findings were analyzed and synthesized through five interrelated aspects of AR-supported instruction: metadata, research methodologies, instructional contexts, instructional design, and technological features. The results revealed the trend patterns in AR-supported science education in terms of publication, pedagogical assumptions, and technological affordances over time. In addition, we reported the contextual factors in AR pedagogies and instructional functions. Finally, practical implications for teachers and AR program developers are proposed and discussed.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"19 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":"125347721","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}
Xiaomeng Huang, Xuanhui Shao, Meredith M. Thompson
{"title":"Learning Spatial Skills Collaboratively in Immersive Virtual Environments: A Systematic Review","authors":"Xiaomeng Huang, Xuanhui Shao, Meredith M. Thompson","doi":"10.23919/iLRN55037.2022.9815990","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815990","url":null,"abstract":"In this paper we explore the intersection of three domains: immersive virtual reality (VR), collaborative problem solving, and the development of spatial skills. We conducted a narrative review of literature between 2011 and 2021 looking for articles that included keywords associated with spatial skills, collaboration, and immersive virtual reality in 7 well known databases. Searches resulted in a thorough review of 21 articles. These articles included examples of virtual, physical, and applied spatial, collaborative tasks. Most of the tasks in the research were performance tasks that involved spatial skills of object location and spatial navigation by locating objects in a virtual world. Results of these studies also suggest specific design features that can benefit collaboration among users when engaging in spatial tasks. This study contributes to the literature by synthesizing research on collaboration and spatial skills in virtual reality and distilling suggestions for designers of VR experiences.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"21 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":"123996192","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 Metaverse-based Student’s Spatiotemporal Digital Profile for Representing Learning Situation","authors":"Fang Liu, Yifan Zhang, Liang Zhao, Qin Dai, Xiaonan Liu, Xiangbin Shi","doi":"10.23919/iLRN55037.2022.9815985","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815985","url":null,"abstract":"In recent years, the metaverse becomes a promising method to provide an intelligent teaching platform for the teaching-learning process. Existing teaching evaluation methods rely on the exam results and the educator’s teaching experience, which is hard to reflect the detailed teaching outcomes and each student’s learning situation. Therefore, this paper proposes a four-layer metaverse architecture to build students’ virtual entities of learning situations, containing a data acquisition layer, a technology layer, a model building layer, and an application layer. Furthermore, the virtual entities are constructed on the event logs recorded in the Learning Management System (LMS) and visualized as spatiotemporal digital profiles for students. In the spatial dimension, the profile can reflect a student’s learning situation in different aspects, including the completion of an assignment, the mastery of knowledge, the practical ability, etc. In the temporal dimension, it can reflect a student’s learning situation at different learning stages. Students’ practical abilities are obtained by the Machine Learning method GBDT (Gradient Boosting Decision Tree), and other dimensions of the profile are generated by the Knowledge Graph technology. With these profiles, educators can do teaching intervention, teaching evaluation, and personalized cultivation, providing a new path for intelligent teaching. We take the CG (Course Grading) platform and Data Structure and Algorithm course as examples to validate our model strategy. The experimental results show that the spatiotemporal digital profiles can better describe students’ learning situations, providing data support for teaching evaluation.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"220 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":"132449584","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—Design of LMS for the Shared Campus in Metaverse Learning Environment","authors":"Yu-Jun Jeong, Seonan Choi, Jeeheon Ryu","doi":"10.23919/iLRN55037.2022.9815909","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815909","url":null,"abstract":"This study is a Metaverse education framework in higher education for a shared learning environment at a consortium university. Here is a case of a consortium university in Korea, which has established a shared learning environment that can entail various advantages by forming a consortium between local governments, universities, and companies. In this work in progress, a Metaverse virtual campus was opened to overcome the distance between regions, and an LMS system was used for learning management. Despite the different attributes of the website and Metaverse, suggestions on how to build a new learning system were described by combining mutual advantages.","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":"133019137","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":"Teaching and Learning Immersive Technology in Education Sciences","authors":"Lana Frančeska Dreimane, Zinta