{"title":"开发用于共享虚拟现实信息的第二屏幕系统","authors":"Bunta Nakano, Takaki Matsumoto, Naoto Hoshikawa, Tomoyoshi Ito, Atsushi Shiraki","doi":"10.1002/spe.3299","DOIUrl":null,"url":null,"abstract":"Since virtual reality technology can easily realize a particular environment, it has been applied to various training. This technology is also expected in education such as those dealing with three-dimensional figures because they can represent phenomena in three dimensions. One of the standard virtual reality technologies is wearing a head-mounted display to experience a virtual reality project. However, the virtual reality experience is limited to the person wearing the head-mounted display (in most cases) when considering the use of head-mounted display-based virtual reality in education, making its usage unsuitable for mass education. Therefore, in this study, we develop a second-screen system that can share virtual reality information using an Android device. Healthy first- and second-year high school students between the ages of 15 and 17 were asked to use the virtual reality educational materials that implemented the developed system, and a questionnaire survey was conducted. There were no negative comments in the survey on whether proposing second-screen system was necessary, demonstrating the usefulness of the proposed system. Therefore, the second-screen system may adapt VR technology to mass education. In addition, we developed a package to integrate our second-screen system into the pre-existing virtual reality projects. This package simplifies the procedure for implementing a second-screen system, thus helping to reuse the virtual reality projects that have been developed so far.","PeriodicalId":21899,"journal":{"name":"Software: Practice and Experience","volume":"21 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-12-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Development of a second-screen system for sharing virtual reality information\",\"authors\":\"Bunta Nakano, Takaki Matsumoto, Naoto Hoshikawa, Tomoyoshi Ito, Atsushi Shiraki\",\"doi\":\"10.1002/spe.3299\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Since virtual reality technology can easily realize a particular environment, it has been applied to various training. This technology is also expected in education such as those dealing with three-dimensional figures because they can represent phenomena in three dimensions. One of the standard virtual reality technologies is wearing a head-mounted display to experience a virtual reality project. However, the virtual reality experience is limited to the person wearing the head-mounted display (in most cases) when considering the use of head-mounted display-based virtual reality in education, making its usage unsuitable for mass education. Therefore, in this study, we develop a second-screen system that can share virtual reality information using an Android device. Healthy first- and second-year high school students between the ages of 15 and 17 were asked to use the virtual reality educational materials that implemented the developed system, and a questionnaire survey was conducted. There were no negative comments in the survey on whether proposing second-screen system was necessary, demonstrating the usefulness of the proposed system. Therefore, the second-screen system may adapt VR technology to mass education. In addition, we developed a package to integrate our second-screen system into the pre-existing virtual reality projects. This package simplifies the procedure for implementing a second-screen system, thus helping to reuse the virtual reality projects that have been developed so far.\",\"PeriodicalId\":21899,\"journal\":{\"name\":\"Software: Practice and Experience\",\"volume\":\"21 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-12-18\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Software: Practice and Experience\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1002/spe.3299\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Software: Practice and Experience","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1002/spe.3299","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Development of a second-screen system for sharing virtual reality information
Since virtual reality technology can easily realize a particular environment, it has been applied to various training. This technology is also expected in education such as those dealing with three-dimensional figures because they can represent phenomena in three dimensions. One of the standard virtual reality technologies is wearing a head-mounted display to experience a virtual reality project. However, the virtual reality experience is limited to the person wearing the head-mounted display (in most cases) when considering the use of head-mounted display-based virtual reality in education, making its usage unsuitable for mass education. Therefore, in this study, we develop a second-screen system that can share virtual reality information using an Android device. Healthy first- and second-year high school students between the ages of 15 and 17 were asked to use the virtual reality educational materials that implemented the developed system, and a questionnaire survey was conducted. There were no negative comments in the survey on whether proposing second-screen system was necessary, demonstrating the usefulness of the proposed system. Therefore, the second-screen system may adapt VR technology to mass education. In addition, we developed a package to integrate our second-screen system into the pre-existing virtual reality projects. This package simplifies the procedure for implementing a second-screen system, thus helping to reuse the virtual reality projects that have been developed so far.