Zālīte-Supe","doi":"10.23919/iLRN55037.2022.9815953","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815953","url":null,"abstract":"The immense potential of the immersive technology application in education has irreversibly shifted the status quo of pedagogic emphases across the disciplines and all levels of education. This shift, in turn, demands Higher Education in education sciences to adapt to these changes and to provide programmes and courses, where future specialists and researchers in such fields as technology enhanced learning, education technology solutions and applications can gain their expertise and qualifications. This research was conducted as a case study analysis of teaching and learning immersive technology in the field of education sciences at a university Masters level course “Virtual and Augmented Technology for Education”. This paper analyses teaching approaches and learner experience during two consecutive course years in order to formulate the findings and conclusions valuable for future application in the field of education sciences and potentially more broadly across the disciplines.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"2 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":"127669680","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}
Sebastian Egger-Lampl, Till Bieg, Markus Karlseder, B. Roszipal
{"title":"Work-in-Progress—eXtended Reality Training for Safety and Medical Procedures: Experiences From a User-Centered-Design Approach to Implementation","authors":"Sebastian Egger-Lampl, Till Bieg, Markus Karlseder, B. Roszipal","doi":"10.23919/iLRN55037.2022.9816000","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9816000","url":null,"abstract":"eXtended Reality (XR) environments appear to be a promising approach to training in various contexts; however, their potential for safety and medical procedures is still not fully understood. The aim of the presented research project is the user-centered implementation of an XR training for various occupational groups and volunteers of first responder organizations (e.g., physicians, paramedics, health care workers, police officers, firefighters). To achieve this aim, the project has followed three implementation steps: First, multi-stakeholder workshops were conducted to define two use cases for the most promising application areas. Second, based on the previous step, identified use cases were implemented as XR training scenarios. Third, scientific evaluations of the training applications are conducted focusing on subjective and objective performance indicators, learning success, training experience, acceptance, and potential barriers from an end-user perspective. As the last step is still ongoing, this paper puts emphasis on the outcomes of the stakeholder workshops, the respective decisions taken towards selecting two use cases, and the design of the evaluation study.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"102 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":"124034910","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—The Role of Immersion When Designing Characters for Adapting Textual Narratives into Comic Strips for Online Higher Education: Trials Prototyping Characters","authors":"Cristiane Bonfim, Demetrius Lacet, Leonel Morgado, Daniela Pedrosa","doi":"10.23919/iLRN55037.2022.9815904","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815904","url":null,"abstract":"A critical factor in immersive educational narratives is identification by students with the characters. In this work-in-progress analyzes the process of rendering characters from textual narratives into visual form by non-artists (i.e., instructors). We tried to match archetypes with their visual representation through the platforms: Pixton, Powtoon (both 2D) and The Sims4 (3D). The limitations of characterization can impact students’ narrative immersion. As future work we intend to test with the target group and observe the improvements needed to increase identification and sense of immersion in the narrative.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"9 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":"117165498","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":"Doctoral Colloquium—Treasure Hunt AR for Enhancing Visiting Experience in Cultural Sites","authors":"Md Tusher Sarker, D. Economou, A. Eardley","doi":"10.23919/iLRN55037.2022.9815888","DOIUrl":"https://doi.org/10.23919/iLRN55037.2022.9815888","url":null,"abstract":"Cultural heritage sites serve as tools for the public to perceive cultural elements and are the cornerstone of our modern society. For years, museums and cultural institutions have been transforming how they practice visitor experiences, moving from “objects” to “people” through several different approaches. Museums are searching for innovative ways to engage their visitors to accomplish their mission, meet educational goals and provide a memorable experience for their visitors. There is a growing body of research on the use of gamification in cultural sites to improve visiting experiences and encourage visitors to engage actively in museum activities. The goal of this paper is to investigate whether gamified experiences in cultural sites can improve visitor experiences through the use of treasure hunting AR. This paper presents the research questions of this study and discusses a framework that is being developed to address those.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"78 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":"127235008","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}